Refactor MovePlayerAction into a few different Action subclasses. Move direction to a parent MoveAction, and create three new subclasses of MoveAction: - BumpAction: perform the test that an action can be performed in the given direction - WalkAction, take a step in the given direction - MeleeAction, attack another Entity in the given direction Add an ActionResult class that communicates the result of performing an Action. - ActionResult.succeeded indicates whether the action succeeded. - ActionResult.done indicates if the action is fully complete or requires followup. - ActionResult.alternate specifies the follow-up action to perform. Convert all the key handling actions to BumpActions. In the Engine's event handler method, loop until an action is completed, performing specified alternate actions until the result object indicates the action is done.
176 lines
5.3 KiB
Python
176 lines
5.3 KiB
Python
#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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'''This module defines all of the actions that can be performed by the game. These actions can come from the player
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(e.g. via keyboard input), or from non-player entities (e.g. AI deciboard input), or from non-player entities (e.g. AI
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decisions).
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Class Hierarchy
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---------------
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Action : Base class of all actions
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MoveAction : Base class for all actions that are performed with a direction
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WalkAction
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MeleeAction
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ExitAction
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'''
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import logging
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from typing import Optional, TYPE_CHECKING
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from .geometry import Direction
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from .object import Entity
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if TYPE_CHECKING:
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from .engine import Engine
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LOG = logging.getLogger('events')
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class ActionResult:
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'''The result of an Action.
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`Action.perform()` returns an instance of this class to inform the caller of the result
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Attributes
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----------
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action : Action
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The Action that was performed
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success : bool, optional
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True if the action succeeded
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done : bool, optional
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True if the action is complete, and no follow-up action is needed
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alternate : Action, optional
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An alternate action to perform if this action failed
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'''
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def __init__(self, action: 'Action', *,
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success: Optional[bool] = None,
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done: Optional[bool] = None,
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alternate: Optional['Action'] = None):
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self.action = action
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self.alternate = alternate
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if success is not None:
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self.success = success
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elif alternate:
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self.success = False
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else:
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self.success = True
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if done is not None:
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self.done = done
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elif self.success:
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self.done = True
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else:
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self.done = not alternate
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def __repr__(self):
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return f'{self.__class__.__name__}({self.action}, success={self.success}, done={self.done}, alternate={self.alternate})'
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class Action:
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'''An action that an Entity should perform.'''
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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'''Perform this action.
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Parameters
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----------
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engine : Engine
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The game engine
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entity : Entity
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The entity that this action is being performed on
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Returns
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-------
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ActionResult
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A result object reflecting how the action was handled, and what follow-up actions, if any, are needed to
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complete the action.
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'''
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raise NotImplementedError()
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def __repr__(self):
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return f'{self.__class__.__name__}()'
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class ExitAction(Action):
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'''Exit the game.'''
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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raise SystemExit()
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class RegenerateRoomsAction(Action):
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'''Regenerate the dungeon map'''
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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return ActionResult(self, success=False)
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# pylint: disable=abstract-method
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class MoveAction(Action):
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'''An abstract Action that requires a direction to complete.'''
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def __init__(self, direction: Direction):
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super().__init__()
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self.direction = direction
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def __repr__(self):
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return f'{self.__class__.__name__}({self.direction})'
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class BumpAction(MoveAction):
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'''Attempt to perform a movement action in a direction.
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This action tests if an action in the direction is possible and returns the action that can be completed.
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Attributes
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----------
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direction : Direction
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The direction to test
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'''
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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new_position = entity.position + self.direction
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position_is_in_bounds = engine.map.tile_is_in_bounds(new_position)
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position_is_walkable = engine.map.tile_is_walkable(new_position)
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for ent in engine.entities:
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if new_position != ent.position:
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continue
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entity_occupying_position = ent
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break
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else:
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entity_occupying_position = None
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LOG.info('Bumping %s (in_bounds:%s walkable:%s overlaps:%s)',
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new_position,
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position_is_in_bounds,
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position_is_walkable,
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entity_occupying_position)
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if not position_is_in_bounds or not position_is_walkable:
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return ActionResult(self, success=False)
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if entity_occupying_position:
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return ActionResult(self, alternate=MeleeAction(self.direction, entity_occupying_position))
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return ActionResult(self, alternate=WalkAction(self.direction))
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class WalkAction(MoveAction):
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'''Walk one step in the given direction.'''
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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new_position = entity.position + self.direction
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LOG.info('Moving %s to %s', entity, new_position)
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entity.position = new_position
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return ActionResult(self, success=True)
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class MeleeAction(MoveAction):
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'''Perform a melee attack on another entity'''
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def __init__(self, direction: Direction, target: Entity):
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super().__init__(direction)
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self.target = target
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def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
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LOG.info('Attack! %s', self.target)
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return ActionResult(self, success=True)
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