made door actionable

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 14:47:34 +02:00
parent 6a5e5d3137
commit 0d9de5b208
4 changed files with 13 additions and 14 deletions

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@ -2,7 +2,7 @@
from __future__ import annotations from __future__ import annotations
from typing import Final, Self from typing import Final, Self, Callable
import attrs import attrs
import math import math
@ -65,6 +65,8 @@ class Graphic:
ch: int = ord("!") ch: int = ord("!")
fg: tuple[int, int, int] = (255, 255, 255) fg: tuple[int, int, int] = (255, 255, 255)
Action: Final = ("Action", Callable[[tcod.ecs.Entity], None])
"""Possible action."""
Gold: Final = ("Gold", int) Gold: Final = ("Gold", int)
"""Amount of gold.""" """Amount of gold."""

View file

@ -10,10 +10,10 @@ from tcod.event import KeySym
from tcod.map import Map from tcod.map import Map
import g import g
from game.components import Gold, Graphic, Position from game.components import Action, Gold, Graphic, Position
from game.constants import DIRECTION_KEYS, ACTION_KEYS from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.screens import Push, Screen, ScreenResult from game.screens import Push, Screen, ScreenResult
from game.tags import IsItem, IsPlayer, IsDoor, IsActor from game.tags import IsItem, IsPlayer, IsActor
from game.constants import WALL_CHAR from game.constants import WALL_CHAR
from game.screens import menu_screens from game.screens import menu_screens
from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
@ -28,10 +28,10 @@ class MainScreen(Screen):
map: Map = g.world[None].components[Map] map: Map = g.world[None].components[Map]
match event: match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS: case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for door in g.world.Q.all_of(tags=[IsDoor]): for entity in g.world.Q.all_of(components=[Action, Position]):
player_pos = player.components[Position] player_pos = player.components[Position]
if (player_pos - door.components[Position]).length() < 2: if (player_pos - entity.components[Position]).length() < 2:
ACTION_KEYS[sym](door) entity.components[Action](entity)
cam_map = world_pos_to_map_pos(player_pos) cam_map = world_pos_to_map_pos(player_pos)
map.compute_fov(cam_map.x, cam_map.y, 100) map.compute_fov(cam_map.x, cam_map.y, 100)

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@ -12,6 +12,3 @@ IsActor: Final = "IsActor"
IsItem: Final = "IsItem" IsItem: Final = "IsItem"
"""Entity is an item.""" """Entity is an item."""
IsDoor: Final = "IsDoor"
"""Entiy is a door."""

View file

@ -9,8 +9,8 @@ from tcod.map import Map
import g import g
from game.components import Gold, Graphic, Position from game.components import Action, Gold, Graphic, Position
from game.tags import IsActor, IsItem, IsPlayer, IsDoor from game.tags import IsActor, IsItem, IsPlayer
world_center: Final = Position(50, 50) world_center: Final = Position(50, 50)
@ -30,9 +30,9 @@ def add_door(world, pos):
world.new_entity( world.new_entity(
components={ components={
Position: pos, Position: pos,
Graphic: Graphic(ord('\\')) Graphic: Graphic(ord('\\')),
}, Action: unlock_door
tags=[IsDoor] }
) )
add_wall(world, pos) add_wall(world, pos)