Instead of counting turns, count clock ticks. A WaitAction adds 10 ticks to the passive healing clock and a WalkAction adds 5. So, you will heal while walking but at a slower rate.
283 lines
9.1 KiB
Python
283 lines
9.1 KiB
Python
#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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'''
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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 (e.g.
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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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BumpAction
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WalkAction
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MeleeAction
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ExitAction
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WaitAction
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'''
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from typing import Optional, TYPE_CHECKING
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from . import items
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from . import log
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from .geometry import Direction
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from .object import Actor, Item
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if TYPE_CHECKING:
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from .engine import Engine
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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!r}, success={self.success}, done={self.done}, alternate={self.alternate!r})'
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class Action:
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'''An action that an Entity should perform.'''
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def __init__(self, actor: Optional[Actor]):
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self.actor = actor
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def perform(self, engine: 'Engine') -> 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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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 failure(self) -> ActionResult:
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'''Create an ActionResult indicating failure with no follow-up'''
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return ActionResult(self, success=False)
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def success(self) -> ActionResult:
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'''Create an ActionResult indicating success with no follow-up'''
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return ActionResult(self, success=True)
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def __str__(self) -> str:
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return f'{self.__class__.__name__} for {self.actor!s}'
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def __repr__(self):
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return f'{self.__class__.__name__}({self.actor!r})'
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class ExitAction(Action):
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'''Exit the game.'''
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def perform(self, engine: 'Engine') -> 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') -> 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, actor: Actor, direction: Direction):
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super().__init__(actor)
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self.direction = direction
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def __repr__(self):
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return f'{self.__class__.__name__}({self.actor!r}, {self.direction!r})'
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def __str__(self) -> str:
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return f'{self.__class__.__name__} toward {self.direction} by {self.actor!s}'
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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') -> ActionResult:
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new_position = self.actor.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 or not ent.blocks_movement:
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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.ACTIONS.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
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self.actor,
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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 self.failure()
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if entity_occupying_position:
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assert entity_occupying_position.blocks_movement
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return ActionResult(self, alternate=MeleeAction(self.actor, self.direction, entity_occupying_position))
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return ActionResult(self, alternate=WalkAction(self.actor, 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') -> ActionResult:
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new_position = self.actor.position + self.direction
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log.ACTIONS.debug('Moving %s to %s', self.actor, new_position)
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self.actor.position = new_position
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try:
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should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(5)
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if should_recover_hit_points:
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return ActionResult(self, alternate=HealAction(self.actor, 1))
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except AttributeError:
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pass
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return self.success()
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class MeleeAction(MoveAction):
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'''Perform a melee attack on another Actor'''
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def __init__(self, actor: Actor, direction: Direction, target: Actor):
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super().__init__(actor, direction)
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self.target = target
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def perform(self, engine: 'Engine') -> ActionResult:
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if not self.target:
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return self.failure()
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if not self.actor.fighter or not self.target.fighter:
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return self.failure()
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damage = self.actor.fighter.attack_power - self.target.fighter.defense
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if damage > 0 and self.target:
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log.ACTIONS.debug('%s attacks %s for %d damage!', self.actor, self.target, damage)
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self.target.fighter.hit_points -= damage
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if self.actor == engine.hero:
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engine.message_log.add_message(f'You attack the {self.target.name} for {damage} damage!', fg=(127, 255, 127))
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elif self.target == engine.hero:
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engine.message_log.add_message(f'The {self.actor.name} attacks you for {damage} damage!', fg=(255, 127, 127))
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else:
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log.ACTIONS.debug('%s attacks %s but does no damage!', self.actor, self.target)
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if self.target.fighter.is_dead:
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log.ACTIONS.info('%s is dead!', self.target)
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return ActionResult(self, alternate=DieAction(self.target))
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return self.success()
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class WaitAction(Action):
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'''Wait a turn'''
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def perform(self, engine: 'Engine') -> ActionResult:
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log.ACTIONS.debug('%s is waiting a turn', self.actor)
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if self.actor == engine.hero:
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should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(10)
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if should_recover_hit_points:
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return ActionResult(self, alternate=HealAction(self.actor, 1))
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return self.success()
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class DieAction(Action):
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'''Kill an Actor'''
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def perform(self, engine: 'Engine') -> ActionResult:
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engine.kill_actor(self.actor)
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if self.actor == engine.hero:
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engine.message_log.add_message('You die...', fg=(255, 127, 127))
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else:
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engine.message_log.add_message(f'The {self.actor.name} dies', fg=(127, 255, 127))
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if self.actor.yields_corpse_on_death:
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log.ACTIONS.debug('%s leaves a corpse behind', self.actor)
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corpse = Item(kind=items.Corpse, name=f'{self.actor.name} Corpse', position=self.actor.position)
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return ActionResult(self, alternate=DropItemAction(self.actor, corpse))
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return self.success()
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class DropItemAction(Action):
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'''Drop an item'''
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def __init__(self, actor: 'Actor', item: 'Item'):
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super().__init__(actor)
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self.item = item
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def perform(self, engine: 'Engine') -> ActionResult:
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engine.entities.add(self.item)
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return self.success()
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class HealAction(Action):
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'''Heal a target actor some number of hit points'''
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def __init__(self, actor: 'Actor', hit_points_to_recover: int):
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super().__init__(actor)
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self.hit_points_to_recover = hit_points_to_recover
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def perform(self, engine: 'Engine') -> ActionResult:
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fighter = self.actor.fighter
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if not fighter:
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log.ACTIONS.error('Attempted to heal %s but it has no hit points', self.actor)
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return self.failure()
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fighter.hit_points += self.hit_points_to_recover
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return self.success()
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