コード例 #1
0
class QuestGiverNpcMind(AbstractNpcMind):
    def __init__(self, global_path_finder: GlobalPathFinder, quest_id: QuestId, quest_item_id: ItemId,
                 quest_min_level: int):
        super().__init__(global_path_finder)
        self.timer = PeriodicTimer(Millis(500))
        self.quest_timer = PeriodicTimer(Millis(1000))
        self.quest_id = quest_id
        self.quest_item_id = quest_item_id
        self.quest_min_level = quest_min_level

    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):

        if self.quest_timer.update_and_check_if_ready(time_passed):
            player_state = game_state.player_state
            if player_state.has_quest(self.quest_id):
                if player_state.item_inventory.has_item_in_inventory(self.quest_item_id):
                    npc.quest_giver_state = QuestGiverState.CAN_COMPLETE_QUEST
                else:
                    npc.quest_giver_state = QuestGiverState.WAITING_FOR_PLAYER
            elif player_state.has_completed_quest(self.quest_id):
                npc.quest_giver_state = None
            elif player_state.level >= self.quest_min_level:
                npc.quest_giver_state = QuestGiverState.CAN_GIVE_NEW_QUEST
            else:
                npc.quest_giver_state = None

        if self.timer.update_and_check_if_ready(time_passed):
            if random.random() < 0.8:
                npc.world_entity.set_not_moving()
            else:
                direction = random.choice(get_all_directions())
                npc.world_entity.set_moving_in_dir(direction)
コード例 #2
0
class DebuffedByGoatsRing(AbstractBuffEffect):
    def __init__(self):
        self.dmg_timer = PeriodicTimer(Millis(1000))
        self.graphics_timer = PeriodicTimer(Millis(400))

    def apply_middle_effect(self, game_state: GameState,
                            buffed_entity: WorldEntity,
                            buffed_npc: NonPlayerCharacter,
                            time_passed: Millis):
        if self.dmg_timer.update_and_check_if_ready(time_passed):
            deal_player_damage_to_enemy(game_state,
                                        buffed_npc,
                                        1,
                                        DamageType.MAGIC,
                                        damage_source=DAMAGE_SOURCE)
        if self.graphics_timer.update_and_check_if_ready(time_passed):
            position = buffed_entity.get_center_position()
            visual_effect1 = VisualCircle((0, 100, 40), position, 9, 16,
                                          Millis(400), 2, buffed_entity)
            visual_effect2 = VisualCircle((0, 180, 90), position, 9, 16,
                                          Millis(500), 2, buffed_entity)
            game_state.visual_effects.append(visual_effect1)
            game_state.visual_effects.append(visual_effect2)

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #3
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 def __init__(self):
     super().__init__(
         BUFF_TYPE, {
             HeroStat.LIFE_STEAL: LIFE_STEAL_BONUS_RATIO,
             HeroStat.MOVEMENT_SPEED: SPEED_BONUS
         })
     self.timer = PeriodicTimer(Millis(250))
コード例 #4
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 def __init__(self, global_path_finder: GlobalPathFinder, quest_id: QuestId, quest_item_id: ItemId,
              quest_min_level: int):
     super().__init__(global_path_finder)
     self.timer = PeriodicTimer(Millis(500))
     self.quest_timer = PeriodicTimer(Millis(1000))
     self.quest_id = quest_id
     self.quest_item_id = quest_item_id
     self.quest_min_level = quest_min_level
コード例 #5
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class ProjectileController(AbstractProjectileController):
    def __init__(self):
        super().__init__(2000)
        self._color = (50, 180, 50)
        self._timer = PeriodicTimer(Millis(100))
        self._min_damage = 8
        self._max_damage = 12

    def notify_time_passed(self, game_state: GameState, projectile: Projectile, time_passed: Millis):
        super().notify_time_passed(game_state, projectile, time_passed)
        if self._timer.update_and_check_if_ready(time_passed):
            head = VisualCircle(self._color, projectile.world_entity.get_center_position(), 15, 15,
                                Millis(150), 0, projectile.world_entity)
            tail = VisualCircle(self._color, projectile.world_entity.get_center_position(), 15, 1,
                                Millis(400), 0)
            game_state.visual_effects += [head, tail]

    def apply_player_collision(self, game_state: GameState, projectile: Projectile):
        damage = random.randint(self._min_damage, self._max_damage)
        deal_damage_to_player(game_state, damage, DamageType.MAGIC, None)
        game_state.visual_effects.append(VisualCircle(self._color, game_state.player_entity.get_center_position(),
                                                      25, 50, Millis(100), 0))
        projectile.has_collided_and_should_be_removed = True

    def apply_player_summon_collision(self, npc: NonPlayerCharacter, game_state: GameState, projectile: Projectile):
        damage = random.randint(self._min_damage, self._max_damage)
        deal_npc_damage_to_npc(game_state, npc, damage)
        game_state.visual_effects.append(
            VisualCircle(self._color, npc.world_entity.get_center_position(), 25, 50, Millis(100), 0))
        projectile.has_collided_and_should_be_removed = True

    def apply_wall_collision(self, game_state: GameState, projectile: Projectile):
        game_state.visual_effects.append(
            VisualCircle(self._color, projectile.world_entity.get_center_position(), 13, 26, Millis(100), 0))
        projectile.has_collided_and_should_be_removed = True
コード例 #6
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class Invisibility(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(320))

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        game_state.player_state.is_invisible = True

    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):
            game_state.visual_effects.append(
                VisualRect((0, 0, 250),
                           game_state.player_entity.get_center_position(), 45,
                           60, Millis(400), 1, game_state.player_entity))

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        game_state.player_state.is_invisible = False

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #7
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class ItemEffect(AbstractItemEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(5000))

    def apply_middle_effect(self, game_state: GameState, time_passed: Millis):
        if self.timer.update_and_check_if_ready(time_passed):
            strike_enemies(game_state, 1)
コード例 #8
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class BuffEffect(AbstractBuffEffect):
    def __init__(self):
        self.graphics_timer = PeriodicTimer(Millis(500))

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        buffed_entity.add_to_speed_multiplier(SPRINT_SPEED_BONUS)
        self.create_sprint_visual_effect(buffed_entity, game_state)

    def apply_middle_effect(self, game_state: GameState,
                            buffed_entity: WorldEntity,
                            buffed_npc: NonPlayerCharacter,
                            time_passed: Millis):
        if self.graphics_timer.update_and_check_if_ready(time_passed):
            self.create_sprint_visual_effect(buffed_entity, game_state)

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        buffed_entity.add_to_speed_multiplier(-SPRINT_SPEED_BONUS)

    def get_buff_type(self):
        return BUFF_SPRINT

    @staticmethod
    def create_sprint_visual_effect(buffed_entity: WorldEntity,
                                    game_state: GameState):
        game_state.game_world.visual_effects.append(
            VisualCircle((150, 50, 0), buffed_entity.get_center_position(), 20,
                         22, Millis(250), 2, buffed_entity))
コード例 #9
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class DebuffedByFreezingGauntlet(AbstractBuffEffect):
    def __init__(self):
        self.graphics_timer = PeriodicTimer(Millis(400))

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        buffed_entity.add_to_speed_multiplier(-SLOW_AMOUNT)

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        buffed_entity.add_to_speed_multiplier(SLOW_AMOUNT)

    def apply_middle_effect(self, game_state: GameState,
                            buffed_entity: WorldEntity,
                            buffed_npc: NonPlayerCharacter,
                            time_passed: Millis):
        if self.graphics_timer.update_and_check_if_ready(time_passed):
            position = buffed_entity.get_center_position()
            visual_effect1 = VisualCircle((0, 40, 100), position, 9, 16,
                                          Millis(400), 2, buffed_entity)
            visual_effect2 = VisualCircle((0, 90, 180), position, 9, 16,
                                          Millis(500), 2, buffed_entity)
            game_state.visual_effects.append(visual_effect1)
            game_state.visual_effects.append(visual_effect2)

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #10
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class Rooted(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(DEBUFF_DAMAGE_INTERVAL)

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        buffed_npc.stun_status.add_one()
        game_state.visual_effects.append(
            create_visual_stun_text(buffed_entity))

    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):
            deal_player_damage_to_enemy(game_state, buffed_npc, 1,
                                        DamageType.MAGIC)
            game_state.visual_effects.append(
                VisualCircle((0, 150, 0), buffed_entity.get_center_position(),
                             30, 55, Millis(150), 2, buffed_entity))

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        buffed_npc.stun_status.remove_one()

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #11
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class BloodLust(StatModifyingBuffEffect):

    def __init__(self):
        super().__init__(BUFF_TYPE, {HeroStat.LIFE_STEAL: LIFE_STEAL_BONUS_RATIO, HeroStat.MOVEMENT_SPEED: SPEED_BONUS})
        self.timer = PeriodicTimer(Millis(250))

    def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter):
        super().apply_start_effect(game_state, buffed_entity, buffed_npc)
        sword_slash_data = ABILITIES[AbilityType.SWORD_SLASH]
        sword_slash_data.cooldown -= SWORD_SLASH_CD_BONUS

    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):
            visual_effect = VisualCircle(
                (250, 0, 0,), buffed_entity.get_center_position(), 25, 30, Millis(350), 1, buffed_entity)
            game_state.visual_effects.append(visual_effect)

    def apply_end_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter):
        super().apply_end_effect(game_state, buffed_entity, buffed_npc)
        sword_slash_data = ABILITIES[AbilityType.SWORD_SLASH]
        sword_slash_data.cooldown += SWORD_SLASH_CD_BONUS

    def buff_handle_event(self, event: Event) -> Optional[BuffEventOutcome]:
        if isinstance(event, EnemyDiedEvent):
            if has_blood_lust_duration_increase_upgrade:
                duration_increase = BLOODLUST_UPGRADED_INCREASED_DURATION_FROM_KILL
            else:
                duration_increase = BLOODLUST_INCREASED_DURATION_FROM_KILL
            return BuffEventOutcome.change_remaining_duration(duration_increase)
コード例 #12
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class DamagedByInfusedDagger(AbstractBuffEffect):
    def __init__(self, should_stun: bool):
        self.timer = PeriodicTimer(DAMAGE_TICK_INTERVAL)
        self.should_stun = should_stun

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        if self.should_stun:
            buffed_npc.stun_status.add_one()
            buffed_entity.set_not_moving()
            game_state.game_world.visual_effects.append(
                create_visual_stun_text(buffed_entity))

    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):
            deal_player_damage_to_enemy(game_state, buffed_npc,
                                        DAMAGE_PER_TICK, DamageType.PHYSICAL)
            if self.should_stun:
                effect_position = buffed_entity.get_center_position()
                game_state.game_world.visual_effects.append(
                    VisualRect((250, 250, 50), effect_position, 30, 40,
                               Millis(100), 1, buffed_entity))

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        if self.should_stun:
            buffed_npc.stun_status.remove_one()

    def get_buff_type(self):
        return DEBUFF
コード例 #13
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class Channeling(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(CHANNEL_PROJECTILE_INTERVAL)

    def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter):
        game_state.player_state.stun_status.add_one()
        game_state.player_entity.set_not_moving()
        game_state.camera_shake = CameraShake(Millis(50), CHANNEL_DURATION, 5)

    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 apply_end_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter):
        game_state.player_state.stun_status.remove_one()

    def get_buff_type(self):
        return BuffType.CHANNELING_ARCANE_FIRE
コード例 #14
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class ItemEffect(AbstractItemEffect):
    def __init__(self, item_type: ItemType):
        super().__init__(item_type)
        self.timer = PeriodicTimer(Millis(5000))
        self.min_dmg = 1
        self.max_dmg = 3

    def apply_middle_effect(self, game_state: GameState, time_passed: Millis):
        if self.timer.update_and_check_if_ready(time_passed):
            player_entity = game_state.player_entity
            player_center_position = player_entity.get_center_position()
            close_enemies = game_state.get_enemies_within_x_y_distance_of(
                140, player_center_position)
            if close_enemies:
                damage_amount: float = self.min_dmg + random.random() * (
                    self.max_dmg - self.min_dmg)
                deal_player_damage_to_enemy(game_state, close_enemies[0],
                                            damage_amount, DamageType.MAGIC)
                enemy_center_position = close_enemies[
                    0].world_entity.get_center_position()
                game_state.visual_effects.append(
                    VisualCircle((250, 250, 0), player_center_position, 50,
                                 140, Millis(100), 1, player_entity))
                game_state.visual_effects.append(
                    VisualLine((250, 250, 0), player_center_position,
                               enemy_center_position, Millis(80), 3))

    def get_description(self):
        return [
            "Periodically deals " + str(self.min_dmg) + "-" +
            str(self.max_dmg) + " magic damage to nearby enemies"
        ]
コード例 #15
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class ProjectileController(AbstractProjectileController):
    def __init__(self):
        super().__init__(PROJECTILE_DURATION)
        self.damage_timer = PeriodicTimer(PROJECTILE_DAMAGE_INTERVAL)
        self.direction_change_timer = PeriodicTimer(Millis(250))
        self._relative_direction = 0
        self._rotation_motion = random.choice([-1, 1])

    def notify_time_passed(self, game_state: GameState, projectile: Projectile,
                           time_passed: Millis):
        super().notify_time_passed(game_state, projectile, time_passed)
        projectile_entity = projectile.world_entity

        if self.damage_timer.update_and_check_if_ready(time_passed):
            for enemy in game_state.game_world.get_enemy_intersecting_with(
                    projectile_entity):
                damage_amount = 1
                damage_was_dealt = deal_player_damage_to_enemy(
                    game_state, enemy, damage_amount, DamageType.MAGIC)
                if damage_was_dealt:
                    has_stun_upgrade = game_state.player_state.has_upgrade(
                        HeroUpgradeId.ABILITY_WHIRLWIND_STUN)
                    if has_stun_upgrade and random.random() < 0.2:
                        enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE),
                                               WHIRLWIND_TALENT_STUN_DURATION)

        if self.direction_change_timer.update_and_check_if_ready(time_passed):
            should_rotate = True
            # keep going straight ahead sometimes
            if self._relative_direction == 0 and random.random() < 0.5:
                should_rotate = False

            if should_rotate:
                if self._rotation_motion == 1:
                    projectile_entity.rotate_right()
                    self._relative_direction += 90
                elif self._rotation_motion == -1:
                    projectile_entity.rotate_left()
                    self._relative_direction -= 90

                if self._relative_direction == 90:
                    self._rotation_motion = -1
                elif self._relative_direction == -90:
                    self._rotation_motion = 1
コード例 #16
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class BuffedFromElixirOfPower(StatModifyingBuffEffect):
    def __init__(self):
        super().__init__(BUFF_TYPE, {HeroStat.DAMAGE: DAMAGE_MODIFIER_INCREASE})
        self.timer = PeriodicTimer(Millis(300))

    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):
            game_state.game_world.visual_effects.append(
                VisualRect((0, 0, 0), game_state.game_world.player_entity.get_center_position(), 6, 18, Millis(200), 3))
コード例 #17
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class IncreasedSpeedAfterDash(StatModifyingBuffEffect):
    def __init__(self):
        super().__init__(BUFF_SPEED, {HeroStat.MOVEMENT_SPEED: 0.4})
        self.timer = PeriodicTimer(Millis(100))

    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):
            game_state.visual_effects.append(
                VisualCircle((150, 200, 250), game_state.player_entity.get_center_position(), 5, 10, Millis(200), 0))
コード例 #18
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ファイル: ability_stomp.py プロジェクト: qqbc1/python-2d-game
class ChannelingStomp(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(80))
        self.graphics_size = 40

    def apply_start_effect(self, game_state: GameState,
                           buffed_entity: WorldEntity,
                           buffed_npc: NonPlayerCharacter):
        game_state.player_state.stun_status.add_one()
        game_state.game_world.player_entity.set_not_moving()

    def apply_middle_effect(self, game_state: GameState,
                            buffed_entity: WorldEntity,
                            buffed_npc: NonPlayerCharacter,
                            time_passed: Millis) -> bool:
        if self.timer.update_and_check_if_ready(time_passed):
            visual_effect = VisualCircle(
                (250, 250, 250), buffed_entity.get_center_position(),
                self.graphics_size, self.graphics_size + 10, Millis(70), 2,
                None)
            self.graphics_size -= 7
            game_state.game_world.visual_effects.append(visual_effect)
        return False

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        game_state.player_state.stun_status.remove_one()
        hero_center_pos = game_state.game_world.player_entity.get_center_position(
        )
        distance = 80
        affected_enemies = game_state.game_world.get_enemies_within_x_y_distance_of(
            distance, hero_center_pos)
        game_state.game_world.visual_effects.append(
            VisualRect((50, 50, 50), hero_center_pos, distance * 2,
                       int(distance * 2.1), Millis(200), 2, None))
        game_state.game_world.visual_effects.append(
            VisualRect((150, 150, 0), hero_center_pos, distance, distance * 2,
                       Millis(150), 3, None))
        game_state.game_world.visual_effects.append(
            VisualRect((250, 250, 0), hero_center_pos, distance, distance * 2,
                       Millis(100), 4, None))
        for enemy in affected_enemies:
            damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG)
            deal_player_damage_to_enemy(game_state, enemy, damage,
                                        DamageType.PHYSICAL)
            enemy.gain_buff_effect(get_buff_effect(STUNNED_BY_STOMP),
                                   STUN_DURATION)
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
        play_sound(SoundId.ABILITY_STOMP_HIT)
        game_state.camera_shake = CameraShake(Millis(50), Millis(200), 12)

    def get_buff_type(self):
        return CHANNELING_STOMP
コード例 #19
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class ProtectedByStoneAmulet(StatModifyingBuffEffect):

    def __init__(self):
        super().__init__(BUFF_TYPE, {HeroStat.ARMOR: ARMOR_BONUS})
        self.timer = PeriodicTimer(Millis(300))

    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):
            game_state.visual_effects.append(
                VisualCircle((130, 100, 60), buffed_entity.get_center_position(), 20, 40, Millis(100), 1,
                             buffed_entity))
コード例 #20
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class NpcMind(AbstractNpcMind):
    def __init__(self, global_path_finder: GlobalPathFinder):
        super().__init__(global_path_finder)
        self.timer = PeriodicTimer(Millis(500))

    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        if self.timer.update_and_check_if_ready(time_passed):
            if random.random() < 0.8:
                npc.world_entity.set_not_moving()
            else:
                direction = random.choice(get_all_directions())
                npc.world_entity.set_moving_in_dir(direction)
コード例 #21
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class RestoringHealthFromBrew(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(600))

    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_receive_healing(3, game_state)
            player_receive_mana(3, game_state)

    def get_buff_type(self):
        return BUFF_TYPE

    def buff_handle_event(self, event: Event) -> Optional[BuffEventOutcome]:
        if isinstance(event, PlayerLostHealthEvent):
            return BuffEventOutcome.cancel_effect()
コード例 #22
0
ファイル: item_cleaver.py プロジェクト: qqbc1/python-2d-game
class BuffEffect(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(DAMAGE_INTERVAL)

    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):
            deal_player_damage_to_enemy(game_state,
                                        buffed_npc,
                                        DAMAGE,
                                        DamageType.PHYSICAL,
                                        damage_source=DAMAGE_SOURCE)

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #23
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class BuffEffect(AbstractBuffEffect):
    def __init__(self):
        self._timer = PeriodicTimer(DEBUFF_DAMAGE_INTERVAL)

    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):
            deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE,
                                        DamageType.MAGIC)
            pos = buffed_entity.get_center_position()
            effect = VisualCircle((100, 150, 100), pos, 40, 50, Millis(500), 1)
            game_state.game_world.visual_effects += [effect]

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #24
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class BurntByFireball(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(FIREBALL_TALENT_BURN_INTERVAL)

    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):
            deal_player_damage_to_enemy(game_state, buffed_npc, 1,
                                        DamageType.MAGIC)
            game_state.visual_effects.append(
                VisualCircle((180, 50, 50),
                             buffed_npc.world_entity.get_center_position(), 10,
                             20, Millis(50), 0, buffed_entity))

    def get_buff_type(self):
        return BUFF_TYPE
コード例 #25
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class AfterStealthing(AbstractBuffEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(160))

    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):
            visual_effect = VisualCircle((250, 150, 250),
                                         buffed_entity.get_center_position(),
                                         18, 25, Millis(220), 1, buffed_entity)
            game_state.visual_effects.append(visual_effect)

    def apply_end_effect(self, game_state: GameState,
                         buffed_entity: WorldEntity,
                         buffed_npc: NonPlayerCharacter):
        game_state.player_state.modify_stat(HeroStat.DODGE_CHANCE,
                                            -DODGE_CHANCE_BONUS)

    def get_buff_type(self):
        return BUFF_POST_STEALTH
コード例 #26
0
    def handle_event(self, event: EngineEvent) -> Optional[SceneTransition]:
        if event == EngineEvent.PLAYER_DIED:

            # If player has any movement buffs/debuffs that affect the hero entity, and the buff was retained when we
            # switch back to the old game state, then we'd incorrectly modify the hero entity when it expires
            self.game_state.player_state.force_cancel_all_buffs()

            # Player will "die again" outside of the dungeon which will trigger exp loss and respawning at base
            # TODO spawn animation doesn't work? Maybe we should just set HP to 1 and let hero spawn at entrance
            return self._transition_out_of_dungeon()
        elif event == EngineEvent.ENEMY_DIED:
            num_enemies = len([
                npc for npc in self.game_state.game_world.non_player_characters
                if npc.is_enemy
            ])
            if num_enemies == 0:
                self.ui_view.info_message.set_message("Dungeon cleared!")
                self.warp_countdown_timer = PeriodicTimer(Millis(1000))
                self.countdown_until_hero_will_be_warped_out_of_dungeon = 5
            else:
                self.ui_view.info_message.set_message(
                    str(num_enemies) + " enemies remaining in dungeon")
        return None
コード例 #27
0
class ItemEffect(AbstractItemEffect):
    def __init__(self):
        self.timer = PeriodicTimer(Millis(5000))

    def apply_middle_effect(self, game_state: GameState, time_passed: Millis):
        if self.timer.update_and_check_if_ready(time_passed):
            player_entity = game_state.player_entity
            player_center_position = player_entity.get_center_position()
            close_enemies = game_state.get_enemies_within_x_y_distance_of(
                140, player_center_position)
            if close_enemies:
                damage_amount: float = MIN_DMG + random.random() * (MAX_DMG -
                                                                    MIN_DMG)
                deal_player_damage_to_enemy(game_state, close_enemies[0],
                                            damage_amount, DamageType.MAGIC)
                enemy_center_position = close_enemies[
                    0].world_entity.get_center_position()
                game_state.visual_effects.append(
                    VisualCircle((250, 250, 0), player_center_position, 50,
                                 140, Millis(100), 1, player_entity))
                game_state.visual_effects.append(
                    VisualLine((250, 250, 0), player_center_position,
                               enemy_center_position, Millis(80), 3))
コード例 #28
0
 def __init__(self):
     super().__init__(BUFF_TYPE, {HeroStat.ARMOR: ARMOR_BONUS})
     self.timer = PeriodicTimer(Millis(300))
コード例 #29
0
 def __init__(self):
     self.timer = PeriodicTimer(Millis(160))
コード例 #30
0
 def __init__(self):
     self.graphics_timer = PeriodicTimer(Millis(40))
     self.time_since_start = 0