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entity.py
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entity.py
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from __future__ import annotations
import copy
from math import sqrt
from typing import TYPE_CHECKING, Dict, Optional, Tuple, Type, TypeVar, Union
from render_order import RenderOrder
if TYPE_CHECKING:
from components.ai import BaseAI
from components.consumable import Consumable
from components.equipment import Equipment
from components.equippable import Equippable
from components.fighter import Fighter
from components.inventory import Inventory
from components.level import Skills
from game_map import GameMap
T = TypeVar("T", bound="Entity")
class Entity:
"""
A generic object to represent players, enemies, items, etc.
"""
parent: Union[GameMap, Inventory]
def __init__(
self,
parent: Optional[GameMap] = None,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
blocks_movement: bool = False,
render_order: RenderOrder = RenderOrder.CORPSE,
):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks_movement = blocks_movement
self.render_order = render_order
if parent:
# If parent isn't provided now then it will be set later.
self.parent = parent
parent.entities.add(self)
@property
def gamemap(self) -> GameMap:
return self.parent.gamemap
def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
"""Spawn a copy of this instance at the given location."""
clone = copy.deepcopy(self)
clone.x = x
clone.y = y
clone.parent = gamemap
gamemap.entities.add(clone)
return clone
def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
"""Place this entity at a new location. Handles moving across GameMaps."""
self.x = x
self.y = y
if gamemap:
if hasattr(self, "parent"): # Possibly uninitialized.
if self.parent is self.gamemap:
self.gamemap.entities.remove(self)
self.parent = gamemap
gamemap.entities.add(self)
def distance(self, x: int, y: int) -> float:
"""
Return the distance between the current entity and the given (x, y coordinate.
"""
return sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def move(self, dx: int, dy: int) -> None:
# Move entity a given amount
self.x += dx
self.y += dy
class Actor(Entity):
def __init__(
self,
*,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
ai_cls: Type[BaseAI],
equipment: Equipment,
skills: Skills,
fighter: Fighter,
inventory: Inventory,
skill_levels: Optional[Dict[str, int]] = None,
):
super().__init__(
x=x,
y=y,
char=char,
color=color,
name=name,
blocks_movement=True,
render_order=RenderOrder.ACTOR,
)
self.ai: Optional[BaseAI] = ai_cls(self)
self.equipment: Equipment = equipment
self.equipment.parent = self
self.skills = skills
self.skills.parent = self
self.fighter = fighter
self.fighter.parent = self
self.fighter.set_init_hp()
self.inventory = inventory
self.inventory.parent = self
if skill_levels:
for skill_name, level in skill_levels.items():
self.skills[skill_name].current_level = level
@property
def is_alive(self) -> bool:
"""Returns True as long as this actor can perform actions."""
return bool(self.ai)
class Item(Entity):
def __init__(
self,
*,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
consumable: Optional[Consumable] = None,
equippable: Optional[Equippable] = None,
):
super().__init__(
x=x,
y=y,
char=char,
color=color,
name=name,
blocks_movement=False,
render_order=RenderOrder.ITEM,
)
self.consumable = consumable
if self.consumable:
self.consumable.parent = self
self.equippable = equippable
if self.equippable:
self.equippable.parent = self
class Trap(Entity):
def __init__(
self,
*,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
blocks_movement: bool = False,
ai_cls: Type[BaseAI], # AI for 'living' traps. Set None for non-living traps.
stops_movement: bool = True, # True if trap prevents player from moving. FUTURE: May need to add so traps can trigger on enemies.
damage: int = 0, # How much damage the trap does upon activating or per turn.
):
super().__init__(
x=x,
y=y,
char=char,
color=color,
name=name,
blocks_movement=True,
render_order=RenderOrder.ITEM,
)
self.blocks_movement = blocks_movement
self.ai: Optional[BaseAI] = ai_cls(self)
self.stops_movement = stops_movement
self.damage = damage