Beispiel #1
0
    def center_camera(self):
        self.ids.current_pos.text = pos_to_coord(*self.focus_center)
        x, y = self.focus_center[0] * self.SIZE_MOD, self.focus_center[
            1] * self.SIZE_MOD
        x, y = self.ids.map.x + x, self.ids.map.y + y
        offsetx = x - self.center[0]
        offsety = y - self.center[1]
        fx = self.ids.map.center[0] - offsetx
        fy = self.ids.map.center[1] - offsety
        # self.ids.map.center = (fx, fy)
        anim = Animation(x=fx, y=fy, duration=self.ANIM_DUR, t=self.MOVE_ANIM)
        anim.start(self.ids.map)

        for pos, tile in list(self.tiles.items()):
            in_range = distance(pos, self.focus_center) <= self.focus_radius
            if in_range and tile.color != [1, 1, 1, 1]:
                anim = Animation(color=[1, 1, 1, 1],
                                 duration=self.ANIM_DUR,
                                 t=self.FOW_ANIM)
                anim.start(tile)
            elif not in_range and tile.color == [1, 1, 1, 1]:
                anim = Animation(color=[.7, .7, .7, .7],
                                 duration=self.ANIM_DUR,
                                 t=self.FOW_ANIM)
                anim.start(tile)
Beispiel #2
0
 def end_turn(self):
     if self.troop and not self.troop.units:
         self.stop_actions(
         )  # ToDo: check if this could potentially be called every turn; if so it's not good
         return
     if self.troop_target:
         if not self.troop_target.units:
             self.troop_target = None
         else:
             pos = self.troop_target.pos
             distance = maths.distance(pos, self.troop.pos)
             if math.ceil(distance) == 1:
                 self.walk_path.clear()
                 self.actions.append(
                     Attack(self.troop.id, self.troop_target.id))
             else:
                 self.path_to(*pos)
     if self.walk_path:
         troop = self.troop
         if self.walk_path[0] == troop.pos:
             self.walk_path.pop(0)
         if self.walk_path:
             x, y = self.walk_path[0]
             if (x, y) in [
                     t.pos for t in self.perception.troops.values()
                     if t.units
             ]:
                 self.stop_actions()
             else:
                 self.actions.append(Move(troop.id, pos=(x, y)))
         else:
             self.stop_actions()
     if not self.walk_path and not self.troop_target:
         self.actions.append(Rest(self.troop.id))
Beispiel #3
0
    def _discover_tiles(self, actor):
        troop = self.perception.troops[actor.troop.id]
        origin = troop.pos

        tiles = []
        for i in range(-troop.view_range, troop.view_range + 1):
            for j in range(-troop.view_range, troop.view_range + 1):
                x = origin[0] + i
                y = origin[1] + j
                distance = maths.distance(origin, (x, y))
                if distance > troop.view_range:
                    continue
                if (x, y) not in actor.perception.tiles:
                    tile = self.perception.get_tile(x, y)
                    tiles.append(tile)

        return tiles
Beispiel #4
0
 def in_view_range(self, x, y):
     return maths.distance(self.pos, (x, y)) <= self.view_range
Beispiel #5
0
    def path_to(self, x, y):
        def get_neighbors(x, y):
            for a in range(-1, 2):
                for b in range(-1, 2):
                    if abs(a) + abs(b) != 1:
                        continue
                    yield x + a, y + b

        troop = self.troop
        start_pos = troop.x, troop.y
        end_pos = int(x), int(y)
        try:
            tile = self.perception.tiles[end_pos]
        except KeyError:
            self.stop_actions()
            return
        if not tile.passable(troop):
            self.stop_actions()
            return

        open = {
            start_pos: {
                'parent': None,
                'g_cost': 0,
                'h_cost': maths.distance(end_pos, start_pos)
            }
        }
        closed = {}

        while True:
            if not open:
                self.stop_actions()
                return
            current = sorted(sorted(open.items(),
                                    key=lambda t: t[1]['h_cost']),
                             key=lambda t: t[1]['h_cost'] + t[1]['g_cost'])[0]
            current = current[0]
            closed[current] = open.pop(current)

            if current == end_pos:
                break

            for pos in get_neighbors(*current):
                g_cost = maths.distance(start_pos, pos)
                if pos not in self.perception.tiles:
                    continue
                elif not self.perception.tiles[pos].passable(troop):
                    continue
                elif pos in closed:
                    continue
                elif pos not in open:
                    open[pos] = {
                        'parent': current,
                        'g_cost': g_cost,
                        'h_cost': maths.distance(end_pos, pos)
                    }
                elif g_cost < open[pos]['g_cost']:
                    open[pos]['g_cost'] = g_cost
                    open[pos]['parent'] = current

        path = []
        while current != start_pos:
            path.append(current)
            current = closed[current]['parent']

        self.walk_path = path[::-1]