def _apply_scroll(game_state: GameState): player_entity = game_state.player_entity summon_size = NON_PLAYER_CHARACTERS[NpcType.PLAYER_SUMMON_DRAGON].size player_size = game_state.player_entity.pygame_collision_rect.w, game_state.player_entity.h candidate_relative_positions = [ (0, - summon_size[1]), # top (player_size[0], - summon_size[1]), # top right (player_size[0], 0), # right (player_size[0], player_size[1]), # down right (0, player_size[1]), # down (-summon_size[0], player_size[1]), # down left (-summon_size[0], 0), # left (-summon_size[0], -summon_size[1]) # top left ] for relative_pos in candidate_relative_positions: summon_pos = sum_of_vectors(player_entity.get_position(), relative_pos) summon = create_npc(NpcType.PLAYER_SUMMON_DRAGON, summon_pos) is_valid_pos = not game_state.would_entity_collide_if_new_pos(summon.world_entity, summon_pos) if is_valid_pos: game_state.remove_all_player_summons() game_state.add_non_player_character(summon) summon.gain_buff_effect(get_buff_effect(BuffType.SUMMON_DIE_AFTER_DURATION), DURATION_SUMMON) game_state.visual_effects.append( VisualCircle((200, 200, 30), player_entity.get_position(), 40, 70, Millis(140), 3)) game_state.visual_effects.append(VisualCircle((200, 200, 30), summon_pos, 40, 70, Millis(140), 3)) return ConsumableWasConsumed("Summoned dragon") return ConsumableFailedToBeConsumed("No space to summon dragon")
def _would_collide_with_dir(direction: Direction, agent_entity: WorldEntity, game_state: GameState): # TODO Is this too naive to work? future_time = Millis(100) future_pos = agent_entity.get_new_position_according_to_other_dir_and_speed( direction, future_time) future_pos_within_world = game_state.get_within_world( future_pos, (agent_entity.pygame_collision_rect.w, agent_entity.pygame_collision_rect.h)) would_collide = game_state.would_entity_collide_if_new_pos( agent_entity, future_pos_within_world) return would_collide
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity previous_position = player_entity.get_center_position() 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.is_position_within_game_world(new_position) \ and not game_state.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) game_state.player_state.gain_buff_effect(get_buff_effect(BUFF_AFTER_ENEMY_JUMP), BUFF_AFTER_ENEMY_JUMP_DURATION) 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.visual_effects.append(VisualCircle(color, previous_position, 17, 35, Millis(150), 1)) game_state.visual_effects.append(VisualLine(color, previous_position, new_center_position, Millis(250), 2)) game_state.visual_effects.append(VisualRect(color, previous_position, 37, 46, Millis(150), 1)) game_state.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) 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): 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()