""" mobs.py Organizes all classes related to Mobs, Entities, Enemies, Players and Items. """ from typing import List, Tuple import arcade from config import Config, Enums, SpritePaths from map import Dungeon from sprites import PlayerAnimations class Mob(arcade.Sprite): """ Represents a Mob. No defined behaviour, it has no intelligence. """ def __init__(self, dungeon: Dungeon, max_health=100, max_armor=0, *args, **kwargs) -> None: # Set up parent class super(Mob, self).__init__(*args, **kwargs) self.max_health, self.max_armor = max_health, max_armor self.health, self.armor = max_health, max_armor self.idle_textures = [] self.walking_textures = [] self.up_textures = [] self.down_textures = [] self.cur_texture = 0 self.dungeon = dungeon self.target = None class Player(Mob): """ Represents a Player. While this is a instance, there should only be one in the world at any given time. """ def __init__(self, *args, **kwargs) -> None: super(Player, self).__init__(*args, **kwargs) self.animations = PlayerAnimations(SpritePaths.KNIGHT) # Used for mapping directions to animations self.map = { Enums.IDLE: self.animations.idles, Enums.UP: self.animations.up, Enums.DOWN: self.animations.down, Enums.RIGHT: self.animations.right, Enums.LEFT: self.animations.left } self.refreshIndex = 0 self.prev = Enums.IDLE self.texture = next(self.map[self.prev]) self.kill_list = [] self.cur_recipe = None def add_kill(self, creature): # Adds a kill to kill_list. If 3 or more check the recipe then give a power up if it matches. self.kill_list.append(creature) print(self.kill_list) print(self.cur_recipe) if self.cur_recipe == self.kill_list: print("+++++++++++++++++++++++++++++++++++++++++++++++++++++++") self.kill_list = [] elif len(self.kill_list) >= 3: self.kill_list = [] def update_animation(self, delta_time: float = 1 / 60) -> None: """ Updates animations for the Player. :param delta_time: No idea. """ # Increase the refresh index according self.refreshIndex = (self.refreshIndex + 1) % Config.RUN_UPDATES_PER_FRAME # Logic to determine what direction we're in. if self.change_x == 0 and self.change_y == 0: cur = Enums.IDLE elif self.change_y > 0: # Up cur = Enums.UP elif self.change_y < 0: # Down cur = Enums.DOWN elif self.change_x > 0: # Left cur = Enums.RIGHT elif self.change_x < 0: # Right cur = Enums.LEFT else: # Idle cur = Enums.IDLE # If we're in a new direction or the refresh index has reset if self.prev is not cur or self.refreshIndex == 0: self.texture = next(self.map[cur]) self.prev = cur def tick(self): """ While Player objects do not have any AI (they are controlled by the user), the tick function can keep track of statistics that progress over time, like regenerating health/armor or status effects like poison. """ class Enemy(Mob): """ Represents an Enemy Mob. Will take basic offensive actions against Player objects. """ def __init__(self, *args, **kwargs) -> None: super(Enemy, self).__init__(*args, **kwargs) self.monster_type = '' def nearestPosition(self) -> Tuple[int, int]: """ Returns the nearest absolute dungeon tile the Mob is placed on. :return: A tuple containing the Mob's dungeon tile position. """ return (round(self.center_x / Config.TILE_SIZE), round(self.center_y / Config.TILE_SIZE)) def tick(self, path: Tuple[int, int] = None) -> None: """ A on_update function, the Mob should decide it's next actions here. """ curpos, nextpos = self.nearestPosition(), path[1] # print(curpos, nextpos) if nextpos[0] > curpos[0]: self.change_x = Config.PLAYER_MOVEMENT_SPEED - 3 elif nextpos[0] < curpos[0]: self.change_x = -Config.PLAYER_MOVEMENT_SPEED + 3 else: self.change_x = 0 if nextpos[1] > curpos[1]: self.change_y = Config.PLAYER_MOVEMENT_SPEED - 3 elif nextpos[1] < curpos[1]: self.change_y = -Config.PLAYER_MOVEMENT_SPEED + 3 else: self.change_y = 0 # print(self.change_x, self.change_y) def get_path(self, end: Tuple[int, int] = None) -> List[Tuple[int, int]]: """ Returns the path to get to the Mob's target in absolute integer positions. :param end: A the endpoint tuple. Must be a valid position within the matrix. :return: """ if end is None: end = self.target.position start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE)) start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end) paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid) self.dungeon.grid.cleanup() return paths