going-rogue/erynrl/components.py
Eryn Wells def79386d8 Move the renderable part of Entity to a Renderable component
Move symbol, render order, foreground, and background properties on Entity
to a new Component called Renderable.
2023-03-11 00:58:58 -08:00

117 lines
3.9 KiB
Python

# Eryn Wells <eryn@erynwells.me>
import random
from enum import Enum
from typing import Optional, Tuple
class Component:
'''A base, abstract Component that implement some aspect of an Entity's behavior.'''
class Fighter(Component):
'''A Fighter is an Entity that can fight. That is, it has hit points (health), attack, and defense.
Attributes
----------
maximum_hit_points : int
Maximum number of hit points the Fighter can have. In almost every case, a Fighter will be spawned with this
many hit points.
attack_power : int
The amount of damage the Figher can do.
defense : int
The amount of damage the Fighter can deflect or resist.
hit_points : int
The current number of hit points remaining. When this reaches 0, the Fighter dies.
'''
def __init__(self, *, maximum_hit_points: int, attack_power: int, defense: int, hit_points: Optional[int] = None):
self.maximum_hit_points = maximum_hit_points
self.__hit_points = hit_points if hit_points else maximum_hit_points
# TODO: Rename these two attributes something better
self.attack_power = attack_power
self.defense = defense
# TODO: Factor this out into a dedicated Clock class
self.__ticks_since_last_passive_heal = 0
self.__ticks_for_next_passive_heal = 0
self._reset_passive_heal_clock()
@property
def hit_points(self) -> int:
'''Number of hit points remaining. When a Fighter reaches 0 hit points, they die.'''
return self.__hit_points
@hit_points.setter
def hit_points(self, value: int) -> None:
self.__hit_points = min(self.maximum_hit_points, max(0, value))
@property
def is_dead(self) -> bool:
'''True if the Fighter has died, i.e. reached 0 hit points'''
return self.__hit_points == 0
def passively_recover_hit_points(self, number_of_ticks: int) -> bool:
'''
Check the passive healing clock to see if this fighter should recover hit points. If not, increment the
counter.
Arguments
---------
number_of_ticks : int
The number of ticks to increment the clock
'''
if self.hit_points == self.maximum_hit_points:
self.__ticks_since_last_passive_heal = 0
if self.__ticks_since_last_passive_heal < self.__ticks_for_next_passive_heal:
self.__ticks_since_last_passive_heal += number_of_ticks
return False
self._reset_passive_heal_clock()
return True
def _reset_passive_heal_clock(self) -> None:
self.__ticks_since_last_passive_heal = 0
self.__ticks_for_next_passive_heal = random.randint(30, 70)
class Renderable(Component):
class Order(Enum):
'''
These values indicate the order that an entity with a Renderable
component should be rendered. Higher values are rendered later and
therefore on top of items with lower orderings.
'''
ITEM = 1000
ACTOR = 2000
HERO = 3000
def __init__(
self,
symbol: str,
order: Order = Order.ACTOR,
fg: Optional[Tuple[int, int, int]] = None,
bg: Optional[Tuple[int, int, int]] = None):
if len(symbol) != 1:
raise ValueError(f'Symbol string "{symbol}" must be of length 1')
self.symbol = symbol
'''The symbol that represents this renderable on the map'''
self.order = order
'''
Specifies the layer at which this entity is rendered. Higher values are
rendered later, and thus on top of lower values.
'''
self.foreground = fg
'''The foreground color of the entity'''
self.background = bg
'''The background color of the entity'''
def __repr__(self):
return f'{self.__class__.__name__}("{self.symbol}", {self.order}, {self.foreground}, {self.background})'