Beispiel #1
0
 def get_new_position_according_to_dir_and_speed(
         self, time_passed: Millis) -> Optional[Tuple[int, int]]:
     distance = self._effective_speed * time_passed
     if self._is_moving:
         return translate_in_direction((self.x, self.y), self.direction,
                                       distance)
     return None
Beispiel #2
0
 def update(self, npc: NonPlayerCharacter, game_state: GameState,
            time_passed: Millis):
     self._time_since_attack += time_passed
     if self._time_since_attack > self._attack_interval:
         self._time_since_attack = 0
         self._update_attack_interval()
         directions_to_player = get_directions_to_position(
             npc.world_entity,
             game_state.game_world.player_entity.get_position())
         new_direction = directions_to_player[0]
         if random.random(
         ) < self._chance_to_shoot_other_direction and directions_to_player[
                 1] is not None:
             new_direction = directions_to_player[1]
         npc.world_entity.direction = new_direction
         npc.world_entity.set_not_moving()
         center_position = npc.world_entity.get_center_position()
         distance_from_enemy = 35
         projectile_pos = translate_in_direction(
             get_position_from_center_position(center_position,
                                               self._projectile_size),
             npc.world_entity.direction, distance_from_enemy)
         projectile = self._create_projectile(projectile_pos,
                                              npc.world_entity.direction)
         game_state.game_world.projectile_entities.append(projectile)
         play_sound(self._sound_id)
Beispiel #3
0
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    rect_w = 28
    slash_center_pos = translate_in_direction(
        player_entity.get_center_position(), player_entity.direction,
        rect_w / 2 + PLAYER_ENTITY_SIZE[0] * 0.25)
    slash_rect = Rect(int(slash_center_pos[0] - rect_w / 2),
                      int(slash_center_pos[1] - rect_w / 2), rect_w, rect_w)
    affected_enemies = game_state.game_world.get_enemy_intersecting_rect(
        slash_rect)
    if not affected_enemies:
        return AbilityFailedToExecute(reason="No targets")

    # Note: Dependency on other ability 'stealth'
    should_stun = game_state.player_state.has_active_buff(BuffType.STEALTHING)
    if should_stun:
        game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4)
    buff_effect = get_buff_effect(DEBUFF, should_stun)
    affected_enemies[0].gain_buff_effect(buff_effect, DEBUFF_DURATION)

    game_state.game_world.visual_effects.append(
        VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7),
                   Millis(200), 2, None))
    game_state.game_world.visual_effects.append(
        VisualCross((100, 100, 70), slash_center_pos, 6, Millis(100), 2))
    game_state.player_state.gain_buff_effect(
        get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(250))
    return AbilityWasUsedSuccessfully()
Beispiel #4
0
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    rect_w = 36
    # Note: We assume that this ability is used by this specific hero
    hero_entity_size = HEROES[HeroId.WARRIOR].entity_size
    slash_pos = translate_in_direction(
        player_entity.get_center_position(),
        player_entity.direction,
        rect_w / 2 + hero_entity_size[0] * 0.25)

    slash_rect = Rect(int(slash_pos[0] - rect_w / 2), int(slash_pos[1] - rect_w / 2), rect_w, rect_w)
    affected_enemies = game_state.game_world.get_enemy_intersecting_rect(slash_rect)
    has_aoe_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_SLASH_AOE_BONUS_DAMAGE)
    hit_multiple_enemies = len(affected_enemies) > 1
    for enemy in affected_enemies:
        if has_aoe_upgrade and hit_multiple_enemies:
            damage: float = MAX_DMG
        else:
            damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG)
        deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL)

    game_state.game_world.visual_effects.append(
        VisualRect((100, 0, 0), slash_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None))
    game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
Beispiel #5
0
def _apply(game_state: GameState):
    # TODO Verify that the destination is clear from collisions
    destination = translate_in_direction(game_state.player_spawn_position,
                                         Direction.DOWN, 50)
    teleport_buff_effect: AbstractBuffEffect = get_buff_effect(
        BuffType.TELEPORTING_WITH_WARP_STONE, destination)
    game_state.player_state.gain_buff_effect(teleport_buff_effect,
                                             PORTAL_DELAY)
    return ConsumableWasConsumed()
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    previous_position = player_entity.get_center_position()

    used_from_stealth = game_state.player_state.has_active_buff(
        BuffType.STEALTHING)

    for distance in range(40, 200, 10):
        new_position = translate_in_direction(
            (player_entity.x, player_entity.y), player_entity.direction,
            distance)
        if game_state.game_world.is_position_within_game_world(new_position) \
                and not game_state.game_world.would_entity_collide_if_new_pos(player_entity, new_position):
            if _would_collide_with_wall(game_state, player_entity, distance):
                return AbilityFailedToExecute(reason="Wall is blocking")
            should_regain_mana_and_cd = False
            enemy_hit = _get_enemy_that_was_hit(game_state, player_entity,
                                                distance)
            if enemy_hit:
                game_state.camera_shake = CameraShake(Millis(50), Millis(150),
                                                      4)
                deal_player_damage_to_enemy(game_state, enemy_hit, DAMAGE,
                                            DamageType.MAGIC)
                has_reset_upgrade = game_state.player_state.has_upgrade(
                    HeroUpgradeId.ABILITY_DASH_KILL_RESET)
                enemy_died = enemy_hit.health_resource.is_at_or_below_zero()
                if has_reset_upgrade and enemy_died:
                    should_regain_mana_and_cd = True

            player_entity.set_position(new_position)
            new_center_position = player_entity.get_center_position()
            color = (250, 140, 80)
            game_state.game_world.visual_effects.append(
                VisualCircle(color, previous_position, 17, 35, Millis(150), 1))
            game_state.game_world.visual_effects.append(
                VisualLine(color, previous_position, new_center_position,
                           Millis(250), 2))
            game_state.game_world.visual_effects.append(
                VisualRect(color, previous_position, 37, 46, Millis(150), 1))
            game_state.game_world.visual_effects.append(
                VisualCircle(color, new_center_position, 25, 40, Millis(300),
                             1, player_entity))
            has_speed_upgrade = game_state.player_state.has_upgrade(
                HeroUpgradeId.ABILITY_DASH_MOVEMENT_SPEED)
            if has_speed_upgrade:
                game_state.player_state.gain_buff_effect(
                    get_buff_effect(BUFF_SPEED), BUFF_SPEED_DURATION)
            if used_from_stealth:
                game_state.player_state.gain_buff_effect(
                    get_buff_effect(BUFF_FROM_STEALTH),
                    BUFF_FROM_STEALTH_DURATION)
            return AbilityWasUsedSuccessfully(
                should_regain_mana_and_cd=should_regain_mana_and_cd)
    return AbilityFailedToExecute(reason="No space")
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, _is_player_invisible: bool,
                    time_passed: Millis):
        if npc.stun_status.is_stunned():
            return

        self._summon_trait.update(npc, game_state, time_passed)
        self._random_walk_trait.update(npc, game_state, time_passed)

        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed

        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            necro_center_pos = npc.world_entity.get_center_position()
            nearby_hurt_enemies = [
                e for e in game_state.game_world.non_player_characters
                if e.is_enemy and is_x_and_y_within_distance(
                    necro_center_pos, e.world_entity.get_center_position(),
                    200) and e != npc and not e.health_resource.is_at_max()
            ]
            if nearby_hurt_enemies:
                healing_target = nearby_hurt_enemies[0]
                healing_target.health_resource.gain(5)
                healing_target_pos = healing_target.world_entity.get_center_position(
                )
                visual_line = VisualLine((80, 200, 150), necro_center_pos,
                                         healing_target_pos, Millis(350), 3)
                game_state.game_world.visual_effects.append(visual_line)
                play_sound(SoundId.ENEMY_NECROMANCER_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(
                npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position,
                                                  PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                                            Sprite.NONE,
                                            npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(
                projectile_entity,
                create_projectile_controller(PROJECTILE_TYPE))
            game_state.game_world.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_NECRO)
Beispiel #8
0
def _would_collide_with_wall(game_state: GameState, player_entity: WorldEntity, distance_jumped: int) -> bool:
    previous_position = (player_entity.x, player_entity.y)
    partial_distance = 10
    while partial_distance < distance_jumped:
        intermediate_position = translate_in_direction(previous_position, player_entity.direction, partial_distance)
        intersection = game_state.walls_state.does_rect_intersect_with_wall(
            (intermediate_position[0], intermediate_position[1], player_entity.pygame_collision_rect.w,
             player_entity.pygame_collision_rect.h))
        if intersection:
            return True
        partial_distance += 10
    return False
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        self._time_since_attack += time_passed
        self._time_since_updated_path += time_passed
        self._time_since_reevaluated += time_passed

        enemy_entity = npc.world_entity
        target: EnemyTarget = get_target(enemy_entity, game_state)

        if self._time_since_updated_path > self._update_path_interval:
            self._time_since_updated_path = 0
            if not is_player_invisible:
                self.pathfinder.update_path_towards_target(enemy_entity, game_state, target.entity)

        new_next_waypoint = self.pathfinder.get_next_waypoint_along_path(enemy_entity)

        should_update_waypoint = self.next_waypoint != new_next_waypoint
        if self._time_since_reevaluated > self._reevaluate_next_waypoint_direction_interval:
            self._time_since_reevaluated = 0
            should_update_waypoint = True

        if should_update_waypoint:
            self.next_waypoint = new_next_waypoint
            if self.next_waypoint:
                direction = self.pathfinder.get_dir_towards_considering_collisions(
                    game_state, enemy_entity, self.next_waypoint)
                if random.random() < 0.5 and direction:
                    direction = random.choice(get_perpendicular_directions(direction))
                _move_in_dir(enemy_entity, direction)
            else:
                enemy_entity.set_not_moving()

        if self._time_since_attack > self._attack_interval:
            self._time_since_attack = 0
            self._update_attack_interval()
            directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position())
            new_direction = directions_to_player[0]
            if random.random() < 0.3 and directions_to_player[1] is not None:
                new_direction = directions_to_player[1]
            npc.world_entity.direction = new_direction
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position, PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.11
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                                            npc.world_entity.direction, projectile_speed)
            projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_GOBLIN_WARLOCK)
Beispiel #10
0
def _get_enemy_that_was_hit(game_state: GameState, player_entity: WorldEntity, distance_jumped: int) \
        -> Optional[NonPlayerCharacter]:
    previous_position = (player_entity.x, player_entity.y)
    partial_distance = 10
    while partial_distance < distance_jumped:
        intermediate_position = translate_in_direction(previous_position, player_entity.direction, partial_distance)
        enemies_hit = game_state.get_enemy_intersecting_rect(
            Rect(intermediate_position[0], intermediate_position[1], player_entity.pygame_collision_rect.w,
                 player_entity.pygame_collision_rect.h))
        if enemies_hit:
            return enemies_hit[0]
        partial_distance += 10
    return None
Beispiel #11
0
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, _is_player_invisible: bool,
                    time_passed: Millis):
        self._time_since_decision += time_passed
        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed
        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            if not npc.health_resource.is_at_max():
                healing_amount = random.randint(10, 20)
                npc.health_resource.gain(healing_amount)
                circle_effect = VisualCircle(
                    (80, 200, 150), npc.world_entity.get_center_position(), 30,
                    50, Millis(350), 3)
                game_state.visual_effects.append(circle_effect)
                number_effect = create_visual_healing_text(
                    npc.world_entity, healing_amount)
                game_state.visual_effects.append(number_effect)
                play_sound(SoundId.ENEMY_SKELETON_MAGE_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(
                npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position,
                                                  PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                                            Sprite.NONE,
                                            npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(
                projectile_entity,
                create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_SKELETON_MAGE)

        if self._time_since_decision > self._decision_interval:
            self._time_since_decision = 0
            if random.random() < 0.2:
                direction = random_direction()
                npc.world_entity.set_moving_in_dir(direction)
            else:
                npc.world_entity.set_not_moving()
Beispiel #12
0
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    rect_w = 28
    slash_center_pos = translate_in_direction(
        player_entity.get_center_position(), player_entity.direction,
        rect_w / 2 + PLAYER_ENTITY_SIZE[0] * 0.25)

    slash_rect = Rect(int(slash_center_pos[0] - rect_w / 2),
                      int(slash_center_pos[1] - rect_w / 2), rect_w, rect_w)
    affected_enemies = game_state.get_enemy_intersecting_rect(slash_rect)
    is_stealthed = game_state.player_state.has_active_buff(BuffType.STEALTHING)
    if is_stealthed:
        play_sound(SoundId.ABILITY_SHIV_STEALTHED)
    else:
        play_sound(SoundId.ABILITY_SHIV)
    for enemy in affected_enemies:
        damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG)

        # Note: Dependency on other ability 'stealth'
        if is_stealthed:
            # Talent: increase the damage bonus that Shiv gets from being used while stealthing
            has_damage_upgrade = game_state.player_state.has_upgrade(
                HeroUpgradeId.ABILITY_SHIV_SNEAK_BONUS_DAMAGE)
            damage *= SHIV_UPGRADED_STEALTH_DAMAGE_MULTIPLIER if has_damage_upgrade else SHIV_STEALTH_DAMAGE_MULTIPLIER
            game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4)
        else:
            # Talent: if attacking an enemy that's at 100% health while not stealthing, deal bonus damage
            has_damage_upgrade = game_state.player_state.has_upgrade(
                HeroUpgradeId.ABILITY_SHIV_FULL_HEALTH_BONUS_DAMAGE)
            if has_damage_upgrade and enemy.health_resource.is_at_max():
                damage *= SHIV_TALENT_FULL_HEALTH_DAMAGE_MULTIPLIER

        deal_player_damage_to_enemy(game_state,
                                    enemy,
                                    damage,
                                    DamageType.PHYSICAL,
                                    visual_emphasis=is_stealthed)
        break

    game_state.visual_effects.append(
        VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7),
                   Millis(200), 2, None))
    game_state.visual_effects.append(
        VisualCross((100, 100, 70), slash_center_pos, 6, Millis(100), 2))

    game_state.player_state.gain_buff_effect(
        get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(250))
    return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(), PROJECTILE_SIZE),
        player_entity.direction,
        distance_from_player)
    projectile_speed = 0.2
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction,
                         projectile_speed)
    projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE))
    game_state.game_world.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.game_world.visual_effects.append(VisualCircle((250, 150, 50), effect_position, 9, 18, Millis(80), 0))
    return AbilityWasUsedSuccessfully()
Beispiel #14
0
 def interact_with_portal(self, portal: Portal):
     if portal.is_enabled:
         destination_portal = [
             p for p in self.game_state.portals
             if p.portal_id == portal.leads_to
         ][0]
         destination_portal.activate(portal.world_entity.sprite)
         destination = translate_in_direction(
             destination_portal.world_entity.get_position(), Direction.DOWN,
             50)
         teleport_buff_effect: AbstractBuffEffect = get_buff_effect(
             BuffType.TELEPORTING_WITH_PORTAL, destination)
         delay = PORTALS[portal.portal_id].teleport_delay
         self.game_state.player_state.gain_buff_effect(
             teleport_buff_effect, delay)
     else:
         self.info_message.set_message("Hmm... Looks suspicious!")
Beispiel #15
0
    def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter,
                            time_passed: Millis) -> Optional[bool]:

        self.time_since_start += time_passed

        charger_center_pos = buffed_entity.get_center_position()

        if self.graphics_timer.update_and_check_if_ready(time_passed):
            visual_circle = VisualCircle((250, 250, 250), charger_center_pos, 15, 25, Millis(120), 2, None)
            game_state.visual_effects.append(visual_circle)

        rect_w = 32
        # NOTE: We assume that this ability is used by this specific hero
        hero_entity_size = HEROES[HeroId.WARRIOR].entity_size
        impact_pos = translate_in_direction(
            charger_center_pos, buffed_entity.direction, rect_w / 2 + hero_entity_size[0] / 2)

        impact_rect = Rect(int(impact_pos[0] - rect_w / 2), int(impact_pos[1] - rect_w / 2), rect_w, rect_w)
        affected_enemies = game_state.get_enemy_intersecting_rect(impact_rect)
        for enemy in affected_enemies:
            visual_impact_pos = get_middle_point(charger_center_pos, enemy.world_entity.get_center_position())
            damage = MIN_DMG
            # Talent: Apply damage bonus even if using charge in melee range
            has_melee_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_CHARGE_MELEE)
            damage_increased = self.time_since_start > float(CHARGE_DURATION) * 0.3 or has_melee_upgrade
            if damage_increased:
                # TODO Stun target as a bonus here
                damage = MAX_DMG
            deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL,
                                        visual_emphasis=damage_increased)
            game_state.visual_effects.append(
                VisualRect((250, 170, 0), visual_impact_pos, 45, 25, IMPACT_STUN_DURATION, 2, None))
            game_state.visual_effects.append(
                VisualRect((150, 0, 0), visual_impact_pos, 35, 20, IMPACT_STUN_DURATION, 2, None))
            game_state.player_state.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION)
            enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION)
            game_state.camera_shake = CameraShake(Millis(50), Millis(150), 12)
            play_sound(SoundId.ABILITY_CHARGE_HIT)
            has_stomp_cooldown_upgrade = game_state.player_state.has_upgrade(
                HeroUpgradeId.ABILITY_CHARGE_RESET_STOMP_COOLDOWN)
            if has_stomp_cooldown_upgrade:
                game_state.player_state.set_ability_cooldown_to_zero(AbilityType.STOMP)
            # The buff should end upon impact
            return True
        return False
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    aoe_center_pos = translate_in_direction(
        player_entity.get_center_position(), player_entity.direction, 60)
    aoe_pos = get_position_from_center_position(aoe_center_pos,
                                                PROJECTILE_SIZE)
    projectile_speed = 0.1
    entity = WorldEntity(aoe_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(entity,
                            create_projectile_controller(PROJECTILE_TYPE))
    game_state.game_world.projectile_entities.append(projectile)
    has_lightfooted_upgrade = game_state.player_state.has_upgrade(
        HeroUpgradeId.MAGE_LIGHT_FOOTED)
    if not has_lightfooted_upgrade:
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
Beispiel #17
0
def _apply_teleport(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    previous_position = player_entity.get_center_position()
    new_position = translate_in_direction((player_entity.x, player_entity.y),
                                          player_entity.direction, 140)
    player_entity.set_position(new_position)
    new_center_position = player_entity.get_center_position()

    color = (140, 140, 230)
    game_state.visual_effects.append(
        VisualCircle(color, previous_position, 17, 35, Millis(150), 1))
    game_state.visual_effects.append(
        VisualRect(color, previous_position, 37, 50, Millis(150), 1))
    game_state.visual_effects.append(
        VisualLine(color, previous_position, new_center_position, Millis(200),
                   1))
    game_state.visual_effects.append(
        VisualCircle(color, new_center_position, 25, 50, Millis(300), 2,
                     player_entity))
    return AbilityWasUsedSuccessfully()
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        if npc.stun_status.is_stunned():
            return
        super().control_npc(game_state, npc, player_entity, is_player_invisible, time_passed)

        self._time_since_state_change += time_passed

        if self._state == State.BASE:
            if self._time_since_state_change > NpcMind.STATE_DURATION_BASE:
                self._time_since_state_change -= NpcMind.STATE_DURATION_BASE
                self._state = State.FIRING

                npc.gain_buff_effect(get_buff_effect(BUFF_STUNNED),
                                     Millis(NpcMind.STATE_DURATION_FIRING))
                return
        elif self._state == State.FIRING:
            if self._time_since_state_change > NpcMind.STATE_DURATION_FIRING:
                self._time_since_state_change -= NpcMind.STATE_DURATION_FIRING
                self._state = State.BASE
                return
            self._time_since_fired += time_passed
            if self._time_since_fired > NpcMind.FIRE_COOLDOWN:
                self._time_since_fired -= NpcMind.FIRE_COOLDOWN
                directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position())
                new_direction = directions_to_player[0]
                if random.random() < 0.1 and directions_to_player[1] is not None:
                    new_direction = directions_to_player[1]
                npc.world_entity.direction = new_direction
                npc.world_entity.set_not_moving()
                center_position = npc.world_entity.get_center_position()
                distance_from_enemy = 35
                projectile_pos = translate_in_direction(
                    get_position_from_center_position(center_position, PROJECTILE_SIZE),
                    npc.world_entity.direction, distance_from_enemy)
                projectile_speed = 0.3
                projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.NONE,
                                                npc.world_entity.direction, projectile_speed)
                projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
                game_state.game_world.projectile_entities.append(projectile)
                play_sound(SoundId.ENEMY_MAGIC_SKELETON_BOSS)
Beispiel #19
0
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(),
                                          PROJECTILE_SIZE),
        player_entity.direction, distance_from_player)
    projectile_speed = 0.3
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                         Sprite.PROJECTILE_PLAYER_FIREBALL,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(
        entity, create_projectile_controller(ProjectileType.PLAYER_FIREBALL))
    game_state.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.visual_effects.append(
        VisualCircle((250, 150, 50), effect_position, 15, 5, Millis(300), 0))
    has_lightfooted_upgrade = game_state.player_state.has_upgrade(
        HeroUpgradeId.MAGE_LIGHT_FOOTED)
    if not has_lightfooted_upgrade:
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
Beispiel #20
0
 def get_new_position_according_to_other_dir_and_speed(self, direction: Direction, time_passed: Millis) \
         -> Optional[Tuple[int, int]]:
     distance = self._effective_speed * time_passed
     return translate_in_direction((self.x, self.y), direction, distance)
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    _is_player_invisible: bool, time_passed: Millis):
        self._time_since_decision += time_passed
        self._time_since_summoning += time_passed
        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed
        if self._time_since_summoning > self._summoning_cooldown:
            necro_center_pos = npc.world_entity.get_center_position()
            self._time_since_summoning = 0
            self._alive_summons = [summon for summon in self._alive_summons
                                   if summon in game_state.non_player_characters]
            if len(self._alive_summons) < 3:
                relative_pos_from_summoner = (random.randint(-150, 150), random.randint(-150, 150))
                summon_center_pos = sum_of_vectors(necro_center_pos, relative_pos_from_summoner)
                summon_type = random.choice([NpcType.ZOMBIE, NpcType.MUMMY])
                summon_size = NON_PLAYER_CHARACTERS[summon_type].size
                summon_pos = game_state.get_within_world(
                    get_position_from_center_position(summon_center_pos, summon_size), summon_size)
                summon_enemy = create_npc(summon_type, summon_pos)
                is_wall_blocking = game_state.walls_state.does_rect_intersect_with_wall(
                    rect_from_corners(necro_center_pos, summon_center_pos))
                is_position_blocked = game_state.would_entity_collide_if_new_pos(summon_enemy.world_entity, summon_pos)
                if not is_wall_blocking and not is_position_blocked:
                    self._summoning_cooldown = self._random_summoning_cooldown()
                    game_state.add_non_player_character(summon_enemy)
                    self._alive_summons.append(summon_enemy)
                    game_state.visual_effects.append(
                        VisualCircle((80, 150, 100), necro_center_pos, 40, 70, Millis(120), 3))
                    game_state.visual_effects.append(
                        VisualCircle((80, 150, 100), summon_center_pos, 40, 70, Millis(120), 3))
                    play_sound(SoundId.ENEMY_NECROMANCER_SUMMON)
                else:
                    # Failed to summon, so try again without waiting full duration
                    self._summoning_cooldown = 500
            else:
                self._summoning_cooldown = self._random_summoning_cooldown()

        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            necro_center_pos = npc.world_entity.get_center_position()
            nearby_hurt_enemies = [
                e for e in game_state.non_player_characters
                if e.is_enemy
                   and is_x_and_y_within_distance(necro_center_pos, e.world_entity.get_center_position(), 200)
                   and e != npc and not e.health_resource.is_at_max()
            ]
            if nearby_hurt_enemies:
                healing_target = nearby_hurt_enemies[0]
                healing_target.health_resource.gain(5)
                healing_target_pos = healing_target.world_entity.get_center_position()
                visual_line = VisualLine((80, 200, 150), necro_center_pos, healing_target_pos, Millis(350), 3)
                game_state.visual_effects.append(visual_line)
                play_sound(SoundId.ENEMY_NECROMANCER_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position, PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.NONE, npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_NECRO)

        if self._time_since_decision > self._decision_interval:
            self._time_since_decision = 0
            if random.random() < 0.2:
                direction = random_direction()
                npc.world_entity.set_moving_in_dir(direction)
            else:
                npc.world_entity.set_not_moving()