コード例 #1
0
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, is_player_invisible: bool,
                    time_passed: Millis):
        if npc.stun_status.is_stunned():
            return
        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)
                _move_in_dir(enemy_entity, direction)
            else:
                enemy_entity.set_not_moving()

        if self._time_since_attack > self._attack_interval:
            if not is_player_invisible:
                enemy_position = enemy_entity.get_center_position()
                target_center_pos = target.entity.get_center_position()
                if is_x_and_y_within_distance(enemy_position,
                                              target_center_pos, 200):
                    self._time_since_attack = 0
                    self.randomize_attack_interval()
                    play_sound(SoundId.ENEMY_ATTACK_ICE_WITCH)
                    damage = random.randint(DAMAGE_MIN, DAMAGE_MAX)
                    deal_npc_damage(damage, DamageType.MAGIC, game_state,
                                    enemy_entity, npc, target)
                    game_state.game_world.visual_effects += [
                        (VisualLine((100, 100, 200), enemy_position,
                                    target_center_pos, Millis(120), 3)),
                        (VisualLine((150, 150, 250), enemy_position,
                                    target_center_pos, Millis(240), 2))
                    ]
                    chance_to_resist_slow = game_state.player_state.get_effective_movement_impairing_resist_chance(
                    )
                    # TODO It's error-prone that we have to check this for every negative debuff that can slow player
                    if random.random() > chance_to_resist_slow:
                        game_state.player_state.gain_buff_effect(
                            get_buff_effect(SLOW_BUFF_TYPE), Millis(1500))
コード例 #2
0
def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    previous_position = player_entity.get_center_position()

    used_from_stealth = game_state.player_state.has_active_buff(
        BuffType.STEALTHING)

    for distance in range(40, 200, 10):
        new_position = translate_in_direction(
            (player_entity.x, player_entity.y), player_entity.direction,
            distance)
        if game_state.game_world.is_position_within_game_world(new_position) \
                and not game_state.game_world.would_entity_collide_if_new_pos(player_entity, new_position):
            if _would_collide_with_wall(game_state, player_entity, distance):
                return AbilityFailedToExecute(reason="Wall is blocking")
            should_regain_mana_and_cd = False
            enemy_hit = _get_enemy_that_was_hit(game_state, player_entity,
                                                distance)
            if enemy_hit:
                game_state.camera_shake = CameraShake(Millis(50), Millis(150),
                                                      4)
                deal_player_damage_to_enemy(game_state, enemy_hit, DAMAGE,
                                            DamageType.MAGIC)
                has_reset_upgrade = game_state.player_state.has_upgrade(
                    HeroUpgradeId.ABILITY_DASH_KILL_RESET)
                enemy_died = enemy_hit.health_resource.is_at_or_below_zero()
                if has_reset_upgrade and enemy_died:
                    should_regain_mana_and_cd = True

            player_entity.set_position(new_position)
            new_center_position = player_entity.get_center_position()
            color = (250, 140, 80)
            game_state.game_world.visual_effects.append(
                VisualCircle(color, previous_position, 17, 35, Millis(150), 1))
            game_state.game_world.visual_effects.append(
                VisualLine(color, previous_position, new_center_position,
                           Millis(250), 2))
            game_state.game_world.visual_effects.append(
                VisualRect(color, previous_position, 37, 46, Millis(150), 1))
            game_state.game_world.visual_effects.append(
                VisualCircle(color, new_center_position, 25, 40, Millis(300),
                             1, player_entity))
            has_speed_upgrade = game_state.player_state.has_upgrade(
                HeroUpgradeId.ABILITY_DASH_MOVEMENT_SPEED)
            if has_speed_upgrade:
                game_state.player_state.gain_buff_effect(
                    get_buff_effect(BUFF_SPEED), BUFF_SPEED_DURATION)
            if used_from_stealth:
                game_state.player_state.gain_buff_effect(
                    get_buff_effect(BUFF_FROM_STEALTH),
                    BUFF_FROM_STEALTH_DURATION)
            return AbilityWasUsedSuccessfully(
                should_regain_mana_and_cd=should_regain_mana_and_cd)
    return AbilityFailedToExecute(reason="No space")
コード例 #3
0
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, _is_player_invisible: bool,
                    time_passed: Millis):
        if npc.stun_status.is_stunned():
            return

        self._summon_trait.update(npc, game_state, time_passed)
        self._random_walk_trait.update(npc, game_state, 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()
            necro_center_pos = npc.world_entity.get_center_position()
            nearby_hurt_enemies = [
                e for e in game_state.game_world.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.game_world.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.game_world.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_NECRO)
コード例 #4
0
def _add_visual_lines_along_path(game_state, path):
    for i in range(len(path) - 1):
        current_pos = path[i]
        next_pos = path[i + 1]
        game_state.visual_effects.append(
            VisualRect((100, 150, 150),
                       _get_middle_of_cell_from_position(current_pos), 7, 10,
                       Millis(DEBUG_PATHFINDER_INTERVAL), 1))
        game_state.visual_effects.append(
            VisualLine((250, 250, 250),
                       _get_middle_of_cell_from_position(current_pos),
                       _get_middle_of_cell_from_position(next_pos),
                       Millis(DEBUG_PATHFINDER_INTERVAL), 1))
コード例 #5
0
def strike_enemies(game_state: GameState, num_enemies: int):
    player_entity = game_state.game_world.player_entity
    player_center_position = player_entity.get_center_position()
    close_enemies = game_state.game_world.get_enemies_within_x_y_distance_of(
        140, player_center_position)
    # TODO: sound effect
    for enemy in close_enemies[0:num_enemies]:
        damage_amount: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG)
        deal_player_damage_to_enemy(game_state, enemy, damage_amount,
                                    DamageType.MAGIC)
        enemy_center_position = enemy.world_entity.get_center_position()
        game_state.game_world.visual_effects.append(
            VisualCircle((250, 250, 0), player_center_position, 50, 140,
                         Millis(100), 1, player_entity))
        game_state.game_world.visual_effects.append(
            VisualLine((250, 250, 0), player_center_position,
                       enemy_center_position, Millis(80), 3))
コード例 #6
0
 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))
コード例 #7
0
    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        self._time_since_updated_path += time_passed
        self._time_since_reevaluated += time_passed
        self._time_since_attack += time_passed

        summon_entity = npc.world_entity

        if self._time_since_updated_path > self._update_path_interval:
            self._time_since_updated_path = 0
            nearby_enemies = game_state.game_world.get_enemies_within_x_y_distance_of(300,
                                                                                      npc.world_entity.get_position())
            if nearby_enemies:
                target_entity = nearby_enemies[0].world_entity
            else:
                target_entity = game_state.game_world.player_entity
            self.pathfinder.update_path_towards_target(summon_entity, game_state, target_entity)

        new_next_waypoint = self.pathfinder.get_next_waypoint_along_path(summon_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, summon_entity, self.next_waypoint)
                _move_in_dir(summon_entity, direction)
            else:
                summon_entity.set_not_moving()
        if self._time_since_attack > self._attack_interval:
            self._time_since_attack = 0
            nearby_enemies = game_state.game_world.get_enemies_within_x_y_distance_of(100, summon_entity.get_position())
            if nearby_enemies:
                damage_amount = 3
                target = nearby_enemies[0]
                deal_npc_damage_to_npc(game_state, target, damage_amount)
                game_state.game_world.visual_effects.append(
                    VisualLine((220, 0, 0), summon_entity.get_center_position(),
                               target.world_entity.get_center_position(), Millis(100), damage_amount))
コード例 #8
0
def _apply_teleport(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    previous_position = player_entity.get_center_position()
    new_position = translate_in_direction((player_entity.x, player_entity.y),
                                          player_entity.direction, 140)
    player_entity.set_position(new_position)
    new_center_position = player_entity.get_center_position()

    color = (140, 140, 230)
    game_state.visual_effects.append(
        VisualCircle(color, previous_position, 17, 35, Millis(150), 1))
    game_state.visual_effects.append(
        VisualRect(color, previous_position, 37, 50, Millis(150), 1))
    game_state.visual_effects.append(
        VisualLine(color, previous_position, new_center_position, Millis(200),
                   1))
    game_state.visual_effects.append(
        VisualCircle(color, new_center_position, 25, 50, Millis(300), 2,
                     player_entity))
    return AbilityWasUsedSuccessfully()
コード例 #9
0
    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))
コード例 #10
0
def _add_visual_line_to_next_waypoint(destination, agent_entity: WorldEntity,
                                      game_state: GameState):
    start = _get_middle_of_cell_from_position(agent_entity.get_position())
    end = _get_middle_of_cell_from_position(destination)
    game_state.visual_effects.append(
        VisualLine((150, 150, 150), start, end, Millis(100), 2))
コード例 #11
0
    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()