going-rogue/erynrl/object.py

173 lines
5.6 KiB
Python

# Eryn Wells <eryn@erynwells.me>
from enum import Enum
from typing import TYPE_CHECKING, Optional, Tuple, Type
import tcod
from . import items
from .components import Fighter
from .geometry import Point
from .monsters import Species
if TYPE_CHECKING:
from .ai import AI
class RenderOrder(Enum):
'''
These values indicate the order that an Entity should be rendered. Higher values are rendered later and therefore on
top of items at with lower orderings.
'''
ITEM = 1000
ACTOR = 2000
HERO = 3000
class Entity:
'''A single-tile drawable entity with a symbol and position
Attributes
----------
position : Point
The Entity's location on the map
foreground : Tuple[int, int, int]
The foreground color used to render this Entity
background : Tuple[int, int, int], optional
The background color used to render this Entity
symbol : str
A single character string that represents this character on the map
ai : Type[AI], optional
If an entity can act on its own behalf, an instance of an AI class
blocks_movement : bool
True if this Entity blocks other Entities from moving through its position
'''
def __init__(self, symbol: str, *,
position: Optional[Point] = None,
blocks_movement: Optional[bool] = True,
render_order: RenderOrder = RenderOrder.ITEM,
fg: Optional[Tuple[int, int, int]] = None,
bg: Optional[Tuple[int, int, int]] = None):
self.position = position if position else Point()
self.foreground = fg if fg else (255, 255, 255)
self.background = bg
self.symbol = symbol
self.blocks_movement = blocks_movement
self.render_order = render_order
def print_to_console(self, console: tcod.Console) -> None:
'''Render this Entity to the console'''
console.print(x=self.position.x, y=self.position.y, string=self.symbol, fg=self.foreground, bg=self.background)
def __str__(self) -> str:
return f'{self.symbol}[{self.position}]'
def __repr__(self) -> str:
return f'{self.__class__.__name__}({self.symbol!r}, position={self.position!r}, fg={self.foreground!r}, bg={self.background!r})'
class Actor(Entity):
def __init__(self, symbol: str, *,
position: Optional[Point] = None,
blocks_movement: Optional[bool] = True,
render_order: RenderOrder = RenderOrder.ACTOR,
ai: Optional[Type['AI']] = None,
fighter: Optional[Fighter] = None,
fg: Optional[Tuple[int, int, int]] = None,
bg: Optional[Tuple[int, int, int]] = None):
super().__init__(symbol, position=position, blocks_movement=blocks_movement, fg=fg, bg=bg, render_order=render_order)
# Components
self.ai = ai
self.fighter = fighter
@property
def name(self) -> str:
return 'Actor'
@property
def sight_radius(self) -> int:
'''The number of tiles this entity can see around itself'''
return 0
@property
def yields_corpse_on_death(self) -> bool:
'''True if this Actor should produce a corpse when it dies'''
return False
def __repr__(self) -> str:
return f'{self.__class__.__name__}({self.symbol!r}, position={self.position!r}, fighter={self.fighter!r}, ai={self.ai!r}, fg={self.foreground!r}, bg={self.background!r})'
class Hero(Actor):
'''The hero, the player character'''
def __init__(self, position: Point):
super().__init__('@',
position=position,
fighter=Fighter(maximum_hit_points=30, attack_power=5, defense=2),
render_order=RenderOrder.HERO,
fg=tuple(tcod.white))
@property
def name(self) -> str:
return 'Hero'
@property
def sight_radius(self) -> int:
# TODO: Make this configurable
return 8
def __str__(self) -> str:
return f'{self.symbol}[{self.position}][{self.fighter.hit_points}/{self.fighter.maximum_hit_points}]'
class Monster(Actor):
'''An instance of a Species'''
def __init__(self, species: Species, ai_class: Type['AI'], position: Point = None):
fighter = Fighter(
maximum_hit_points=species.maximum_hit_points,
attack_power=species.attack_power,
defense=species.defense)
super().__init__(
species.symbol,
ai=ai_class(self),
position=position,
fighter=fighter,
fg=species.foreground_color,
bg=species.background_color)
self.species = species
@property
def name(self) -> str:
return self.species.name
@property
def sight_radius(self) -> int:
return self.species.sight_radius
@property
def yields_corpse_on_death(self) -> bool:
return True
def __str__(self) -> str:
return f'{self.name} with {self.fighter.hit_points}/{self.fighter.maximum_hit_points} hp at {self.position}'
class Item(Entity):
'''An instance of an Item'''
def __init__(self, kind: items.Item, position: Point = None, name: str = None):
super().__init__(kind.symbol,
position=position,
blocks_movement=False,
render_order=RenderOrder.ITEM,
fg=kind.foreground_color,
bg=kind.background_color)
self.kind = kind
self._name = name
@property
def name(self) -> str:
'''The name of the item'''
if self._name:
return self._name
return self.kind.name