Exemple #1
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    def draw_state(self):
        self.window.fill(BACKGROUND)

        for x in xrange(self.flatland.w):
            x1 = x * CELL_SIZE - 1
            pygame.draw.line(self.window, FOREGROUND, (x1, 0), (x1, self.window_h), 2)

        for y in xrange(self.flatland.h):
            y1 = y * CELL_SIZE - 1
            pygame.draw.line(self.window, FOREGROUND, (0, y1), (self.window_w, y1), 2)

        for y, row in enumerate(self.flatland.grid):
            for x, cell in enumerate(row):
                if (x, y) == self.flatland.agent_position:
                    self.draw_circle_in_cell(x, y, (0, 0, 125), radius=CELL_SIZE // 4)
                    offset = CELL_SIZE // 2
                    coord = x * CELL_SIZE + offset, y * CELL_SIZE + offset
                    coord = tuple_add(coord, map(lambda x: 20 * x, DELTAS[self.flatland.agent_heading]))
                    pygame.draw.circle(self.window, (255, 255, 0), coord, CELL_SIZE // 10)
                elif cell == FOOD:
                    self.draw_circle_in_cell(x, y, FOOD_COLOR)
                elif cell == POISON:
                    self.draw_circle_in_cell(x, y, POISON_COLOR)

        pygame.display.flip()
Exemple #2
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    def walk(self, tmap, d=None):
        if not d: d = self.direction_with_smoothing_fuzz()
        d = round(d) % 4
        npos = utils.tuple_add(self.pos, ([1, 0, -1, 0][d], [0, 1, 0, -1][d]))
        if tmap.on_map_bordered(npos):
            self.pos = npos

        return self
Exemple #3
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 def box_dimensions(self):
     # Get min values for each axis
     if self.num_blocks() == 0:
         return (0, 0, 0)
     minx = min(block.posx for block in self.blocks)
     miny = min(block.posy for block in self.blocks)
     minz = min(block.posz for block in self.blocks)
     mins = (minx, miny, minz)
     # Get max values for each axis
     maxx = max(block.posx for block in self.blocks)
     maxy = max(block.posy for block in self.blocks)
     maxz = max(block.posz for block in self.blocks)
     maxs = (maxx, maxy, maxz)
     dif = tuple_sub(maxs, mins)
     return tuple_add(dif, (1, 1, 1))
    def move_randomly(self):
        '''
            moves one delta in the random direction
            (not going into walls)
        '''
        if not self.dungeon_map.in_bounds(self.position):
            ValueError(
                'enemie\'s position is out of bounds of argument DungeonMap')

        while True:
            rand_move_dt = move_directions[randrange(len(move_directions))]

            new_pos = tuple_add(self.position, rand_move_dt)
            if self.dungeon_map.in_bounds(new_pos):
                self.position = new_pos
                dlog.debug(f'enemy moved to {self.position}')
                break
Exemple #5
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    def add_node(self, char, nodes):
        new_pos = utils.tuple_add(self.pos, directionToOffset[char])

        if new_pos in nodes:
            new_node = nodes[new_pos]
        else:
            new_node = Node(new_pos)

        if char == "N":
            self.north = new_node
            new_node.south = self
        elif char == "E":
            self.east = new_node
            new_node.west = self
        elif char == "S":
            self.south = new_node
            new_node.north = self
        elif char == "W":
            self.west = new_node
            new_node.east = self

        new_node.add_to(nodes)

        return new_node
Exemple #6
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 def down_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[SOUTH]))
Exemple #7
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 def right_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[EAST]))
Exemple #8
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 def left_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[WEST]))
Exemple #9
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 def up_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[NORTH]))
Exemple #10
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    def move(self, event, GS):
        if self.poisoned > 0 and GS['turns'] % 2:
            self.poisoned -= 1
            self.health -= 1

        for item in self.dequips:
            item.lasts -= 1
            if item.lasts <= 0:
                item.dequip(self)
                GS['messages'].append('yellow: Your ' + item.name +
                                      ' flickers out.')
                self.dequips.remove(item)

        if self.health < self.max_health and GS['turns'] % 3 == 0:
            self.health += 1

        if GS['turns'] % 4 == 0:
            self.hunger += 1

        if self.hunger > 20 and GS['turns'] % 3 == 0:
            descriptor = 'hungry'
            if self.hunger > 40:
                descriptor = 'Ravinous'
            elif self.hunger > 60:
                descriptor = 'Starving'

            GS['messages'].append('red: You feel ' + descriptor + '.')
            self.health -= int(self.hunger / 20)
        elif self.hunger >= 80:
            self.health = 0

        delta = consts.GAME_KEYS['M'][event.keychar]
        new_pos = utils.tuple_add(self.pos, delta)
        n_x, n_y = new_pos

        if new_pos == GS['terrain_map'].dungeon['down_stairs'] and\
           GS['terrain_map'].is_dungeons():

            GS['messages'].append("light_blue: You decend.")
            self.pos = GS['terrain_map'].generate_new_map()

        if new_pos == GS['terrain_map'].dungeon['up_stairs'] and\
           len(GS['terrain_map'].dungeons) > 1:

            if GS['terrain_map'].restore_dungeon(
                    GS['terrain_map'].dungeon_level - 1):
                GS['messages'].append("light_blue: You ascend.")
                self.pos = GS['terrain_map'].dungeon['player_starting_pos']

        if new_pos in GS['terrain_map'].dungeon['doors'] and\
           not GS['terrain_map'].is_walkable(new_pos):

            GS['terrain_map'].dungeon['doors'][new_pos] = False
            GS['terrain_map'].dungeon['lighted'].walkable[new_pos] = True
            GS['terrain_map'].dungeon['lighted'].transparent[new_pos] = True
            new_pos = self.pos
            n_x, n_y = new_pos

        w, h = GS['terrain_map'].width, GS['terrain_map'].height
        self.frozen -= 1
        if GS['terrain_map'].is_walkable(new_pos) and self.frozen <= 0:
            self.prev_pos = self.pos
            self.pos = new_pos
            di = GS['terrain_map'].dungeon['items']
            if self.pos in di:
                i = di[self.pos]
                for e in i:
                    GS['messages'].append("You find a " + e.name + ".")
                    if isinstance(e, items.Light) or isinstance(e, items.Food)\
                       or isinstance(e, items.Missle):
                        if self.add_inventory_item(e):
                            GS['messages'].append("You pick up a " + e.name +
                                                  ".")
                        else:
                            GS['messages'].append("Your inventory is full.")
                        for k, v in GS['terrain_map'].dungeon['items'].items():
                            if e in v:
                                GS['terrain_map'].dungeon['items'][k].remove(e)
                                break
            if new_pos in GS['terrain_map'].dungeon['water']:
                GS['messages'].append(
                    "blue: You slosh through the cold water.")
        else:
            if GS['terrain_map'].in_area(new_pos) == 'Cave':
                GS['terrain_map'].place_cell(new_pos)
                self.pos = new_pos
            elif self.frozen > 0:
                GS['messages'].append('You are frozen for ' +
                                      str(self.frozen) + ' more turns.')
            else:
                new_pos = self.pos
                n_x, n_y = new_pos

        m = GS['terrain_map'].monster_at(new_pos)
        speed = self.speed
        if utils.adjacent(self.prev_pos, new_pos) and self.light() and m:
            GS['messages'].append("green: You gallantly charge the monster!")
            self.speed = 0

        if m != None:
            (self_dead, monster_dead) = self.attack_monster(GS, m)
            GS['messages'].append("green: You attack the " + m.name)

            if not monster_dead:
                GS['messages'].append("red: The " + m.name + " attacks you")
                GS['messages'].append("red: It's health is now " +
                                      str(m.health))
            else:
                GS['messages'].append("green: You vanquish the " + m.name)

                GS['terrain_map'].dungeon['monsters'].remove(m)
                if m.pos in GS['terrain_map'].dungeon['items']:
                    GS['terrain_map'].dungeon['items'][m.pos].append(
                        random.choice(m.drops))
                else:
                    GS['terrain_map'].dungeon['items'][m.pos] = [
                        random.choice(m.drops)
                    ]

            self.speed = speed

        decor = GS['terrain_map'].dungeon['decor']
        if new_pos in decor:
            if decor[new_pos] == 'FR' or decor[new_pos] == 'FL':
                decor[new_pos] = None
                player.health -= 1
                GS['messages'].append('The fire burns you.')
            elif decor[new_pos] == 'TTRAP':
                self.pos = random.choice(
                    GS['terrain_map'].dungeon['rooms']).center
                GS['messages'].append('red: You stumble apon a teleport trap.')
                decor[new_pos] = 'TTRAPD'
            elif decor[new_pos] == 'DTRAP':
                if GS['terrain_map'].is_dungeons():
                    GS['messages'].append("light_blue: You decend.")
                    self.pos = GS['terrain_map'].generate_new_map()
                GS['messages'].append('red: You fall down a trap door.')
                decor[new_pos] = 'DTRAPD'
            elif decor[new_pos] == 'ITRAP':
                GS['messages'].append(
                    'light_blue: Ice creeps up your legs. You are frozen!')
                self.pos = self.prev_pos
                self.frozen = 4
                decor[new_pos] = 'ITRAPD'
Exemple #11
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 def right_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[self.left_direction]))
Exemple #12
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 def forward_coordinate(self):
     return self.absolute_coordinates(
         *tuple_add(self.agent_position, DELTAS[self.agent_heading]))
Exemple #13
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 def right_coordinate(self):
     return self.absolute_coordinates(*tuple_add(self.agent_position, DELTAS[self.left_direction]))
Exemple #14
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 def forward_coordinate(self):
     return self.absolute_coordinates(*tuple_add(self.agent_position, DELTAS[self.agent_heading]))
Exemple #15
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    def move(self, GS):
        self.player_spotted = False
        if GS['turns'] % 20 == 0:
            GS['terrain_map'].dungeon['monsters_alerted'] = False
        sight = self.sight
        if GS['player'].light():
            self.sight = 3

        if utils.dist(GS['player'].pos, self.pos) == 1:
            self.player_spotted = False
            GS['messages'].append('red: The ' + self.name + ' attacks you.')
            (player_dead, monster_dead) = GS['player'].attack_monster(GS, self)
            if monster_dead:
                GS['messages'].append('yellow: You destroy the ' + self.name)
                GS['terrain_map'].dungeon['monsters'].remove(self)

                if self.pos in GS['terrain_map'].dungeon['items']:
                    GS['terrain_map'].dungeon['items'][self.pos].append(
                        random.choice(self.drops))
        elif utils.LOS(GS['terrain_map'], self.pos, GS['player'].pos, self.sight)\
             or GS['terrain_map'].dungeon['monsters_alerted']:
            self.player_spotted = True
            if self.ranged:
                p = GS['player']
                m = self

                ox = max(0, GS['player'].pos[0] - math.floor(WIDTH / 4))
                oy = max(0, GS['player'].pos[1] - math.floor(HEIGHT / 2))

                start = (m.pos[0] - ox, m.pos[1] - oy)
                end = (p.pos[0] - ox, p.pos[1] - oy)

                animation.FireMissleAnimation().run(
                    GS, [items.WOOD_ARROW, start, end])
                p.health -= self.speed
            elif self.agressive:
                print('aggress')
                if len(self.path) == 0 or self.path[-1] != GS['player'].pos:
                    # Reset the path (A* algorithm)
                    self.path = GS['terrain_map'].dungeon[
                        'visited'].compute_path(self.pos[0],
                                                self.pos[1],
                                                GS['player'].pos[0],
                                                GS['player'].pos[1],
                                                diagonal_cost=0)
                    self.path.reverse()
                if len(self.path) > 0:
                    npos = self.path.pop()
                    if npos in GS['terrain_map'].dungeon['doors']:
                        GS['terrain_map'].dungeon['doors'] = False
                        GS['terrain_map'].dungeon['lighted'].transparent[
                            npos] = True
                        GS['terrain_map'].dungeon['lighted'].walkable[
                            npos] = True
                    if GS['terrain_map'].is_walkable(npos):
                        self.pos = npos
            else:
                npos = utils.tuple_add(
                    self.pos, (random.randint(-1, 1), random.randint(-1, 1)))
                if GS['terrain_map'].is_walkable(npos):
                    self.pos = npos
        else:
            npos = utils.tuple_add(
                self.pos, (random.randint(-1, 1), random.randint(-1, 1)))
            if GS['terrain_map'].is_walkable(npos):
                self.pos = npos
        self.sight = sight