Esempio n. 1
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 def gen(position):
     x, y = position
     return Entity(str(uuid.uuid4()), components={
         'Stats': Stats(actual_stats).with_status('.TEMPORARY', strength=1, duration=10),
         'Position': Position(x, y),
         'Render': Render(character='t', colour=ThunderTotem.colours[tier-1]),
         'Combat': Combat(),
         'Ally': Combat(),
         'NPC': NPC(ThunderTotem.names[tier-1]),
         'AI': ai.AI()\
         .add_skill('Shockwave', ThunderTotem.Shockwave(), delay=1)\
         .with_state('IDLE', ai.AIState()\
                     .on_turn_otherwise(lambda e, ai, ev_d : ai.find_target(e), False)\
                     .when_target_within_distance(1.5, lambda e, ai, ev_d : ai.use_skill(e, 'Shockwave')))\
     }, ttype='ThunderTotem_'+str(tier))
Esempio n. 2
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 def gen(position):
     x, y = position
     return Entity(str(uuid.uuid4()), components={
         'Stats': Stats(actual_stats),
         'Position': Position(x, y),
         'Render': Render(character='s', colour=Allyslime.colours[tier-1]),
         'Combat': Combat(),
         'Ally': Combat(),
         'NPC': NPC(Allyslime.names[tier-1]),
         'AI': ai.AI()\
         .add_skill('MonWave', Allyslime.MonWave(), delay=1)\
         .with_state('IDLE', ai.AIState()\
                     .when_target_within_distance(1.5, lambda e, ai, ev_d : ai.use_skill(e, 'MonWave'))\
                     .when_target_within_distance(5, lambda e, ai, ev_d : ai.step_towards_target(e))\
                     .on_turn_otherwise(lambda e, ai, ev_d : ai.find_target(e), False)\
                     .on_turn_otherwise(lambda e, ai, ev_d : ai.step_towards_player(e)))\
     }, ttype='Allyslime_'+str(tier))
Esempio n. 3
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def create_missile(x, y, direction, speed, sprite_name, owner_id, life=3000, scale=.2, turn_rate=.15, tracking=True, drunk=True, radius=50):
	_bullet = create(x, y, direction, speed, sprite_name, owner_id, life=life, turn_rate=turn_rate, radius=radius)
	_owner = entities.get_entity(_bullet['owner_id'])
	_bullet['sprite'].anchor_x = 0
	_bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2
	
	entities.trigger_event(_bullet, 'set_scale', scale=scale)
	entities.register_event(_bullet, 'tick', tick_missile)
	entities.register_event(_bullet, 'hit', hit_missile)
	
	if drunk:
		entities.register_event(_bullet, 'tick', tick_drunk)
	
	if tracking:
		_bullet['target_id'] = ai.find_target(_owner, max_distance=1600)
		
		if _bullet['target_id']:
			_target = entities.get_entity(_bullet['target_id'])
			
			entities.register_event(_bullet, 'tick', tick_track)
			entities.register_event(_target,
			                        'delete',
			                        lambda target: _bullet['_id'] in entities.ENTITIES and entities.unregister_event(_bullet,
			                                                                                                         'tick',
			                                                                                                         tick_track))
			
			if 'player' in _owner and _owner['player']:
				effects.create_particle(_target['position'][0],
					                    _target['position'][1],
					                    'crosshair.png',
					                    background=False,
					                    scale_rate=.95,
					                    fade_rate=.98,
					                    spin=random.choice([-3, -6, 3, 6]))
	else:
		_bullet['target_id'] = None
	
	_bullet['engine_power'] = 100
	
	return _bullet
Esempio n. 4
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def tick_turret(entity):
	_target_id = ai.find_target(entity, max_distance=1600)
	
	if _target_id:
		entity['shoot_direction'] = numbers.direction_to(entity['position'], entities.get_entity(_target_id)['position'])
		entities.trigger_event(entity, 'shoot')
Esempio n. 5
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def tick_flea(entity):
	if not entity['current_target']:
		entity['current_target'] = ai.find_target(entity)
	
		if entity['current_target']:
			ai.track_target(entity, entity['current_target'])