data/observer.py (view raw)
1"""
2Module for all game observers.
3"""
4from . import constants as c
5from .components import attackitems
6from . import setup
7
8class Battle(object):
9 """
10 Observes events of battle and passes info to components.
11 """
12 def __init__(self, level):
13 self.level = level
14 self.info_box = level.info_box
15 self.select_box = level.info_box
16 self.arrow = level.arrow
17 self.player = level.player
18 self.enemies = level.enemy_group
19 self.enemy_list = level.enemy_list
20 self.enemy_index = level.enemy_index
21 self.set_observer_for_enemies()
22 self.event_dict = self.make_event_dict()
23
24 def set_observer_for_enemies(self):
25 for enemy in self.enemies:
26 enemy.observers.append(self)
27
28 def make_event_dict(self):
29 """
30 Make a dictionary of events the Observer can
31 receive.
32 """
33 event_dict = {c.END_BATTLE: self.end_battle,
34 c.SELECT_ACTION: self.select_action,
35 c.SELECT_ITEM: self.select_item,
36 c.SELECT_ENEMY: self.select_enemy,
37 c.SELECT_MAGIC: self.select_magic,
38 c.ENEMY_ATTACK: self.enemy_attack,
39 c.ENEMY_DEAD: self.enemy_dead,
40 c.SWITCH_ENEMY: self.switch_enemy,
41 c.PLAYER_ATTACK: self.player_attack,
42 c.ATTACK_ANIMATION: self.enemy_damaged,
43 c.RUN_AWAY: self.try_to_run_away,
44 c.FLEE: self.flee,
45 c.BATTLE_WON: self.battle_won,
46 c.ENEMY_ATTACK_DAMAGE: self.player_damaged,
47 c.DRINK_HEALING_POTION: self.drink_healing_potion,
48 c.DRINK_ETHER_POTION: self.drink_ether_potion,
49 c.CURE_SPELL: self.cure_spell,
50 c.FIRE_SPELL: self.fire_spell}
51
52 return event_dict
53
54 def on_notify(self, event):
55 """
56 Notify Observer of event.
57 """
58 if event in self.event_dict:
59 self.event_dict[event]()
60
61 def end_battle(self):
62 """
63 End Battle and flip to previous state.
64 """
65 self.level.end_battle()
66
67 def select_action(self):
68 """
69 Set components to select action.
70 """
71 self.level.state = c.SELECT_ACTION
72 self.arrow.index = 0
73 self.arrow.state = c.SELECT_ACTION
74 self.arrow.image = setup.GFX['smallarrow']
75 self.info_box.state = c.SELECT_ACTION
76
77 def select_enemy(self):
78 self.level.state = c.SELECT_ENEMY
79 self.arrow.index = 0
80 self.arrow.state = c.SELECT_ENEMY
81
82 def select_item(self):
83 self.level.state = c.SELECT_ITEM
84 self.info_box.state = c.SELECT_ITEM
85 self.arrow.become_select_item_state()
86
87 def select_magic(self):
88 self.level.state = c.SELECT_MAGIC
89 self.info_box.state = c.SELECT_MAGIC
90 self.arrow.become_select_magic_state()
91
92 def enemy_attack(self):
93 enemy = self.level.enemy_list[self.level.enemy_index]
94 enemy.enter_enemy_attack_state()
95 self.info_box.state = c.ENEMY_ATTACK
96
97 def switch_enemy(self):
98 """Switch which enemy is attacking player."""
99 if self.level.enemy_index < len(self.level.enemy_list) - 1:
100 self.level.enemy_index += 1
101 self.on_notify(c.ENEMY_ATTACK)
102
103 def player_damaged(self):
104 if self.enemy_index > len(self.enemy_list) - 1:
105 self.enemy_index = 0
106 enemy = self.enemy_list[self.enemy_index]
107 player_damage = enemy.calculate_hit()
108 self.level.damage_points.add(
109 attackitems.HealthPoints(player_damage,
110 self.player.rect.topright))
111 self.info_box.set_player_damage(player_damage)
112 self.info_box.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
113 self.level.state = c.DISPLAY_ENEMY_ATTACK_DAMAGE
114 self.level.set_timer_to_current_time()
115 self.level.player_damaged(player_damage)
116 if player_damage:
117 self.player.damaged = True
118 self.player.enter_knock_back_state()
119
120 def player_attack(self):
121 enemy_posx = self.arrow.rect.x + 60
122 enemy_posy = self.arrow.rect.y - 20
123 enemy_pos = (enemy_posx, enemy_posy)
124 enemy_to_attack = None
125
126 for enemy in self.enemies:
127 if enemy.rect.topleft == enemy_pos:
128 enemy_to_attack = enemy
129
130 self.player.enter_attack_state(enemy_to_attack)
131 self.arrow.become_invisible_surface()
132
133 def enemy_damaged(self):
134 """
135 Make an attack animation over attacked enemy.
136 """
137 enemy_damage = self.player.calculate_hit()
138 self.level.damage_points.add(
139 attackitems.HealthPoints(enemy_damage,
140 self.player.attacked_enemy.rect.topright))
141
142 self.info_box.set_enemy_damage(enemy_damage)
143 self.info_box.state = c.ENEMY_HIT
144
145 self.arrow.state = c.SELECT_ACTION
146 self.arrow.index = 0
147 self.level.attack_enemy(enemy_damage)
148 self.level.set_timer_to_current_time()
149 self.level.state = c.ENEMY_HIT
150
151
152 def try_to_run_away(self):
153 """
154 Sets a flag in the battle state indicating a desire to run.
155 Allows enemies to get one last hit in.
156 """
157 self.level.run_away = True
158 self.level.state = c.ENEMY_ATTACK
159 self.arrow.become_invisible_surface()
160 self.level.enemy_index = 0
161 self.on_notify(c.ENEMY_ATTACK)
162
163 def flee(self):
164 """
165 Actually run away after enemies get there chance to attack.
166 """
167 self.info_box.state = c.RUN_AWAY
168 self.level.set_timer_to_current_time()
169 self.arrow.become_invisible_surface()
170 self.player.state = c.RUN_AWAY
171
172
173 def battle_won(self):
174 self.info_box.state = c.BATTLE_WON
175 self.level.set_timer_to_current_time()
176 self.player.state = c.VICTORY_DANCE
177
178
179 def drink_healing_potion(self):
180 """
181 Give player a healing potion.
182 """
183 self.level.drink_healing_potion()
184
185 def drink_ether_potion(self):
186 """
187 Give player a ether potion.
188 """
189 self.level.drink_ether()
190
191 def cure_spell(self):
192 """
193 Cast cure spell on player.
194 """
195 self.level.cast_cure()
196
197 def fire_spell(self):
198 """
199 Cast fire spell on all enemies.
200 """
201 self.level.cast_fire_blast()
202
203 def enemy_dead(self):
204 """
205 Eliminate all traces of enemy.
206 """
207 self.player.attacked_enemy = None
208
209
210
211
212
213
214
215
216