def get_new_position_according_to_dir_and_speed( self, time_passed: Millis) -> Optional[Tuple[int, int]]: distance = self._effective_speed * time_passed if self._is_moving: return translate_in_direction((self.x, self.y), self.direction, distance) return None
def update(self, npc: NonPlayerCharacter, game_state: GameState, time_passed: Millis): self._time_since_attack += time_passed 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, game_state.game_world.player_entity.get_position()) new_direction = directions_to_player[0] if random.random( ) < self._chance_to_shoot_other_direction 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, self._projectile_size), npc.world_entity.direction, distance_from_enemy) projectile = self._create_projectile(projectile_pos, npc.world_entity.direction) game_state.game_world.projectile_entities.append(projectile) play_sound(self._sound_id)
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity rect_w = 28 slash_center_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, rect_w / 2 + PLAYER_ENTITY_SIZE[0] * 0.25) slash_rect = Rect(int(slash_center_pos[0] - rect_w / 2), int(slash_center_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.game_world.get_enemy_intersecting_rect( slash_rect) if not affected_enemies: return AbilityFailedToExecute(reason="No targets") # Note: Dependency on other ability 'stealth' should_stun = game_state.player_state.has_active_buff(BuffType.STEALTHING) if should_stun: game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) buff_effect = get_buff_effect(DEBUFF, should_stun) affected_enemies[0].gain_buff_effect(buff_effect, DEBUFF_DURATION) game_state.game_world.visual_effects.append( VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.game_world.visual_effects.append( VisualCross((100, 100, 70), slash_center_pos, 6, Millis(100), 2)) game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(250)) return AbilityWasUsedSuccessfully()
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity rect_w = 36 # Note: We assume that this ability is used by this specific hero hero_entity_size = HEROES[HeroId.WARRIOR].entity_size slash_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, rect_w / 2 + hero_entity_size[0] * 0.25) slash_rect = Rect(int(slash_pos[0] - rect_w / 2), int(slash_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.game_world.get_enemy_intersecting_rect(slash_rect) has_aoe_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_SLASH_AOE_BONUS_DAMAGE) hit_multiple_enemies = len(affected_enemies) > 1 for enemy in affected_enemies: if has_aoe_upgrade and hit_multiple_enemies: damage: float = MAX_DMG else: damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL) game_state.game_world.visual_effects.append( VisualRect((100, 0, 0), slash_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300)) return AbilityWasUsedSuccessfully()
def _apply(game_state: GameState): # TODO Verify that the destination is clear from collisions destination = translate_in_direction(game_state.player_spawn_position, Direction.DOWN, 50) teleport_buff_effect: AbstractBuffEffect = get_buff_effect( BuffType.TELEPORTING_WITH_WARP_STONE, destination) game_state.player_state.gain_buff_effect(teleport_buff_effect, PORTAL_DELAY) return ConsumableWasConsumed()
def _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.game_world.player_entity previous_position = player_entity.get_center_position() used_from_stealth = game_state.player_state.has_active_buff( BuffType.STEALTHING) for distance in range(40, 200, 10): new_position = translate_in_direction( (player_entity.x, player_entity.y), player_entity.direction, distance) if game_state.game_world.is_position_within_game_world(new_position) \ and not game_state.game_world.would_entity_collide_if_new_pos(player_entity, new_position): if _would_collide_with_wall(game_state, player_entity, distance): return AbilityFailedToExecute(reason="Wall is blocking") should_regain_mana_and_cd = False enemy_hit = _get_enemy_that_was_hit(game_state, player_entity, distance) if enemy_hit: game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) deal_player_damage_to_enemy(game_state, enemy_hit, DAMAGE, DamageType.MAGIC) has_reset_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_DASH_KILL_RESET) enemy_died = enemy_hit.health_resource.is_at_or_below_zero() if has_reset_upgrade and enemy_died: should_regain_mana_and_cd = True player_entity.set_position(new_position) new_center_position = player_entity.get_center_position() color = (250, 140, 80) game_state.game_world.visual_effects.append( VisualCircle(color, previous_position, 17, 35, Millis(150), 1)) game_state.game_world.visual_effects.append( VisualLine(color, previous_position, new_center_position, Millis(250), 2)) game_state.game_world.visual_effects.append( VisualRect(color, previous_position, 37, 46, Millis(150), 1)) game_state.game_world.visual_effects.append( VisualCircle(color, new_center_position, 25, 40, Millis(300), 1, player_entity)) has_speed_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_DASH_MOVEMENT_SPEED) if has_speed_upgrade: game_state.player_state.gain_buff_effect( get_buff_effect(BUFF_SPEED), BUFF_SPEED_DURATION) if used_from_stealth: game_state.player_state.gain_buff_effect( get_buff_effect(BUFF_FROM_STEALTH), BUFF_FROM_STEALTH_DURATION) return AbilityWasUsedSuccessfully( should_regain_mana_and_cd=should_regain_mana_and_cd) return AbilityFailedToExecute(reason="No space")
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 _would_collide_with_wall(game_state: GameState, player_entity: WorldEntity, distance_jumped: int) -> bool: previous_position = (player_entity.x, player_entity.y) partial_distance = 10 while partial_distance < distance_jumped: intermediate_position = translate_in_direction(previous_position, player_entity.direction, partial_distance) intersection = game_state.walls_state.does_rect_intersect_with_wall( (intermediate_position[0], intermediate_position[1], player_entity.pygame_collision_rect.w, player_entity.pygame_collision_rect.h)) if intersection: return True partial_distance += 10 return False
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_enemy_that_was_hit(game_state: GameState, player_entity: WorldEntity, distance_jumped: int) \ -> Optional[NonPlayerCharacter]: previous_position = (player_entity.x, player_entity.y) partial_distance = 10 while partial_distance < distance_jumped: intermediate_position = translate_in_direction(previous_position, player_entity.direction, partial_distance) enemies_hit = game_state.get_enemy_intersecting_rect( Rect(intermediate_position[0], intermediate_position[1], player_entity.pygame_collision_rect.w, player_entity.pygame_collision_rect.h)) if enemies_hit: return enemies_hit[0] partial_distance += 10 return None
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 _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity rect_w = 28 slash_center_pos = translate_in_direction( player_entity.get_center_position(), player_entity.direction, rect_w / 2 + PLAYER_ENTITY_SIZE[0] * 0.25) slash_rect = Rect(int(slash_center_pos[0] - rect_w / 2), int(slash_center_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.get_enemy_intersecting_rect(slash_rect) is_stealthed = game_state.player_state.has_active_buff(BuffType.STEALTHING) if is_stealthed: play_sound(SoundId.ABILITY_SHIV_STEALTHED) else: play_sound(SoundId.ABILITY_SHIV) for enemy in affected_enemies: damage: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG) # Note: Dependency on other ability 'stealth' if is_stealthed: # Talent: increase the damage bonus that Shiv gets from being used while stealthing has_damage_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_SHIV_SNEAK_BONUS_DAMAGE) damage *= SHIV_UPGRADED_STEALTH_DAMAGE_MULTIPLIER if has_damage_upgrade else SHIV_STEALTH_DAMAGE_MULTIPLIER game_state.camera_shake = CameraShake(Millis(50), Millis(150), 4) else: # Talent: if attacking an enemy that's at 100% health while not stealthing, deal bonus damage has_damage_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_SHIV_FULL_HEALTH_BONUS_DAMAGE) if has_damage_upgrade and enemy.health_resource.is_at_max(): damage *= SHIV_TALENT_FULL_HEALTH_DAMAGE_MULTIPLIER deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL, visual_emphasis=is_stealthed) break game_state.visual_effects.append( VisualRect((150, 150, 75), slash_center_pos, rect_w, int(rect_w * 0.7), Millis(200), 2, None)) game_state.visual_effects.append( VisualCross((100, 100, 70), slash_center_pos, 6, Millis(100), 2)) game_state.player_state.gain_buff_effect( get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(250)) return AbilityWasUsedSuccessfully()
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 interact_with_portal(self, portal: Portal): if portal.is_enabled: destination_portal = [ p for p in self.game_state.portals if p.portal_id == portal.leads_to ][0] destination_portal.activate(portal.world_entity.sprite) destination = translate_in_direction( destination_portal.world_entity.get_position(), Direction.DOWN, 50) teleport_buff_effect: AbstractBuffEffect = get_buff_effect( BuffType.TELEPORTING_WITH_PORTAL, destination) delay = PORTALS[portal.portal_id].teleport_delay self.game_state.player_state.gain_buff_effect( teleport_buff_effect, delay) else: self.info_message.set_message("Hmm... Looks suspicious!")
def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter, time_passed: Millis) -> Optional[bool]: self.time_since_start += time_passed charger_center_pos = buffed_entity.get_center_position() if self.graphics_timer.update_and_check_if_ready(time_passed): visual_circle = VisualCircle((250, 250, 250), charger_center_pos, 15, 25, Millis(120), 2, None) game_state.visual_effects.append(visual_circle) rect_w = 32 # NOTE: We assume that this ability is used by this specific hero hero_entity_size = HEROES[HeroId.WARRIOR].entity_size impact_pos = translate_in_direction( charger_center_pos, buffed_entity.direction, rect_w / 2 + hero_entity_size[0] / 2) impact_rect = Rect(int(impact_pos[0] - rect_w / 2), int(impact_pos[1] - rect_w / 2), rect_w, rect_w) affected_enemies = game_state.get_enemy_intersecting_rect(impact_rect) for enemy in affected_enemies: visual_impact_pos = get_middle_point(charger_center_pos, enemy.world_entity.get_center_position()) damage = MIN_DMG # Talent: Apply damage bonus even if using charge in melee range has_melee_upgrade = game_state.player_state.has_upgrade(HeroUpgradeId.ABILITY_CHARGE_MELEE) damage_increased = self.time_since_start > float(CHARGE_DURATION) * 0.3 or has_melee_upgrade if damage_increased: # TODO Stun target as a bonus here damage = MAX_DMG deal_player_damage_to_enemy(game_state, enemy, damage, DamageType.PHYSICAL, visual_emphasis=damage_increased) game_state.visual_effects.append( VisualRect((250, 170, 0), visual_impact_pos, 45, 25, IMPACT_STUN_DURATION, 2, None)) game_state.visual_effects.append( VisualRect((150, 0, 0), visual_impact_pos, 35, 20, IMPACT_STUN_DURATION, 2, None)) game_state.player_state.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION) enemy.gain_buff_effect(get_buff_effect(BUFF_TYPE_STUNNED), IMPACT_STUN_DURATION) game_state.camera_shake = CameraShake(Millis(50), Millis(150), 12) play_sound(SoundId.ABILITY_CHARGE_HIT) has_stomp_cooldown_upgrade = game_state.player_state.has_upgrade( HeroUpgradeId.ABILITY_CHARGE_RESET_STOMP_COOLDOWN) if has_stomp_cooldown_upgrade: game_state.player_state.set_ability_cooldown_to_zero(AbilityType.STOMP) # The buff should end upon impact return True return False
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 _apply_teleport(game_state: GameState) -> AbilityResult: player_entity = game_state.player_entity previous_position = player_entity.get_center_position() new_position = translate_in_direction((player_entity.x, player_entity.y), player_entity.direction, 140) player_entity.set_position(new_position) new_center_position = player_entity.get_center_position() color = (140, 140, 230) game_state.visual_effects.append( VisualCircle(color, previous_position, 17, 35, Millis(150), 1)) game_state.visual_effects.append( VisualRect(color, previous_position, 37, 50, Millis(150), 1)) game_state.visual_effects.append( VisualLine(color, previous_position, new_center_position, Millis(200), 1)) game_state.visual_effects.append( VisualCircle(color, new_center_position, 25, 50, Millis(300), 2, player_entity)) 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._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 _apply_ability(game_state: GameState) -> AbilityResult: player_entity = game_state.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 = 0.3 entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.PROJECTILE_PLAYER_FIREBALL, player_entity.direction, projectile_speed) projectile = Projectile( entity, create_projectile_controller(ProjectileType.PLAYER_FIREBALL)) game_state.projectile_entities.append(projectile) effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2, projectile_pos[1] + PROJECTILE_SIZE[1] // 2) game_state.visual_effects.append( VisualCircle((250, 150, 50), effect_position, 15, 5, Millis(300), 0)) 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 get_new_position_according_to_other_dir_and_speed(self, direction: Direction, time_passed: Millis) \ -> Optional[Tuple[int, int]]: distance = self._effective_speed * time_passed return translate_in_direction((self.x, self.y), direction, distance)
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()