def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): buffed_npc.stun_status.add_one() buffed_entity.set_not_moving() game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity))
def create_item_on_ground(item_id: ItemId, pos: Tuple[int, int]) -> ItemOnGround: item_type = item_id.item_type entity = WorldEntity(pos, ITEM_ENTITY_SIZE, get_item_data_by_type(item_type).entity_sprite) entity.view_z = 1 # It should be rendered below all other entities return ItemOnGround(entity, item_id)
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): if buffed_npc: buffed_npc.stun_status.add_one() else: game_state.player_state.stun_status.add_one() buffed_entity.set_not_moving()
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): buffed_npc.stun_status.add_one() buffed_entity.set_not_moving() effect_position = buffed_entity.get_center_position() game_state.game_world.visual_effects.append( VisualRect((250, 250, 50), effect_position, 30, 40, Millis(100), 1, buffed_entity)) game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity))
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)
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): visual_effect = VisualCircle((220, 220, 50), buffed_entity.get_center_position(), 9, 16, Millis(250), 2) game_state.game_world.visual_effects.append(visual_effect) game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity)) buffed_npc.stun_status.add_one() buffed_entity.set_not_moving()
def update_world_entity_position_within_game_world(self, entity: WorldEntity, time_passed: Millis): new_position = entity.get_new_position_according_to_dir_and_speed( time_passed) if new_position: new_pos_within_world = self.get_within_world( new_position, (entity.pygame_collision_rect.w, entity.pygame_collision_rect.h)) if not self.would_entity_collide_if_new_pos( entity, new_pos_within_world): entity.set_position(new_pos_within_world)
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 > 800: game_state.game_world.visual_effects.append( VisualRect((0, 100, 200), buffed_entity.get_center_position(), 50, 50, Millis(400), 1, buffed_entity)) self._time_since_graphics = 0
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): self.time_since_start += time_passed if not self.has_spawn_happened and self.time_since_start > DELAY / 2: self.has_spawn_happened = True game_state.game_world.visual_effects += create_teleport_effects(buffed_entity.get_center_position()) play_sound(SoundId.ABILITY_TELEPORT)
def __init__(self, npc_type: NpcType, world_entity: WorldEntity, health_resource: HealthOrManaResource, npc_mind, npc_category: NpcCategory, enemy_loot_table: Optional[LootTableId], death_sound_id: Optional[SoundId], max_distance_allowed_from_start_position: Optional[int], is_boss: bool = False): self.npc_type = npc_type self.world_entity = world_entity self.health_resource = health_resource self.npc_mind = npc_mind self.active_buffs: List[BuffWithDuration] = [] self.invulnerable: bool = False self.stun_status = StunStatus() self.npc_category = npc_category self.is_enemy = npc_category == NpcCategory.ENEMY self.is_neutral = npc_category == NpcCategory.NEUTRAL self.enemy_loot_table = enemy_loot_table self.death_sound_id = death_sound_id self.start_position = world_entity.get_position( ) # Only for neutral NPC self.max_distance_allowed_from_start_position = max_distance_allowed_from_start_position # Only for neutral NPC self.is_boss: bool = is_boss self.quest_giver_state: Optional[ QuestGiverState] = None # Only for neutral NPC
def get_next_waypoint_along_path(self, agent_entity: WorldEntity) -> Optional[Tuple[int, int]]: if self.path: # ----------------------------------------------- # 1: Remove first waypoint if close enough to it # ----------------------------------------------- # TODO: Does this cause problems for specific entity sizes / movement speeds? closeness_margin = 50 if is_x_and_y_within_distance(agent_entity.get_position(), self.path[0], closeness_margin): # print("Popping " + str(self.path[0]) + " as I'm so close to it.") self.path.pop(0) if self.path: # print("After popping, returning " + str(self.path[0])) return self.path[0] else: # print("no path after popping. stopping.") return None # ----------------------------------------------- # 2: Remove first waypoint if it's opposite direction of second waypoint # ----------------------------------------------- if len(self.path) >= 2: dir_to_waypoint_0 = get_directions_to_position(agent_entity, self.path[0])[0] dir_to_waypoint_1 = get_directions_to_position(agent_entity, self.path[1])[0] if dir_to_waypoint_0 == get_opposite_direction(dir_to_waypoint_1): # print("Not gonna go back. Popping " + str(self.path[0])) self.path.pop(0) # print("Popped first position. Next waypoint: " + str(self.path[0])) return self.path[0] if self.path: return self.path[0] else: # print("no path found. stopping.") return None # print("Leaked through. returning none") return None
def _would_collide_with_dir(direction: Direction, agent_entity: WorldEntity, game_state: GameState): # TODO Is this too naive to work? future_time = Millis(100) future_pos = agent_entity.get_new_position_according_to_other_dir_and_speed(direction, future_time) future_pos_within_world = game_state.game_world.get_within_world( future_pos, (agent_entity.pygame_collision_rect.w, agent_entity.pygame_collision_rect.h)) would_collide = game_state.game_world.would_entity_collide_if_new_pos(agent_entity, future_pos_within_world) return would_collide
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.graphics_timer.update_and_check_if_ready(time_passed): position = buffed_entity.get_center_position() visual_effect1 = VisualCircle((0, 40, 100), position, 9, 16, Millis(400), 2, buffed_entity) visual_effect2 = VisualCircle((0, 90, 180), position, 9, 16, Millis(500), 2, buffed_entity) game_state.game_world.visual_effects.append(visual_effect1) game_state.game_world.visual_effects.append(visual_effect2)
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): game_state.player_state.stun_status.add_one() game_state.game_world.player_entity.set_not_moving() game_state.game_world.player_entity.visible = False game_state.game_world.visual_effects += create_teleport_effects( buffed_entity.get_center_position())
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self._timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE, DamageType.MAGIC) pos = buffed_entity.get_center_position() effect = VisualCircle((100, 150, 100), pos, 40, 50, Millis(500), 1) game_state.game_world.visual_effects += [effect]
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.dmg_timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, TICK_DMG, DamageType.MAGIC, damage_source=DAMAGE_SOURCE) if self.graphics_timer.update_and_check_if_ready(time_passed): position = buffed_entity.get_center_position() visual_effect1 = VisualCircle((0, 100, 40), position, 9, 16, Millis(400), 2, buffed_entity) visual_effect2 = VisualCircle((0, 180, 90), position, 9, 16, Millis(500), 2, buffed_entity) game_state.game_world.visual_effects.append(visual_effect1) game_state.game_world.visual_effects.append(visual_effect2)
def update_path_towards_target(self, agent_entity: WorldEntity, game_state: GameState, target_entity: WorldEntity): agent_cell = _translate_world_position_to_cell(agent_entity.get_position(), game_state.game_world.entire_world_area) target_cell = _translate_world_position_to_cell(target_entity.get_position(), game_state.game_world.entire_world_area) agent_cell_size = (agent_entity.pygame_collision_rect.w // GRID_CELL_WIDTH + 1, agent_entity.pygame_collision_rect.h // GRID_CELL_WIDTH + 1) self.global_path_finder.register_entity_size(agent_cell_size) path_with_cells = self.global_path_finder.run(agent_cell_size, agent_cell, target_cell) if path_with_cells: # Note: Cells are expressed in non-negative values (and need to be translated to game world coordinates) path = [_translate_cell_to_world_position(cell, game_state.game_world.entire_world_area) for cell in path_with_cells] if DEBUG_RENDER_PATHFINDING: _add_visual_lines_along_path(game_state, path) self.path = path else: self.path = None
def create_money_pile_on_ground(amount: int, pos: Tuple[int, int]) -> MoneyPileOnGround: if amount == 1: sprite = Sprite.COINS_1 elif amount == 2: sprite = Sprite.COINS_2 else: sprite = Sprite.COINS_5 return MoneyPileOnGround(WorldEntity(pos, ITEM_ENTITY_SIZE, sprite), amount)
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 super().control_npc(game_state, npc, player_entity, is_player_invisible, time_passed) self._time_since_state_change += time_passed if self._state == State.BASE: if self._time_since_state_change > NpcMind.STATE_DURATION_BASE: self._time_since_state_change -= NpcMind.STATE_DURATION_BASE self._state = State.FIRING npc.gain_buff_effect(get_buff_effect(BUFF_STUNNED), Millis(NpcMind.STATE_DURATION_FIRING)) return elif self._state == State.FIRING: if self._time_since_state_change > NpcMind.STATE_DURATION_FIRING: self._time_since_state_change -= NpcMind.STATE_DURATION_FIRING self._state = State.BASE return self._time_since_fired += time_passed if self._time_since_fired > NpcMind.FIRE_COOLDOWN: self._time_since_fired -= NpcMind.FIRE_COOLDOWN directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position()) new_direction = directions_to_player[0] if random.random() < 0.1 and directions_to_player[1] is not None: new_direction = directions_to_player[1] npc.world_entity.direction = new_direction 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 = 0.3 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_MAGIC_SKELETON_BOSS)
def deal_npc_damage(damage_amount: float, damage_type: DamageType, game_state: GameState, attacker_entity: WorldEntity, attacker_npc: NonPlayerCharacter, target: EnemyTarget): attacker_position = attacker_entity.get_center_position() game_state.game_world.visual_effects.append( VisualRect((200, 0, 0), attacker_position, 50, 50, Millis(200), 3, attacker_entity)) if target.non_enemy_npc: deal_npc_damage_to_npc(game_state, target.non_enemy_npc, damage_amount) else: deal_damage_to_player(game_state, damage_amount, damage_type, attacker_npc)
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): deal_player_damage_to_enemy(game_state, buffed_npc, DAMAGE_PER_TICK, DamageType.PHYSICAL) if self.should_stun: effect_position = buffed_entity.get_center_position() game_state.game_world.visual_effects.append( VisualRect((250, 250, 50), effect_position, 30, 40, Millis(100), 1, buffed_entity))
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): if self.timer.update_and_check_if_ready(time_passed): visual_effect = VisualCircle(( 250, 0, 0, ), buffed_entity.get_center_position(), 25, 30, Millis(350), 1, buffed_entity) game_state.game_world.visual_effects.append(visual_effect)
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis) -> bool: if self.timer.update_and_check_if_ready(time_passed): visual_effect = VisualCircle( (250, 250, 250), buffed_entity.get_center_position(), self.graphics_size, self.graphics_size + 10, Millis(70), 2, None) self.graphics_size -= 7 game_state.game_world.visual_effects.append(visual_effect) return False
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis): self.time_since_start += time_passed if not self.has_teleport_happened and self.time_since_start > PORTAL_DELAY / 2: self.has_teleport_happened = True game_state.game_world.warp_points = [] game_state.game_world.player_entity.set_position(self.destination) game_state.game_world.visual_effects += create_teleport_effects( buffed_entity.get_center_position()) play_sound(SoundId.WARP)
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity distance_from_player = 35 projectile_pos = translate_in_direction( get_position_from_center_position(player_entity.get_center_position(), PROJECTILE_SIZE), player_entity.direction, distance_from_player) projectile_speed = 0.2 entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction, projectile_speed) projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE)) game_state.game_world.projectile_entities.append(projectile) effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2, projectile_pos[1] + PROJECTILE_SIZE[1] // 2) game_state.game_world.visual_effects.append(VisualCircle((250, 150, 50), effect_position, 9, 18, Millis(80), 0)) return AbilityWasUsedSuccessfully()
def create_npc(npc_type: NpcType, pos: Tuple[int, int]) -> NonPlayerCharacter: data: NpcData = NON_PLAYER_CHARACTERS[npc_type] entity = WorldEntity(pos, data.size, data.sprite, Direction.LEFT, data.speed) # TODO is this global pathfinder a problem for handling dungeons that exist in parallel with the main map? global_path_finder = get_global_path_finder() npc_mind = create_npc_mind(npc_type, global_path_finder) health_resource = HealthOrManaResource(data.max_health, data.health_regen) return NonPlayerCharacter(npc_type, entity, health_resource, npc_mind, data.npc_category, data.enemy_loot_table, data.death_sound_id, data.max_distance_allowed_from_start_position, is_boss=data.is_boss)
def get_target(agent_entity: WorldEntity, game_state: GameState) -> EnemyTarget: # Enemies should prioritize attacking a summon over attacking the player player_summons = [ npc for npc in game_state.game_world.non_player_characters if npc.npc_category == NpcCategory.PLAYER_SUMMON ] if player_summons: player_summon = player_summons[0] agent_position = agent_entity.get_position() distance_to_npc_target = get_manhattan_distance( player_summon.world_entity.get_position(), agent_position) distance_to_player = get_manhattan_distance( game_state.game_world.player_entity.get_position(), agent_position) if distance_to_npc_target < distance_to_player: return EnemyTarget.npc(player_summon.world_entity, player_summon) return EnemyTarget.player(game_state.game_world.player_entity)
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity aoe_center_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, 60) aoe_pos = get_position_from_center_position(aoe_center_pos, PROJECTILE_SIZE) projectile_speed = 0.1 entity = WorldEntity(aoe_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction, projectile_speed) projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE)) game_state.game_world.projectile_entities.append(projectile) has_lightfooted_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.MAGE_LIGHT_FOOTED) if not has_lightfooted_upgrade: game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) return AbilityWasUsedSuccessfully()
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 super().control_npc(game_state, npc, player_entity, is_player_invisible, time_passed) self.sprint_cooldown_remaining -= time_passed sprint_distance_limit = 250 if self.sprint_cooldown_remaining <= 0: is_far_away = get_manhattan_distance( npc.world_entity.get_position(), player_entity.get_position()) > sprint_distance_limit if is_far_away: npc.gain_buff_effect( get_buff_effect(BuffType.ENEMY_GOBLIN_SPEARMAN_SPRINT), Millis(2500)) self.sprint_cooldown_remaining = self.random_cooldown()
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): game_state.player_state.stun_status.add_one() player_entity = game_state.game_world.player_entity player_entity.set_not_moving() player_entity.visible = False game_state.game_world.visual_effects += create_teleport_effects( buffed_entity.get_center_position()) player_collision_rect = (player_entity.pygame_collision_rect.w, player_entity.pygame_collision_rect.h) home_warp_point = create_warp_point(game_state.player_spawn_position, player_collision_rect) remote_warp_point = create_warp_point( player_entity.get_center_position(), player_collision_rect) game_state.game_world.warp_points = [ home_warp_point, remote_warp_point ]