def move_or_attack(dx, dy, objects, player, tilemap): x = player.x + dx y = player.y + dy target = None for o in objects: if o.fighter and o.x == x and o.y == y: target = o break if target is not None: results = Combat.melee_attack(player, target) EventHandler.add_combat_event(ActionType.MELEE_COMBAT, (player, target, results)) return ActionType.MELEE_COMBAT else: player.move(dx, dy, tilemap, objects) RenderFunctions.fov_recompute = True EventHandler.add_move_event(ActionType.MOVE, None) return ActionType.MOVE
def attack_closest(objects, player, fov_map, max_range=10): closest = None closest_dist = max_range + 1 for o in objects: if o.fighter and o != player and libtcod.map_is_in_fov( fov_map, o.x, o.y): dist = player.distance_to_entity(o) if dist < closest_dist: closest = o closest_dist = dist if closest is not None and libtcod.map_is_in_fov( fov_map, closest.x, closest.y): if player.distance_to_entity(closest) >= 2: if player.inventory.get_equipped_in_slot(Slot.RANGED) is None: player.move_astar(closest) RenderFunctions.fov_recompute = True EventHandler.add_move_event(ActionType.MOVE, None) return ActionType.MOVE else: if player.distance_to_entity( closest) <= player.fighter.firing_range: result = Combat.ranged_attack(player, closest) RenderFunctions.fov_recompute = True EventHandler.add_combat_event( ActionType.RANGED_COMBAT, (player, closest, result)) return ActionType.RANGED_COMBAT else: player.move_astar(closest) RenderFunctions.fov_recompute = True EventHandler.add_move_event(ActionType.MOVE, None) return ActionType.MOVE elif closest.fighter.hp > 0: result = Combat.melee_attack(player, closest) EventHandler.add_combat_event(ActionType.MELEE_COMBAT, (player, closest, result)) return ActionType.MELEE_COMBAT
def melee_attack(self, target): result = Combat.melee_attack(self.owner, target) EventHandler.add_combat_event(ActionType.MELEE_COMBAT, (self.owner, target, result))