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updates.py
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from __future__ import annotations
from tcod.ecs import World, Entity
from geom import Point
from swatch import WHITE
from gamelog import write_log
from typing import Any
import components as comps
import queries as q
import effects as eff
def kill(e: Entity):
render = e.components[comps.Renderable]
render.glyph = "%"
render.z = 2
e.tags.add("dead")
e.tags.remove("blocker")
if comps.TryMove in e.components:
e.components.pop(comps.TryMove)
if comps.CollidesWith in e.components:
e.components.pop(comps.CollidesWith)
for item in q.inventory(e):
drop_item(item, e)
write_log(e.world, "kill", f"{q.name(e)} dies")
def add_msg(w: World, txt: str, fg: tuple[int, int, int] = WHITE):
new_msg = comps.GameMessage(txt, fg)
w[None].components[comps.Messages].append(new_msg)
def add_msg_about(e: Entity, txt: str):
color = e.components[comps.Renderable].color
name = e.components[comps.Name]
r = txt.replace("<entity>", name)
add_msg(e.world, r, color)
def apply_effect(e: Entity, eff: eff.GameEffect):
maybe_eff = q.find_effect(e, eff.name)
if maybe_eff:
maybe_eff.on_merge(eff)
write_log(e.world, "effect", f"Merging existing {eff.name} on {q.name(e)}")
return
e.components[comps.EffectsList].append(eff)
eff.on_apply(e)
write_log(e.world, "effect", f"Applying new {eff.name} effect to {q.name(e)}")
def tick_effects(e: Entity, num_ticks: int):
for ef in e.components[comps.EffectsList]:
ef.tick(e, num_ticks)
if ef.expired:
remove_effect(e, ef.name)
write_log(
e.world, "upkeep", f"Ticking effect {ef.name} on {q.name(e)} ({num_ticks})"
)
def remove_effect(e: Entity, eff_name: str):
maybe_eff = q.find_effect(e, eff_name)
if maybe_eff:
maybe_eff.on_remove(e)
e.components[comps.EffectsList].remove(maybe_eff)
write_log(e.world, "effect", f"Removing effect {maybe_eff} from {q.name(e)}")
def rename(e: Entity, new_name: str):
e.components[comps.Name] = new_name
def add_to_inventory(item: Entity, holder: Entity):
item.relation_tag[comps.HeldBy] = holder
item.components.pop(comps.Location)
def pick_up_item(item: Entity, holder: Entity) -> bool:
capacity = holder.components[comps.InventoryMax]
num_items = len(q.inventory(holder))
holder_name = q.name(holder)
item_name = q.name(item)
if num_items < capacity:
add_to_inventory(item, holder)
if q.is_visible(holder):
add_msg_about(holder, f"<entity> picks up {item_name}")
write_log(item.world, "inventory", f"{holder_name} picks up {item_name}")
return True
else:
if q.is_player(holder):
add_msg_about(holder, f"<entity>'s bags are too full for {item_name}.")
write_log(
item.world,
"inventory",
f"{holder_name} can't pick up {item_name}, inventory full",
)
return False
def drop_item(item: Entity, holder: Entity):
pos = holder.components[comps.Location]
item.relation_tag.pop(comps.HeldBy)
item.components[comps.Location] = pos
if item in q.get_equipped(holder):
unequip_item(item, holder)
write_log(item.world, "inventory", f"{q.name(holder)} drops {q.name(item)}")
def apply_item(
item: Entity, target: Entity, *, duration: int = None, potency: int = None
):
item_comp = item.components[comps.Item]
ef: eff.GameEffect = None
dur = item_comp.eff_duration if duration is None else duration
pot = item_comp.eff_potency if potency is None else potency
applicators = {
"health": eff.HealingEffect(dur, pot),
"poison": eff.PoisonEffect(dur, pot),
"lightning": eff.LightningEffect(pot),
}
ef = applicators[item_comp.item_effect]
write_log(item.world, "item", f"{q.name(item)} used on {q.name(target)}")
apply_effect(target, ef)
def _eq_item(item: Entity, tag: Any, wielder: Entity):
wielder.relation_tag[tag] = item
wielder.relation_tags_many[comps.Equipped].add(item)
write_log(wielder.world, "equip", f"{q.name(wielder)} equips {q.name(item)}")
def _uneq_item(item: Entity, tag: Any, wielder: Entity):
wielder.relation_tag.pop(tag)
wielder.relation_tags_many[comps.Equipped].discard(item)
write_log(wielder.world, "equip", f"{q.name(wielder)} unequips {q.name(item)}")
def unequip_item(item: Entity, wielder: Entity):
if q.is_armor(item):
_uneq_item(item, comps.EquippedArmor, wielder)
elif q.is_weapon(item):
_uneq_item(item, comps.EquippedWeapon, wielder)
elif q.is_trinket(item):
_uneq_item(item, comps.EquippedTrinket, wielder)
if q.is_visible(wielder):
add_msg_about(wielder, f"<entity> removes {q.name(item)}.")
def equip_item(item: Entity, wielder: Entity):
if q.is_armor(item):
prev_armor = q.get_armor(wielder)
if prev_armor:
_uneq_item(prev_armor, comps.EquippedArmor, wielder)
_eq_item(item, comps.EquippedArmor, wielder)
elif q.is_weapon(item):
prev_weapon = q.get_weapon(wielder)
if prev_weapon:
_uneq_item(prev_weapon, comps.EquippedWeapon, wielder)
_eq_item(item, comps.EquippedWeapon, wielder)
elif q.is_trinket(item):
prev_trink = q.get_trinket(wielder)
if prev_trink:
_uneq_item(prev_trink, comps.EquippedTrinket, wielder)
_eq_item(item, comps.EquippedTrinket, wielder)
if q.is_visible(wielder):
add_msg_about(wielder, f"<entity> equips {q.name(item)}.")
def change_map(e: Entity, map_id: str, pt: Point):
e.relation_tag[comps.MapId] = e.world[map_id]
e.components[comps.Location] = pt
def gain_xp(e: Entity, victim: Entity):
stats = victim.components.get(comps.Combatant)
lvl = e.components.get(comps.Level)
xp = 0
if not lvl:
return
if stats:
xp = (stats.atp + stats.dfp) // 2 + (stats.st + stats.ag + stats.wl) // 3
lvl.xp += xp
maybe_lvl = q.check_gain_levels(e)
write_log(e.world, "xp", f"{q.name(e)} gains {xp} xp from {q.name(victim)}")
if maybe_lvl > 0:
gain_levels(e, maybe_lvl)
def gain_levels(e: Entity, lvls: int):
maybe_fight = e.components.get(comps.Combatant)
maybe_lvl = e.components.get(comps.Level)
if not (maybe_fight and maybe_lvl):
return
for _ in range(lvls):
maybe_fight.base_max_hp += 5
maybe_fight.st += 1
maybe_fight.ag += 1
maybe_fight.wl += 1
maybe_fight.at += 5
maybe_fight.df += 5
maybe_lvl.level += lvls
add_msg_about(e, f"<entity> gains {lvls} level{('s' if lvls > 1 else '')}!")
write_log(e.world, "xp", f"{q.name(e)} gains {lvls} levels")