/
mob.py
77 lines (63 loc) · 2.41 KB
/
mob.py
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from character import Character
from pathfinding import Path
from sprites import IMAGE_FOR_TYPE
import random
random.seed()
ENEMY_NAMES = [('Gunther', 'he'),
('Woman From Baltimore, MD', 'she'),
('Ozymandias', 'he'),
('Grammy Award Winning Artist Beck', 'he'),
('Literally Queen Elizabeth', 'she')]
class Mob(Character):
def __init__(self, mob_type, name, **kwargs):
super(Mob, self).__init__(mob_type, name, **kwargs)
self.health = 7
self.status = "alive"
self.path = Path()
self.side = "evil"
self.face = mob_type
self.state = None
def take_damage(self, damage):
self.health -= damage
if self.health <= 0:
self.status = "dead"
def move_step(self, atlas):
self.update_status()
if self.state == 'idle':
direction = self.directions.get_random_direction(self.x, self.y, atlas=atlas)
else:
direction = self.path.get_next_step()
if not direction:
direction = self.directions.get_random_direction(self.x, self.y, atlas=atlas)
self.move(atlas, direction=direction)
def update_status(self):
if self.path.is_far():
self.state = "idle"
else:
self.state = "alert"
class Enemies(object):
def __init__(self, x, y, atlas):
enemies = []
for i in range(50):
new_enemy = Mob(IMAGE_FOR_TYPE.keys()[random.randint(0, 37)],
ENEMY_NAMES[i%5][0],
x=random.randint(0, x),
y=random.randint(0, y),
pronoun=ENEMY_NAMES[i%5][1])
while not atlas.is_empty(new_enemy.x, new_enemy.y):
new_enemy.x = random.randint(0, x)
new_enemy.y = random.randint(0, y)
atlas.place_on_tile(new_enemy, new_enemy.x, new_enemy.y)
self.enemies = enemies
def remove_dead_enemies(self, atlas):
for enemy in self.enemies:
if enemy.status == "dead":
atlas.remove_from_tile(enemy, enemy.x, enemy.y)
self.enemies.remove(enemy)
def move(self, atlas, hero):
for enemy in self.enemies:
if not direction:
direction = enemy.directions.get_random_direction(enemy.x, enemy.y, atlas)
enemy.move(atlas, direction=direction)
def __iter__(self):
return iter(self.enemies)