コード例 #1
0
ファイル: minions.py プロジェクト: predominant/zombsole
	def next_step(self, things,t):
		try:
			if self.lider == None:
				self.lider = getPerrito(things)
		except:
			pass
		if self.life > self.vida :
			if self.next_move == 'move':
				action = self.next_move
				target = tuple(random.choice(emptyPlace(self,things)))
				self.next_move = 'heal'
			elif self.next_move == 'heal':
				action = self.next_move
				target = self
				self.vida = self.life
				self.next_move = 'move'
			else:
				self.next_move = 'move'
		else:
			target = sort_by_distance(self.lider.position,adyacent_positions(self))[0]
			if (things.get(target) is None):
				action = 'move'
				self.lidermove = target
				# self.status = 'Perrito'
			else:
				# self.status = 'Perrito'
				if not isinstance(things.get(target), Player):
					action = 'attack'
					target = things.get(target)
		self.vida = self.life
		if action:
			return action, target
コード例 #2
0
 def next_step(self, things, t):
     try:
         if self.lider == None:
             self.lider = getPerrito(things)
     except:
         pass
     if self.life > self.vida:
         if self.next_move == 'move':
             action = self.next_move
             target = tuple(random.choice(emptyPlace(self, things)))
             self.next_move = 'heal'
         elif self.next_move == 'heal':
             action = self.next_move
             target = self
             self.vida = self.life
             self.next_move = 'move'
         else:
             self.next_move = 'move'
     else:
         target = sort_by_distance(self.lider.position,
                                   adjacent_positions(self))[0]
         if (things.get(target) is None):
             action = 'move'
             self.lidermove = target
             # self.status = 'Perrito'
         else:
             # self.status = 'Perrito'
             if not isinstance(things.get(target), Player):
                 action = 'attack'
                 target = things.get(target)
     self.vida = self.life
     if action:
         return action, target
コード例 #3
0
    def next_step(self, things, t):
        """Zombies attack if in range, else move in direction of players."""
        action = None

        # possible targets for movement and attack
        humans = [
            thing for thing in things.values() if isinstance(thing, Player)
        ]
        positions = possible_moves(self.position, things)

        if humans:
            # targets available
            target = closest(self, humans)

            if distance(self.position,
                        target.position) < self.weapon.max_range:
                # target in range, attack
                action = 'attack', target
            else:
                # target not in range, _try_ to move
                if positions:
                    # move
                    best_position = closest(target, positions)
                    action = 'move', best_position
                else:
                    # if blocked by obstacles, try to break them
                    adjacent = sort_by_distance(target,
                                                adjacent_positions(self))
                    for position in adjacent:
                        thing = things.get(position)
                        if isinstance(thing, (Box, Wall)):
                            return 'attack', thing
        else:
            # no targets, just wander around
            if positions:
                action = 'move', random.choice(positions)

        return action
コード例 #4
0
ファイル: things.py プロジェクト: ViruX/zombsole
    def next_step(self, things, t):
        '''Zombies attack if in range, else move in direction of players.'''
        action = None

        # possible targets for movement and attack
        humans = [thing for thing in things.values()
                  if isinstance(thing, Player)]
        positions = possible_moves(self.position, things)

        if humans:
            # targets available
            target = closest(self, humans)

            if distance(self.position, target.position) < self.weapon.max_range:
                # target in range, attack
                action = 'attack', target
            else:
                # target not in range, _try_ to move
                if positions:
                    # move
                    best_position = closest(target, positions)
                    action = 'move', best_position
                else:
                    # if blocked by obstacles, try to break them
                    adyacents = sort_by_distance(target,
                                                 adyacent_positions(self))
                    for position in adyacents:
                        thing = things.get(position)
                        if isinstance(thing, (Box, Wall)):
                            return 'attack', thing
        else:
            # no targets, just wander around
            if positions:
                action = 'move', random.choice(positions)

        return action