示例#1
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    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()
示例#3
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    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)
示例#5
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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)
示例#6
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    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()
示例#7
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    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
示例#8
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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))
示例#9
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 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()
示例#11
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 def serialize(entity: WorldEntity):
     return {"position": entity.get_position()}