Beispiel #1
0
 def move_to_target_unit(self, game):
     unit = game.unit_by_name(self.target_unit)
     if not unit:
         self.target_unit = None
         self.reset(game)
         return False
     self.point_at(unit)
     if obstacle(game, (self.x + self.dx, self.y + self.dy)):
         if (unit.x, unit.y) == (self.x + self.dx, self.y + self.dy):
             if unit.hostile != self.hostile:
                 self.refresh_activity(game, 'attacking')
         elif obstacle_unit(game, (self.x + self.dx, self.y + self.dy)):
             unit_2 = obstacle_unit(game,
                                    (self.x + self.dx, self.y + self.dy))
             if unit_2.hostile != self.hostile:
                 self.target_unit = unit_2.name
                 self.refresh_activity(game, 'attacking')
             else:
                 self.sidestep(game)
         else:
             self.sidestep(game)
     else:
         if random.random() < self.move_frequency_2:
             if random.random() < self.lurch_frequency and distance(
                 (self.x, self.y), (unit.x, unit.y)) >= 3:
                 self.refresh_activity(game, 'lurching')
             else:
                 self.refresh_activity(game, 'walking')
     self.reset_ticks()
Beispiel #2
0
 def get_action(self, game):
     self.target_unit = None
     for unit in game.units:
         if unit.hostile != self.hostile:
             if self.target_unit:
                 target_unit = game.unit_by_name(self.target_unit)
                 if distance((self.x, self.y), (unit.x, unit.y)) < distance(
                     (self.x, self.y), (target_unit.x, target_unit.y)):
                     self.target_unit = unit.name
             else:
                 if distance((self.x, self.y), (unit.x, unit.y)) <= 5:
                     self.target_unit = unit.name
     if self.target_unit:
         target_unit = game.unit_by_name(self.target_unit)
         if not unit:
             self.target_unit = None
             self.reset(game)
             return False
         self.point_at(target_unit)
         (self.dx, self.dy) = (-self.dx, -self.dy)
         if obstacle(game, (self.x + self.dx, self.y + self.dy)):
             self.sidestep(game)
         else:
             if (self.x - self.dx, self.y - self.dy) == (target_unit.x,
                                                         target_unit.y):
                 (self.dx, self.dy) = (-self.dx, -self.dy)
                 self.refresh_activity(game, 'attacking')
             else:
                 if random.random() > 0.50:
                     self.refresh_activity(game, 'walking')
                     self.reset_ticks()
     else:
         #face nearest player unit
         min_distance = 100
         self.target_unit = None
         for unit in game.units:
             if distance((self.x, self.y), (unit.x, unit.y)) < min_distance:
                 self.target_unit = unit.name
                 self.point_at(unit)
                 min_distance = distance((self.x, self.y), (unit.x, unit.y))
         if self.target_unit:
             if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                 pass
             else:
                 pass  #self.refresh_activity(game, 'walking')
     self.reset_ticks()
Beispiel #3
0
    def do_events(self, game):
        self.next_frame(game)
        for unit in game.units:
            if unit.name != self.name:
                if (unit.x, unit.y) == (self.x, self.y):
                    self.sidestep(game)
                    return

        if self.current_activity == 'walking':
            if self.ticks == 2:
                for unit in game.units:
                    if (unit.x, unit.y) == (self.x + self.dx,
                                            self.y + self.dy):
                        if unit.hostile == self.hostile:
                            if unit.current_activity == 'standing':
                                if unit.name != self.target_unit:
                                    unit.knockback(game, (self.dx, self.dy))
                if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                    self.sidestep(game)
                else:
                    self.move((self.dx, self.dy))
            elif self.ticks == 4:
                self.reset(game)

        elif self.current_activity == 'standing':
            if self.ticks == 4:
                self.reset(game)

        elif self.current_activity == 'falling':
            if self.ticks == 8:
                self.refresh_activity(game, 'dead')
                game.corpses.append(Corpse(game, self))
                self.selected = False
                for unit in game.units:
                    if unit.target_unit == self.name:
                        unit.target_unit = None
                game.units.remove(self)
                return

        elif self.current_activity == 'stunned':
            if self.ticks == 16:
                self.reset(game)

        if self.ticks >= 16:
            print "WaypointedCivilian failsafe"
            self.reset(game)

        if self.ticks == 0:
            self.get_action(game)
Beispiel #4
0
 def wander_to_target_unit(self, game):
     #For units in smell range, aka far away.
     unit = game.unit_by_name(self.target_unit)
     if not unit:
         self.target_unit = None
         self.reset(game)
         return False
     else:
         self.point_at(unit)
         rand_seed = random.random()
         # Small chance to move in random direction
         if rand_seed < 0.1:
             self.dx = random.randint(-1, 1)
             self.dy = random.randint(-1, 1)
         if rand_seed < self.move_frequency_1:
             if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                 self.sidestep(game)
             else:
                 self.refresh_activity(game, 'walking')
                 self.reset_ticks()
     self.target_unit = None
     if random.random() < 0.05:
         self.play_smell_sound()
Beispiel #5
0
    def get_action(self, game):
        self.reset_ticks()
        self.target_unit = None
        nearest_friendly_healer = None
        nearest_friendly_ranged = None
        nearest_friendly_melee = None
        for unit in game.units:
            if distance((self.x, self.y), (unit.x, unit.y)) <= 15:
                if unit.hostile == self.hostile and unit != self:
                    # before and after joining the party
                    if (self.ally and unit.playable) or ((not self.ally) and
                                                         (not unit.playable)
                                                         and (not unit.ally)):
                        if isinstance(unit, PlayerHealer):
                            if nearest_friendly_healer == None:
                                nearest_friendly_healer = unit
                            elif distance((self.x, self.y),
                                          (unit.x, unit.y)) < distance(
                                              (self.x, self.y),
                                              (nearest_friendly_healer.x,
                                               nearest_friendly_healer.y)):
                                nearest_friendly_healer = unit
                        elif isinstance(unit, PlayerFemale) or isinstance(
                                unit, PlayerArcher):
                            if nearest_friendly_ranged == None:
                                nearest_friendly_ranged = unit
                            elif distance((self.x, self.y),
                                          (unit.x, unit.y)) < distance(
                                              (self.x, self.y),
                                              (nearest_friendly_ranged.x,
                                               nearest_friendly_ranged.y)):
                                nearest_friendly_ranged = unit
                        else:
                            if nearest_friendly_melee == None:
                                nearest_friendly_melee = unit
                            elif distance((self.x, self.y),
                                          (unit.x, unit.y)) < distance(
                                              (self.x, self.y),
                                              (nearest_friendly_melee.x,
                                               nearest_friendly_melee.y)):
                                nearest_friendly_melee = unit
        if nearest_friendly_healer:
            friendly_target = nearest_friendly_healer
        elif nearest_friendly_ranged:
            friendly_target = nearest_friendly_ranged
        else:
            friendly_target = None

        #move closer to friendlies, if necessary
        if friendly_target:
            if distance((self.x, self.y),
                        (friendly_target.x, friendly_target.y)) > 10:
                self.point_at(friendly_target)
                if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                    self.sidestep(game)
                    return True
                else:
                    self.refresh_activity(game, "walking")
                    return True

        #target an enemy
        for unit in game.units:
            if unit.hostile != self.hostile:
                if distance((self.x, self.y), (unit.x, unit.y)) <= 10:
                    if self.target_unit:
                        current_target = game.unit_by_name(self.target_unit)
                        if distance((self.x, self.y),
                                    (unit.x, unit.y)) < distance(
                                        (self.x, self.y),
                                        (current_target.x, current_target.y)):
                            if friendly_target:
                                if distance(
                                    (friendly_target.x, friendly_target.y),
                                    (unit.x, unit.y)) > 10:
                                    continue
                            self.target_unit = unit.name
                    else:
                        self.target_unit = unit.name

        if self.target_unit:
            target_unit = game.unit_by_name(self.target_unit)
            if (self.current_hp / self.max_hp) > 0.25:
                self.point_at(target_unit)
                if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                    if (target_unit.x, target_unit.y) == (self.x + self.dx,
                                                          self.y + self.dy):
                        self.refresh_activity(game, 'attacking')
                    elif obstacle_unit(game,
                                       (self.x + self.dx, self.y + self.dy)):
                        unit_2 = obstacle_unit(
                            game, (self.x + self.dx, self.y + self.dy))
                        if unit_2.hostile != self.hostile:
                            self.target_unit = unit_2.name
                            self.refresh_activity(game, 'attacking')
                        else:
                            self.sidestep(game)
                    else:
                        self.sidestep(game)
                else:
                    self.refresh_activity(game, 'walking')
                    self.reset_ticks()
            else:  #cowardly behavior
                if nearest_friendly_healer:
                    if distance(
                        (self.x, self.y),
                        (nearest_friendly_healer.x, nearest_friendly_healer.y
                         )) > 10:  #check range of heals
                        self.point_at(nearest_friendly_healer)
                        if obstacle(game,
                                    (self.x + self.dx, self.y + self.dy)):
                            self.sidestep(game)
                            return
                        else:
                            self.refresh_activity(game, "walking")
                            return
                if distance((self.x, self.y),
                            (target_unit.x, target_unit.y)) <= 4:
                    self.point_at(target_unit)
                    (self.dx, self.dy) = (-self.dx, -self.dy)
                    if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                        self.sidestep(game)
                        return
                    else:
                        self.refresh_activity(game, "walking")
                        return
        else:
            if nearest_friendly_melee:
                if distance(
                    (self.x, self.y),
                    (nearest_friendly_melee.x, nearest_friendly_melee.y)) > 5:
                    self.point_at(nearest_friendly_melee)
                    if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                        self.sidestep(game)
                        return
                    else:
                        self.refresh_activity(game, "walking")
                        return
Beispiel #6
0
    def do_events(self, game):
        self.next_frame(game)
        for unit in game.units:
            if unit.name != self.name:
                if (unit.x, unit.y) == (self.x, self.y):
                    self.sidestep(game)
                    return

        if self.current_activity == 'walking':
            if self.ticks == 2:
                for unit in game.units:
                    if (unit.x, unit.y) == (self.x + self.dx,
                                            self.y + self.dy):
                        if unit.hostile == self.hostile:
                            if unit.current_activity == 'standing':
                                if unit.name != self.target_unit:
                                    unit.knockback(game, (self.dx, self.dy))
                if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                    self.sidestep(game)
                else:
                    self.move((self.dx, self.dy))
            elif self.ticks == 4:
                self.reset(game)
                if (self.target_x, self.target_y) != (None, None):
                    if (self.x, self.y) == (self.target_x, self.target_y):
                        (self.target_x, self.target_y) = (None, None)
                        enemy_units = [
                            u for u in game.units if u.hostile != self.hostile
                        ]
                        closest_enemy = None
                        max_distance = 10
                        for u in enemy_units:
                            if distance((self.x, self.y),
                                        (u.x, u.y)) < max_distance:
                                if game.LOS((self.x, self.y), (u.x, u.y)):
                                    if closest_enemy == None:
                                        closest_enemy = u
                                    else:
                                        if distance((self.x, self.y),
                                                    (u.x, u.y)) < distance(
                                                        (self.x, self.y),
                                                        (closest_enemy.x,
                                                         closest_enemy.y)):
                                            closest_enemy = u
                        if closest_enemy:
                            self.target_unit = closest_enemy.name
                            self.point_at(closest_enemy)
                            self.refresh_activity(game, 'throwing')
                            for rocks in game.rock_piles:
                                if (rocks.x, rocks.y) == (self.x, self.y):
                                    rocks.remove_one(game)

        elif self.current_activity == 'standing':
            if self.ticks == 4:
                self.reset(game)

        elif self.current_activity == 'falling':
            if self.ticks == 8:
                self.refresh_activity(game, 'dead')
                game.corpses.append(Corpse(game, self))
                self.selected = False
                for unit in game.units:
                    if unit.target_unit == self.name:
                        unit.target_unit = None
                game.units.remove(self)
                return

        elif self.current_activity == 'stunned':
            if self.ticks == 16:
                self.reset(game)

        elif self.current_activity == 'throwing':
            if self.ticks == 4:
                game.darts.append(
                    ThrowingRock(game, 8, self.name, self.target_unit))
            elif self.ticks == 16:
                self.reset(game)

        if self.ticks >= 16:
            print "WaypointedCivilian failsafe"
            self.reset(game)

        if self.ticks == 0:
            if self.current_activity != 'throwing':
                self.get_action(game)
Beispiel #7
0
    def get_action(self, game):
        #EnemyZombie
        if self.target_unit:
            old_target = game.unit_by_name(self.target_unit)
        else:
            old_target = None

            #check current target
            target_unit = game.unit_by_name(self.target_unit)
            if not target_unit:
                self.target_unit = None
            elif distance((self.x, self.y),
                          (target_unit.x, target_unit.y)) > self.smell_radius:
                self.target_unit = None

        #target an enemy
        for unit in game.units:
            if unit.hostile != self.hostile:
                if game.LOS((self.x, self.y), (unit.x, unit.y)):
                    if old_target:
                        if distance((self.x, self.y),
                                    (unit.x, unit.y)) < distance(
                                        (self.x, self.y),
                                        (old_target.x, old_target.y)):
                            self.target_unit = unit.name
                    else:
                        if distance((self.x, self.y),
                                    (unit.x, unit.y)) <= self.vision_radius:
                            self.target_unit = unit.name
        if self.target_unit:  # i.e. enemy target unit
            if not old_target:
                self.play_target_sound()
            self.move_to_target_unit(game)
        else:
            #Find a unit by smell
            for unit in game.units:
                if unit.hostile != self.hostile:
                    if self.target_unit:
                        current_target = game.unit_by_name(self.target_unit)
                        if current_target.hostile == self.hostile:
                            if distance((self.x, self.y),
                                        (unit.x, unit.y)) <= self.smell_radius:
                                self.target_unit = unit.name
                                if self.name in current_target.zombies:  #if target is a wizard
                                    current_target.zombies.remove(self.name)
                        elif distance(
                            (self.x, self.y), (unit.x, unit.y)) < distance(
                                (self.x, self.y),
                                (current_target.x, current_target.y)):
                            self.target_unit = unit.name
                    else:
                        if distance((self.x, self.y),
                                    (unit.x, unit.y)) <= self.smell_radius:
                            self.target_unit = unit.name
            if self.target_unit:  # i.e. enemy target unit
                self.wander_to_target_unit(game)
            else:
                # wander around at random!
                if random.random() < 0.25:
                    dx = random.randint(-1, 1)
                    dy = random.randint(-1, 1)
                    if obstacle(game, (self.x + dx, self.y + dy)):
                        self.sidestep(game)
                    else:
                        (self.dx, self.dy) = (dx, dy)
                        self.refresh_activity(game, 'walking')
        self.reset_ticks()
Beispiel #8
0
    def do_events(self, game):
        if self.current_activity in ["falling", "decapitated"]:
            if self.current_animation.findex < len(
                    self.current_animation.frames) - 1:
                self.next_frame(game)
        else:
            self.next_frame(game)
        #Emergency maneuvers
        for obj in game.units + game.trees:
            if obj != self:
                if (obj.x, obj.y) == (self.x, self.y):
                    self.sidestep(game)
                    self.move((self.dx, self.dy))

        if self.current_activity == 'walking':
            if self.ticks == 3:
                game.pointers.append(Pointer((self.x, self.y), self.name))
                self.move((self.dx, self.dy))
            elif self.ticks == 6:
                self.reset(game)
        if self.current_activity == 'lurching':
            if self.ticks < 3:
                unit = game.unit_by_name(self.target_unit)
                self.point_at(unit)
                if distance((self.x, self.y), (unit.x, unit.y)) > 1:
                    if obstacle(game, (self.x + self.dx, self.y + self.dy)):
                        pass
                    elif not obstacle_unit(
                            game, (self.x + self.dx, self.y + self.dy)):
                        game.pointers.append(
                            Pointer((self.x, self.y), self.name))
                        self.move((self.dx, self.dy))
                    else:
                        pass
            elif self.ticks == 3:
                self.reset(game)
        elif self.current_activity == 'rising':
            if self.ticks == 8:
                self.reset(game)
                self.play_target_sound()

        elif self.current_activity == 'attacking':
            if self.ticks == 8:
                self.end_attack(game)
            elif self.ticks == 12:
                self.reset(game)

        elif self.current_activity == 'standing':
            if self.ticks == 4:
                self.reset(game)

        elif self.current_activity == 'falling':
            if self.ticks == 8:
                self.reset_ticks()
                self.refresh_activity(game, 'dead')
                game.corpses.append(Corpse(game, self))
                powerup_chance = 0.20
                if random.random() < powerup_chance:
                    for powerup in game.powerups:
                        if (powerup.x, powerup.y) == (self.x, self.y):
                            break
                    else:
                        game.powerups.append(
                            HealthPowerup((self.x, self.y), 30))
                for unit in game.units:
                    if unit.target_unit == self.name:
                        unit.target_unit = None
                game.units.remove(self)
                return True

        elif self.current_activity == 'decapitated':
            if self.ticks == 8:
                self.reset_ticks()
                self.refresh_activity(game, 'dead_decapitated')
                game.corpses.append(Corpse(game, self))
                powerup_chance = 0.20
                if random.random() < powerup_chance:
                    for powerup in game.powerups:
                        if (powerup.x, powerup.y) == (self.x, self.y):
                            break
                    else:
                        game.powerups.append(
                            HealthPowerup((self.x, self.y), 30))
                for unit in game.units:
                    if unit.target_unit == self.name:
                        unit.target_unit = None
                game.units.remove(self)
                return True

        elif self.current_activity == 'stunned':
            if self.ticks == 16:
                self.reset(game)
        if self.ticks >= 16:
            self.reset(game)
            print "Zombie failsafe"
        if self.ticks == 0:
            if self.current_activity in [
                    'falling', 'dead', 'decapitated', 'dead_decapitated',
                    'stunned'
            ]:
                #print 'bad zombie!'
                pass
            else:
                self.get_action(game)