def apply_player_collision(self, game_state: GameState, projectile: Projectile): deal_damage_to_player(game_state, 1, DamageType.MAGIC, None) game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.ENEMY_GOBLIN_WARLOCK_BURNT), Millis(5000)) game_state.game_world.visual_effects.append( VisualCircle((180, 50, 50), game_state.game_world.player_entity.get_center_position(), 25, 50, Millis(100), 0)) projectile.has_collided_and_should_be_removed = True
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.game_world.visual_effects.append( VisualCircle(self._color, game_state.game_world.player_entity.get_center_position(), 25, 35, Millis(100), 0)) projectile.has_collided_and_should_be_removed = True
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): self._time_since_graphics += time_passed if self._time_since_graphics > 500: self._time_since_graphics = 0 if buffed_npc: deal_npc_damage_to_npc(game_state, buffed_npc, 2) game_state.visual_effects.append( VisualCircle((180, 50, 50), buffed_npc.world_entity.get_center_position(), 10, 20, Millis(50), 0, buffed_entity)) else: deal_damage_to_player(game_state, 2, DamageType.MAGIC, None) game_state.visual_effects.append( VisualCircle((180, 50, 50), game_state.player_entity.get_center_position(), 10, 20, Millis(50), 0, buffed_entity))
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 self._time_since_shield += time_passed enemy_entity = npc.world_entity if self._time_since_updated_path > self._update_path_interval: self._time_since_updated_path = 0 self.pathfinder.update_path_towards_target( enemy_entity, game_state, game_state.player_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() < 0.1 and direction: direction = random.choice( get_perpendicular_directions(direction)) _move_in_dir(enemy_entity, direction) else: enemy_entity.set_not_moving() enemy_center_pos = enemy_entity.get_center_position() if self._time_since_attack > self._attack_interval: self._time_since_attack = 0 game_state.visual_effects.append( VisualCircle((100, 100, 100), enemy_center_pos, 180, 180, Millis(self._attack_interval), 1, enemy_entity)) if not is_player_invisible: player_center_pos = game_state.player_entity.get_center_position( ) if is_x_and_y_within_distance(enemy_center_pos, player_center_pos, 160): deal_damage_to_player(game_state, 3, DamageType.MAGIC, npc) game_state.visual_effects += [ VisualCircle((0, 0, 0), enemy_center_pos, 25, 50, Millis(200), 2, enemy_entity), VisualLine((0, 100, 0), enemy_center_pos, player_center_pos, Millis(200), 2), VisualCircle((0, 100, 0), player_center_pos, 20, 40, Millis(150), 2, player_entity), VisualCircle((0, 150, 0), player_center_pos, 25, 50, Millis(200), 2, player_entity), VisualCircle((0, 200, 0), player_center_pos, 30, 60, Millis(300), 2, player_entity), ] if self._time_since_shield > self._shield_interval: self._time_since_shield = 0 game_state.visual_effects.append( VisualCircle((0, 0, 150), enemy_center_pos, 60, 20, Millis(self._shield_duration), 2, enemy_entity)) npc.gain_buff_effect(get_buff_effect(BUFF_TYPE_INVULN), Millis(self._shield_duration))