going-rogue/erynrl/events.py

144 lines
5.3 KiB
Python

# Eryn Wells <eryn@erynwells.me>
'''Defines event handling mechanisms.'''
from typing import Optional, TYPE_CHECKING
import tcod
from . import log
from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
from .geometry import Direction
from .object import Actor
if TYPE_CHECKING:
from .engine import Engine
class EventHandler(tcod.event.EventDispatch[Action]):
'''Handler of `tcod` events'''
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
def wait_for_events(self):
'''Wait for events and handle them.'''
for event in tcod.event.wait():
self.handle_event(event)
def handle_event(self, event: tcod.event.Event) -> None:
'''Handle the given event. Transform that event into an Action via an EventHandler and perform it.'''
action = self.dispatch(event)
# Unhandled event. Ignore it.
if not action:
log.EVENTS.debug('Unhandled event: %s', event)
return
log.ACTIONS_TREE.info('Processing Hero Actions')
log.ACTIONS_TREE.info('|-> %s', action.actor)
result = self.perform_action_until_done(action)
# Player's action failed, don't proceed with turn.
if not result.success and result.done:
return
# Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean
# distance to the Hero, so entities closer to the hero act first.
hero_position = self.engine.hero.position
entities = sorted(
self.engine.entities,
key=lambda e: e.position.euclidean_distance_to(hero_position))
log.ACTIONS_TREE.info('Processing Entity Actions')
for i, ent in enumerate(entities):
if not isinstance(ent, Actor):
continue
ent_ai = ent.ai
if not ent_ai:
continue
if self.engine.map.visible[tuple(ent.position)]:
log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent)
action = ent_ai.act(self.engine)
self.perform_action_until_done(action)
self.engine.update_field_of_view()
def perform_action_until_done(self, action: Action) -> ActionResult:
'''Perform the given action and any alternate follow-up actions until the action chain is done.'''
result = action.perform(self.engine)
if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.engine.map.visible[tuple(action.actor.position)]:
if result.alternate:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,
result.done,
alternate_string)
while not result.done:
action = result.alternate
assert action is not None, f'Action {result.action} incomplete but no alternate action given'
result = action.perform(self.engine)
if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.engine.map.visible[tuple(action.actor.position)]:
if result.alternate:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,
result.done,
alternate_string)
if result.success:
break
return result
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction(self.engine.hero)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
hero = self.engine.hero
sym = event.sym
match sym:
case tcod.event.KeySym.b:
action = BumpAction(hero, Direction.SouthWest)
case tcod.event.KeySym.h:
action = BumpAction(hero, Direction.West)
case tcod.event.KeySym.j:
action = BumpAction(hero, Direction.South)
case tcod.event.KeySym.k:
action = BumpAction(hero, Direction.North)
case tcod.event.KeySym.l:
action = BumpAction(hero, Direction.East)
case tcod.event.KeySym.n:
action = BumpAction(hero, Direction.SouthEast)
case tcod.event.KeySym.u:
action = BumpAction(hero, Direction.NorthEast)
case tcod.event.KeySym.y:
action = BumpAction(hero, Direction.NorthWest)
case tcod.event.KeySym.ESCAPE:
action = ExitAction(hero)
case tcod.event.KeySym.SPACE:
action = RegenerateRoomsAction(hero)
case tcod.event.KeySym.PERIOD:
action = WaitAction(hero)
return action