Exemple #1
0
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")
Exemple #2
0
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
Exemple #3
0
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()