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entity.py
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entity.py
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from __future__ import annotations
import copy
import math
from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING, 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 Level
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 entitiy 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 math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def move(self, dx: int, dy: int) -> None:
# Move the entity by a given amount
self.x += dx
self.y += dy
class Actor(Entity):
"""
Extension of Entity. Has ai, fighter, inventory, and level so on. These components do not need to be functional
for all actors (enemies do not need working inventory and so on)
"""
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,
fighter: Fighter,
inventory: Inventory,
level: Level,
):
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.fighter = fighter
self.fighter.parent = self
self.inventory = inventory
self.inventory.parent = self
self.level = level
self.level.parent = self
@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