Esempio n. 1
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def create_money_pile_on_ground(amount: int, pos: Tuple[int, int]) -> MoneyPileOnGround:
    if amount == 1:
        sprite = Sprite.COINS_1
    elif amount == 2:
        sprite = Sprite.COINS_2
    else:
        sprite = Sprite.COINS_5
    return MoneyPileOnGround(WorldEntity(pos, ITEM_ENTITY_SIZE, sprite), amount)
Esempio n. 2
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def create_npc(npc_type: NpcType, pos: Tuple[int, int]) -> NonPlayerCharacter:
    data: NpcData = NON_PLAYER_CHARACTERS[npc_type]
    entity = WorldEntity(pos, data.size, data.sprite, Direction.LEFT, data.speed)
    npc_mind = create_npc_mind(npc_type, global_path_finder)
    health_resource = HealthOrManaResource(data.max_health, data.health_regen)
    return NonPlayerCharacter(npc_type, entity, health_resource, npc_mind,
                              data.npc_category, data.enemy_loot_table, data.death_sound_id,
                              data.max_distance_allowed_from_start_position, is_boss=data.is_boss)
Esempio n. 3
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 def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter,
                         time_passed: Millis):
     if self.timer.update_and_check_if_ready(time_passed):
         player_center_position = game_state.player_entity.get_center_position()
         projectile_pos = get_position_from_center_position(player_center_position, PROJECTILE_SIZE)
         entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.PROJECTILE_PLAYER_ARCANE_FIRE,
                              game_state.player_entity.direction, PROJECTILE_SPEED)
         projectile = Projectile(entity, create_projectile_controller(ProjectileType.PLAYER_ARCANE_FIRE))
         game_state.projectile_entities.append(projectile)
         game_state.visual_effects.append(VisualRect((250, 0, 250), player_center_position, 45, 60, Millis(250), 1))
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        self._time_since_attack += time_passed
        self._time_since_updated_path += time_passed
        self._time_since_reevaluated += time_passed

        enemy_entity = npc.world_entity
        target: EnemyTarget = get_target(enemy_entity, game_state)

        if self._time_since_updated_path > self._update_path_interval:
            self._time_since_updated_path = 0
            if not is_player_invisible:
                self.pathfinder.update_path_towards_target(enemy_entity, game_state, target.entity)

        new_next_waypoint = self.pathfinder.get_next_waypoint_along_path(enemy_entity)

        should_update_waypoint = self.next_waypoint != new_next_waypoint
        if self._time_since_reevaluated > self._reevaluate_next_waypoint_direction_interval:
            self._time_since_reevaluated = 0
            should_update_waypoint = True

        if should_update_waypoint:
            self.next_waypoint = new_next_waypoint
            if self.next_waypoint:
                direction = self.pathfinder.get_dir_towards_considering_collisions(
                    game_state, enemy_entity, self.next_waypoint)
                if random.random() < 0.5 and direction:
                    direction = random.choice(get_perpendicular_directions(direction))
                _move_in_dir(enemy_entity, direction)
            else:
                enemy_entity.set_not_moving()

        if self._time_since_attack > self._attack_interval:
            self._time_since_attack = 0
            self._update_attack_interval()
            directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position())
            new_direction = directions_to_player[0]
            if random.random() < 0.3 and directions_to_player[1] is not None:
                new_direction = directions_to_player[1]
            npc.world_entity.direction = new_direction
            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 = 0.11
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                                            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_GOBLIN_WARLOCK)
Esempio n. 5
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    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_healing += time_passed
        self._time_since_shoot += time_passed
        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            if not npc.health_resource.is_at_max():
                healing_amount = random.randint(10, 20)
                npc.health_resource.gain(healing_amount)
                circle_effect = VisualCircle(
                    (80, 200, 150), npc.world_entity.get_center_position(), 30,
                    50, Millis(350), 3)
                game_state.visual_effects.append(circle_effect)
                number_effect = create_visual_healing_text(
                    npc.world_entity, healing_amount)
                game_state.visual_effects.append(number_effect)
                play_sound(SoundId.ENEMY_SKELETON_MAGE_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_SKELETON_MAGE)

        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()
Esempio n. 6
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def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(),
                                          PROJECTILE_SIZE),
        player_entity.direction, distance_from_player)
    projectile_speed = 0.2
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(entity,
                            create_projectile_controller(PROJECTILE_TYPE))
    game_state.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.visual_effects.append(
        VisualCircle((250, 150, 50), effect_position, 9, 18, Millis(80), 0))
    return AbilityWasUsedSuccessfully()
Esempio n. 7
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def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(),
                                          PROJECTILE_SIZE),
        player_entity.direction, distance_from_player)
    projectile_speed = 0.3
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                         Sprite.PROJECTILE_PLAYER_FIREBALL,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(
        entity, create_projectile_controller(ProjectileType.PLAYER_FIREBALL))
    game_state.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.visual_effects.append(
        VisualCircle((250, 150, 50), effect_position, 15, 5, Millis(300), 0))
    has_lightfooted_upgrade = game_state.player_state.has_upgrade(
        HeroUpgradeId.MAGE_LIGHT_FOOTED)
    if not has_lightfooted_upgrade:
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
Esempio n. 8
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def create_hero_world_entity(hero_id: HeroId, pos: Tuple[int, int]) -> WorldEntity:
    data = HEROES[hero_id]
    return WorldEntity(pos, data.entity_size, data.sprite, Direction.RIGHT, data.entity_speed)
Esempio n. 9
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def create_wall(wall_type: WallType, pos: Tuple[int, int]) -> Wall:
    entity = WorldEntity(pos, WALLS[wall_type].size, WALLS[wall_type].sprite)
    return Wall(wall_type, entity)
Esempio n. 10
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def create_chest(pos: Tuple[int, int]) -> Chest:
    # TODO Allow for other loot in chests (Currently all chests are equal)
    return Chest(WorldEntity(pos, CHEST_ENTITY_SIZE, Sprite.CHEST), CHEST_LOOT)
Esempio n. 11
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def create_portal(portal_id: PortalId, pos: Tuple[int, int]) -> Portal:
    data = PORTALS[portal_id]
    return Portal(WorldEntity(pos, data.entity_size, data.sprite), portal_id, data.starts_enabled, data.leads_to)
Esempio n. 12
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def create_consumable_on_ground(consumable_type: ConsumableType, pos: Tuple[int, int]) -> ConsumableOnGround:
    entity = WorldEntity(pos, POTION_ENTITY_SIZE, CONSUMABLES[consumable_type].entity_sprite)
    entity.view_z = 1  # It should be rendered below all other entities
    return ConsumableOnGround(entity, consumable_type)
Esempio n. 13
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def create_item_on_ground(item_type: ItemType, pos: Tuple[int, int]) -> ItemOnGround:
    entity = WorldEntity(pos, ITEM_ENTITY_SIZE, ITEMS[item_type].entity_sprite)
    entity.view_z = 1  # It should be rendered below all other entities
    return ItemOnGround(entity, item_type)
Esempio n. 14
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def create_warp_point(center_pos: Tuple[int, int], size: Tuple[int, int]) -> WarpPoint:
    entity = WorldEntity(get_position_from_center_position(center_pos, size), size, Sprite.WARP_POINT)
    entity.visible = False  # Warp points start out invisible and are later made visible
    return WarpPoint(entity)
Esempio n. 15
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def create_shrine(pos: Tuple[int, int]) -> Shrine:
    return Shrine(WorldEntity(pos, SHRINE_ENTITY_SIZE, Sprite.SHRINE), False)
Esempio n. 16
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def create_item_on_ground(item_id: ItemId, pos: Tuple[int, int]) -> ItemOnGround:
    item_type = item_id.item_type
    entity = WorldEntity(pos, ITEM_ENTITY_SIZE, get_item_data_by_type(item_type).entity_sprite)
    entity.view_z = 1  # It should be rendered below all other entities
    return ItemOnGround(entity, item_id)
    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()