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.entire_world_area) target_cell = _translate_world_position_to_cell( target_entity.get_position(), game_state.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.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 control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity, is_player_invisible: bool, time_passed: Millis): 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 handle_nearby_entities(self, player_entity: WorldEntity, game_state: GameState, game_engine: GameEngine): self.entity_to_interact_with = None player_position = player_entity.get_position() distance_to_closest_entity = sys.maxsize for npc in game_state.non_player_characters: if has_npc_dialog(npc.npc_type): close_to_player = is_x_and_y_within_distance( player_position, npc.world_entity.get_position(), 75) distance = get_manhattan_distance_between_rects( player_entity.rect(), npc.world_entity.rect()) if close_to_player and distance < distance_to_closest_entity: self.entity_to_interact_with = npc distance_to_closest_entity = distance lootables_on_ground: List[LootableOnGround] = list( game_state.items_on_ground) lootables_on_ground += game_state.consumables_on_ground for lootable in lootables_on_ground: if boxes_intersect(player_entity.rect(), lootable.world_entity.rect()): self.entity_to_interact_with = lootable distance_to_closest_entity = 0 for portal in game_state.portals: close_to_player = is_x_and_y_within_distance( player_position, portal.world_entity.get_position(), 75) distance = get_manhattan_distance_between_rects( player_entity.rect(), portal.world_entity.rect()) if close_to_player: game_engine.handle_being_close_to_portal(portal) if close_to_player and distance < distance_to_closest_entity: self.entity_to_interact_with = portal distance_to_closest_entity = distance for warp_point in game_state.warp_points: close_to_player = is_x_and_y_within_distance( player_position, warp_point.world_entity.get_position(), 75) distance = get_manhattan_distance_between_rects( player_entity.rect(), warp_point.world_entity.rect()) if close_to_player and distance < distance_to_closest_entity: self.entity_to_interact_with = warp_point distance_to_closest_entity = distance for chest in game_state.chests: close_to_player = is_x_and_y_within_distance( player_position, chest.world_entity.get_position(), 75) distance = get_manhattan_distance_between_rects( player_entity.rect(), chest.world_entity.rect()) if close_to_player and distance < distance_to_closest_entity: self.entity_to_interact_with = chest distance_to_closest_entity = distance
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 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) if random.random() < 0.5 and direction: direction = random.choice(get_perpendicular_directions(direction)) _move_in_dir(enemy_entity, direction) else: enemy_entity.set_not_moving() if self._time_since_attack > self._attack_interval: self._time_since_attack = 0 self._update_attack_interval() directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position()) new_direction = directions_to_player[0] if random.random() < 0.3 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 = 0.11 projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, 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_GOBLIN_WARLOCK)
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.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.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.player_entity)
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_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() if not npc.health_resource.is_at_max(): healing_amount = random.randint(10, 20) npc.health_resource.gain(healing_amount) circle_effect = VisualCircle( (80, 200, 150), npc.world_entity.get_center_position(), 30, 50, Millis(350), 3) game_state.visual_effects.append(circle_effect) number_effect = create_visual_healing_text( npc.world_entity, healing_amount) game_state.visual_effects.append(number_effect) play_sound(SoundId.ENEMY_SKELETON_MAGE_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_SKELETON_MAGE) 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()
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 _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))
def serialize(entity: WorldEntity): return PlayerJson.serialize_from_position(entity.get_position())
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()
def serialize(entity: WorldEntity): return {"position": entity.get_position()}