Ejemplo n.º 1
0
 def apply_player_collision(self, game_state: GameState, projectile: Projectile):
     deal_damage_to_player(game_state, 1, DamageType.MAGIC, None)
     game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.ENEMY_GOBLIN_WARLOCK_BURNT), Millis(5000))
     game_state.game_world.visual_effects.append(
         VisualCircle((180, 50, 50), game_state.game_world.player_entity.get_center_position(),
                      25, 50, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
Ejemplo n.º 2
0
 def apply_player_collision(self, game_state: GameState, projectile: Projectile):
     damage = random.randint(self._min_damage, self._max_damage)
     deal_damage_to_player(game_state, damage, DamageType.MAGIC, None)
     game_state.game_world.visual_effects.append(
         VisualCircle(self._color, game_state.game_world.player_entity.get_center_position(),
                      25, 35, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
 def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter,
                         time_passed: Millis):
     self._time_since_graphics += time_passed
     if self._time_since_graphics > 500:
         self._time_since_graphics = 0
         if buffed_npc:
             deal_npc_damage_to_npc(game_state, buffed_npc, 2)
             game_state.visual_effects.append(
                 VisualCircle((180, 50, 50), buffed_npc.world_entity.get_center_position(), 10, 20, Millis(50), 0,
                              buffed_entity))
         else:
             deal_damage_to_player(game_state, 2, DamageType.MAGIC, None)
             game_state.visual_effects.append(
                 VisualCircle((180, 50, 50), game_state.player_entity.get_center_position(), 10, 20, Millis(50), 0,
                              buffed_entity))
Ejemplo n.º 4
0
    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
        self._time_since_shield += time_passed

        enemy_entity = npc.world_entity

        if self._time_since_updated_path > self._update_path_interval:
            self._time_since_updated_path = 0
            self.pathfinder.update_path_towards_target(
                enemy_entity, game_state, game_state.player_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() < 0.1 and direction:
                    direction = random.choice(
                        get_perpendicular_directions(direction))
                _move_in_dir(enemy_entity, direction)
            else:
                enemy_entity.set_not_moving()

        enemy_center_pos = enemy_entity.get_center_position()

        if self._time_since_attack > self._attack_interval:
            self._time_since_attack = 0
            game_state.visual_effects.append(
                VisualCircle((100, 100, 100), enemy_center_pos, 180, 180,
                             Millis(self._attack_interval), 1, enemy_entity))
            if not is_player_invisible:
                player_center_pos = game_state.player_entity.get_center_position(
                )
                if is_x_and_y_within_distance(enemy_center_pos,
                                              player_center_pos, 160):
                    deal_damage_to_player(game_state, 3, DamageType.MAGIC, npc)
                    game_state.visual_effects += [
                        VisualCircle((0, 0, 0), enemy_center_pos, 25, 50,
                                     Millis(200), 2, enemy_entity),
                        VisualLine((0, 100, 0), enemy_center_pos,
                                   player_center_pos, Millis(200), 2),
                        VisualCircle((0, 100, 0), player_center_pos, 20, 40,
                                     Millis(150), 2, player_entity),
                        VisualCircle((0, 150, 0), player_center_pos, 25, 50,
                                     Millis(200), 2, player_entity),
                        VisualCircle((0, 200, 0), player_center_pos, 30, 60,
                                     Millis(300), 2, player_entity),
                    ]

        if self._time_since_shield > self._shield_interval:
            self._time_since_shield = 0

            game_state.visual_effects.append(
                VisualCircle((0, 0, 150), enemy_center_pos, 60, 20,
                             Millis(self._shield_duration), 2, enemy_entity))
            npc.gain_buff_effect(get_buff_effect(BUFF_TYPE_INVULN),
                                 Millis(self._shield_duration))