def register_hero_warrior(): sprite = Sprite.HERO_WARRIOR portrait_icon_sprite = PortraitIconSprite.HERO_WARRIOR player_sprite_sheet = SpriteSheet( "resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 indices_by_dir = { Direction.DOWN: [(x + i, 4) for i in range(3)], Direction.LEFT: [(x + i, 5) for i in range(3)], Direction.RIGHT: [(x + i, 6) for i in range(3)], Direction.UP: [(x + i, 7) for i in range(3)] } sprite_position_relative_to_entity = (-8, -16) register_entity_sprite_map(sprite, player_sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, sprite_position_relative_to_entity) register_portrait_icon_sprite_path( portrait_icon_sprite, 'resources/graphics/portrait_warrior_hero.png') entity_speed = 0.105 description = "A sturdy melee fighter, the warrior can stand his ground against any foe, and thrives when there " \ "are enemies all around." hero_data = HeroData(sprite, portrait_icon_sprite, _get_initial_player_state_warrior(), entity_speed, PLAYER_ENTITY_SIZE, description) register_hero_data(HERO_ID, hero_data) register_hero_upgrade_effect(HeroUpgradeId.WARRIOR_RETRIBUTION, _apply_retribution_talent) register_buff_effect(BUFF_RETRIBUTION, BuffedFromRetribution) register_buff_text(BUFF_RETRIBUTION, "Retribution")
def register_hero_mage(): sprite = Sprite.HERO_MAGE portrait_icon_sprite = PortraitIconSprite.HERO_MAGE player_sprite_sheet = SpriteSheet("resources/graphics/player.gif") original_sprite_size = (32, 48) scaled_sprite_size = (60, 60) indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0), (3, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1), (3, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2), (3, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3), (3, 3)] } sprite_position_relative_to_entity = (-15, -30) register_entity_sprite_map(sprite, player_sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, sprite_position_relative_to_entity) register_portrait_icon_sprite_path( portrait_icon_sprite, 'resources/graphics/player_portrait.gif') entity_speed = 0.105 description = "A ranged spellcaster that is explosive but fragile, the mage can take down " \ "large groups of enemies effectively, as long as she can keep her distance..." hero_data = HeroData(sprite, portrait_icon_sprite, _get_initial_player_state_mage(), entity_speed, PLAYER_ENTITY_SIZE, description) register_hero_data(HERO_ID, hero_data) register_ui_icon_sprite_path(UiIconSprite.TALENT_LIGHT_FOOTED, "resources/graphics/boots_of_haste.png")
def register_dwarf_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_DWARF npc_type = NpcType.NEUTRAL_DWARF movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) introduction = "Hello there. I'm always looking for treasure. If you find any, we might be able to strike a deal!" dialog_options = [ sell_item_option( ItemType.GOLD_NUGGET, 20, "I'll give you good money for a nugget of pure gold!"), sell_item_option(ItemType.SAPHIRE, 30, "If you find a saphire I can make you real rich!"), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_data = DialogData(PortraitIconSprite.VIKING, introduction, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) indices_by_dir = { Direction.DOWN: [(0, 4), (1, 4), (2, 4)], Direction.LEFT: [(0, 5), (1, 5), (2, 5)], Direction.RIGHT: [(0, 6), (1, 6), (2, 6)], Direction.UP: [(0, 7), (1, 7), (2, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( PortraitIconSprite.VIKING, 'resources/graphics/viking_portrait.png')
def register_hero_god(): sprite = Sprite.HERO_GOD portrait_icon_sprite = PortraitIconSprite.HERO_GOD player_sprite_sheet = SpriteSheet("resources/graphics/player.gif") original_sprite_size = (32, 48) scaled_sprite_size = (60, 60) indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0), (3, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1), (3, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2), (3, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3), (3, 3)] } sprite_position_relative_to_entity = (-15, -30) register_entity_sprite_map(sprite, player_sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, sprite_position_relative_to_entity) register_portrait_icon_sprite_path( portrait_icon_sprite, 'resources/graphics/player_portrait.gif') entity_speed = 0.5 hero_data = HeroData(sprite, portrait_icon_sprite, _get_initial_player_state_god(), entity_speed, PLAYER_ENTITY_SIZE, "God mode...") register_hero_data(HERO_ID, hero_data) _register_kill_everything_ability()
def register_frog_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_FROG movement_speed = 0.03 register_npc_data(NPC_TYPE, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(NPC_TYPE, NpcMind) _register_dialog() sprite_sheet = SpriteSheet( "resources/graphics/characters_midona_spritesheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 y = 0 indices_by_dir = { Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)], Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)], Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)], Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-9, -18)) register_portrait_icon_sprite_path( UI_ICON_SPRITE, 'resources/graphics/portrait_frog_npc.png')
def register_warpstone_merchant_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_WARPSTONE_MERCHANT npc_type = NpcType.NEUTRAL_WARPSTONE_MERCHANT ui_icon_sprite = PortraitIconSprite.WARPSTONE_MERCHANT movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) introduction = "Hah! I managed to infuse the statues' teleporting powers into these stones. " \ "You can carry them with you and use them any time you want to return to this place!" dialog_options = [ buy_consumable_option(ConsumableType.WARP_STONE, 2), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_data = DialogData(ui_icon_sprite, introduction, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/manga_spritesheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 0 y = 0 indices_by_dir = { Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)], Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)], Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)], Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( ui_icon_sprite, 'resources/graphics/portrait_warpstone_merchant_npc.png')
def register_sorcerer_npc(): size = (30, 30) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_SORCERER portrait_icon_sprite = PortraitIconSprite.SORCERER npc_type = NpcType.NEUTRAL_SORCERER movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) dialog_options = [ buy_consumable_option(ConsumableType.HEALTH, 5), buy_consumable_option(ConsumableType.MANA, 5), buy_consumable_option(ConsumableType.SPEED, 5), buy_consumable_option(ConsumableType.POWER, 10), DialogOptionData("\"Good bye\"", "cancel", None)] dialog_text_body = "Greetings. I am glad to see that you have made it this far! However, great danger lies ahead... " \ "Here, see if any of these potions are of interest to you." dialog_data = DialogData(portrait_icon_sprite, dialog_text_body, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 3 indices_by_dir = { Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)], Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)], Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)], Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path(portrait_icon_sprite, 'resources/graphics/portrait_sorcerer_npc.png')
def register_ninja_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_NINJA movement_speed = 0.03 register_npc_data(NPC_TYPE, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(NPC_TYPE, NpcMind) _register_dialog() sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( PORTRAIT_ICON_SPRITE, 'resources/graphics/ninja_portrait.png')
def register_quest_giver_dialog( npc_name: str, npc_type: NpcType, icon_sprite: PortraitIconSprite, icon_sprite_file_path: str, quest: Quest, quest_min_level: int, quest_intro: str, boss_npc_type: NpcType, quest_item_type: ItemType, custom_options: List[DialogOptionData], dialog_before_quest: str, dialog_give_quest: str, dialog_during_quest: str, dialog_after_completed: str, reward_item_id: Callable[[GameState], Optional[ItemId]]): bye_option = DialogOptionData("\"Good bye\"", "cancel", None) register_quest(quest.quest_id, quest) give_quest = give_quest_option(quest, quest_intro, boss_npc_type, quest_item_type) complete_quest = complete_quest_option(quest, boss_npc_type, quest_item_type, reward_item_id) dialog_data_before_quest = DialogData( npc_name, icon_sprite, dialog_before_quest, custom_options + [bye_option]) dialog_data_give_quest = DialogData( npc_name, icon_sprite, dialog_give_quest, custom_options + [give_quest, bye_option]) dialog_data_during_quest = DialogData( npc_name, icon_sprite, dialog_during_quest, custom_options + [complete_quest, bye_option]) dialog_data_after_completed = DialogData( npc_name, icon_sprite, dialog_after_completed, custom_options + [bye_option]) def get_dialog_data(game_state: GameState) -> DialogData: if game_state.player_state.has_completed_quest(quest.quest_id): return dialog_data_after_completed elif game_state.player_state.has_quest(quest.quest_id): return dialog_data_during_quest elif game_state.player_state.level >= quest_min_level: return dialog_data_give_quest else: return dialog_data_before_quest register_conditional_npc_dialog_data(npc_type, get_dialog_data) register_portrait_icon_sprite_path(icon_sprite, icon_sprite_file_path)
def register_ninja_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_NINJA portrait_icon_sprite = PortraitIconSprite.NINJA npc_type = NpcType.NEUTRAL_NINJA movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) dialog_options = [ buy_consumable_option(ConsumableType.BREW, 2), buy_consumable_option(ConsumableType.HEALTH_LESSER, 3), buy_consumable_option(ConsumableType.MANA_LESSER, 3), buy_consumable_option(ConsumableType.SPEED, 4), buy_consumable_option(ConsumableType.POWER, 10), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_text_body = "Ah.. You're new here, aren't you? Interested in my stock of potions? " \ "They come at a price of course..." dialog_data = DialogData(portrait_icon_sprite, dialog_text_body, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( portrait_icon_sprite, 'resources/graphics/ninja_portrait.png')
def register_hero_rogue(): sprite = Sprite.HERO_ROGUE portrait_icon_sprite = PortraitIconSprite.HERO_ROGUE player_sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 0 indices_by_dir = { Direction.DOWN: [(x + i, 4) for i in range(3)], Direction.LEFT: [(x + i, 5) for i in range(3)], Direction.RIGHT: [(x + i, 6) for i in range(3)], Direction.UP: [(x + i, 7) for i in range(3)] } sprite_position_relative_to_entity = (-8, -16) register_entity_sprite_map(sprite, player_sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, sprite_position_relative_to_entity) register_portrait_icon_sprite_path(portrait_icon_sprite, 'resources/graphics/portrait_rogue_hero.png') entity_speed = 0.105 description = "[ADVANCED] A flexible melee assassin, the rogue can dish out large amounts of damage and is " \ "especially effective at singling out powerful enemies." hero_data = HeroData(sprite, portrait_icon_sprite, _get_initial_player_state_rogue(), entity_speed, PLAYER_ENTITY_SIZE, description) register_hero_data(HERO_ID, hero_data)
def register_challenge_starter_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_CHALLENGE_STARTER portrait_icon_sprite = PortraitIconSprite.CHALLENGE_STARTER npc_type = NpcType.NEUTRAL_CHALLENGE_STARTER movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) dialog_options = [ buy_item_option(ItemType.GLADIATOR_ARMOR, 20), buy_item_option(ItemType.HEALING_WAND, 20), buy_item_option(ItemType.ZULS_AEGIS, 20), buy_item_option(ItemType.WARLOCKS_COWL, 20), buy_item_option(ItemType.DRUIDS_RING, 20), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_text_body = "Choose wisely." dialog_data = DialogData(portrait_icon_sprite, dialog_text_body, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( portrait_icon_sprite, 'resources/graphics/ninja_portrait.png')
def register_young_sorceress_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_YOUNG_SORCERESS npc_type = NpcType.NEUTRAL_YOUNG_SORCERESS ui_icon_sprite = PortraitIconSprite.YOUNG_SORCERESS movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) introduction = "Hey you! Have you seen my pet frog? I bet it was that old green mean goblin king that took it!" prompt = "> " frog_data = ITEMS[ItemType.FROG] dialog_options = [ DialogOptionData( prompt + frog_data.name, "give", AcceptFrog(), UiIconSprite.ITEM_FROG, frog_data.name, "If you help me get it back, I'll give you something in return!"), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_data = DialogData(ui_icon_sprite, introduction, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/manga_spritesheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) x = 6 indices_by_dir = { Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)], Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)], Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)], Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( ui_icon_sprite, 'resources/graphics/portrait_young_sorceress_npc.png')
def register_nomad_npc(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.NEUTRAL_NPC_NOMAD npc_type = NpcType.NEUTRAL_NOMAD movement_speed = 0.03 register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed)) register_npc_behavior(npc_type, NpcMind) text_body = "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!" dialog_options = [ DialogOptionData("Receive blessing", "gain full health", HealAction()), DialogOptionData("Ask for advice", "see random hint", HintAction()), DialogOptionData( "\"The red baron\"", "give", AcceptKey(), UiIconSprite.ITEM_KEY, "Key", "The red baron... Yes, he has caused us much trouble. He stole from me a key that may" " lead us out of here. You must bring it back to me!"), DialogOptionData("\"Good bye\"", "cancel", None) ] dialog_data = DialogData(PortraitIconSprite.NOMAD, text_body, dialog_options) register_npc_dialog_data(npc_type, dialog_data) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) indices_by_dir = { Direction.DOWN: [(3, 0), (4, 0), (5, 0)], Direction.LEFT: [(3, 1), (4, 1), (5, 1)], Direction.RIGHT: [(3, 2), (4, 2), (5, 2)], Direction.UP: [(3, 3), (4, 3), (5, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_portrait_icon_sprite_path( PortraitIconSprite.NOMAD, 'resources/graphics/nomad_portrait.png')