McRogueFace/src/scripts/cos_entities.py

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import mcrfpy
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import random
#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
#def iterable_entities(grid):
# """Workaround for UIEntityCollection bug; see issue #72"""
# entities = []
# for i in range(len(grid.entities)):
# entities.append(grid.entities[i])
# return entities
class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bugs workarounds
def __init__(self, g:mcrfpy.Grid, x=0, y=0, sprite_num=86, *, game):
#self.e = mcrfpy.Entity((x, y), t, sprite_num)
#super().__init__((x, y), t, sprite_num)
self._entity = mcrfpy.Entity((x, y), t, sprite_num)
#grid.entities.append(self.e)
self.grid = g
#g.entities.append(self._entity)
self.game = game
self.game.add_entity(self)
## Wrapping mcfrpy.Entity properties to emulate derived class... see issue #76
@property
def draw_pos(self):
return self._entity.draw_pos
@draw_pos.setter
def draw_pos(self, value):
self._entity.draw_pos = value
@property
def sprite_number(self):
return self._entity.sprite_number
@sprite_number.setter
def sprite_number(self, value):
self._entity.sprite_number = value
def __repr__(self):
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return f"<{self.__class__.__name__} ({self.draw_pos})>"
def die(self):
# ugly workaround! grid.entities isn't really iterable (segfaults)
for i in range(len(self.grid.entities)):
e = self.grid.entities[i]
if e == self._entity:
#if e == self:
self.grid.entities.remove(i)
break
else:
print(f"!!! {self!r} wasn't removed from grid on call to die()")
def bump(self, other, dx, dy, test=False):
raise NotImplementedError
def do_move(self, tx, ty):
"""Base class method to move this entity
Assumes try_move succeeded, for everyone!
from: self._entity.draw_pos
to: (tx, ty)
calls ev_exit for every entity at (draw_pos)
calls ev_enter for every entity at (tx, ty)
"""
old_pos = self.draw_pos
self.draw_pos = (tx, ty)
for e in self.game.entities:
if e is self: continue
if e.draw_pos == old_pos: e.ev_exit(self)
for e in self.game.entities:
if e is self: continue
if e.draw_pos == (tx, ty): e.ev_enter(self)
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def act(self):
pass
def ev_enter(self, other):
pass
def ev_exit(self, other):
pass
def try_move(self, dx, dy, test=False):
x_max, y_max = self.grid.grid_size
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
#for e in iterable_entities(self.grid):
# sorting entities to test against the boulder instead of the button when they overlap.
for e in sorted(self.game.entities, key = lambda i: i.draw_order, reverse = True):
if e.draw_pos == (tx, ty):
#print(f"bumping {e}")
return e.bump(self, dx, dy)
if tx < 0 or tx >= x_max:
return False
if ty < 0 or ty >= y_max:
return False
if self.grid.at((tx, ty)).walkable == True:
if not test:
#self.draw_pos = (tx, ty)
self.do_move(tx, ty)
return True
else:
#print("Bonk")
return False
def _relative_move(self, dx, dy):
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
#self.draw_pos = (tx, ty)
self.do_move(tx, ty)
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class Equippable:
def __init__(self, hands = 0, hp_healing = 0, damage = 0, defense = 0, zap_damage = 1, zap_cooldown = 10, sprite = 129):
self.hands = hands
self.hp_healing = hp_healing
self.damage = damage
self.defense = defense
self.zap_damage = zap_damage
self.zap_cooldown = zap_cooldown
self.zap_cooldown_remaining = 0
self.sprite = self.sprite
self.quality = 0
def tick(self):
if self.zap_cooldown_remaining:
self.zap_cooldown_remaining -= 1
if self.zap_cooldown_remaining < 0: self.zap_cooldown_remaining = 0
def __repr__(self):
cooldown_str = f'({self.zap_cooldown_remaining} rounds until ready)'
return f"<Equippable hands={self.hands}, hp_healing={self.hp_healing}, damage={self.damage}, defense={self.defense}, zap_damage={self.zap_damage}, zap_cooldown={self.zap_cooldown}{cooldown_str if self.zap_cooldown_remaining else ''}, sprite={self.sprite}>"
def classify(self):
categories = []
if self.hands==0:
categories.append("consumable")
elif self.damage > 0:
categories.append(f"{self.hands}-handed weapon")
elif self.defense > 0:
categories.append(f"defense")
elif self.zap_damage > 0:
categories.append("{self.hands}-handed magic weapon")
if len(categories) == 0:
return "unclassifiable"
elif len(categories) == 1:
return categories[0]
else:
return "Erratic: " + ', '.join(categories)
#def compare(self, other):
# my_class = self.classify()
# o_class = other.classify()
# if my_class == "unclassifiable" or o_class == "unclassifiable":
# return None
# if my_class == "consumable":
# return other.hp_healing - self.hp_healing
class PlayerEntity(COSEntity):
def __init__(self, *, game):
#print(f"spawn at origin")
self.draw_order = 10
super().__init__(game.grid, 0, 0, sprite_num=84, game=game)
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self.hp = 10
self.max_hp = 10
self.base_damage = 1
self.base_defense = 0
self.luck = 0
self.archetype = None
self.equipped = []
self.inventory = []
def tick(self):
for i in self.equipped:
i.tick()
def calc_damage(self):
dmg = self.base_damage
for i in self.equipped:
dmg += i.damage
return dmg
def calc_defense(self):
defense = self.base_defense
for i in self.equipped:
defense += i.damage
return defense
def do_zap(self):
pass
def bump(self, other, dx, dy, test=False):
if type(other) == BoulderEntity:
print("Boulder hit w/ knockback!")
return self.game.pull_boulder_move((-dx, -dy), other)
print(f"oof, ouch, {other} bumped the player - {other.base_damage} damage from {other}")
self.hp = max(self.hp - max(other.base_damage - self.calc_defense(), 0), 0)
def respawn(self, avoid=None):
# find spawn point
x_max, y_max = g.size
spawn_points = []
for x in range(x_max):
for y in range(y_max):
if g.at((x, y)).walkable:
spawn_points.append((x, y))
random.shuffle(spawn_points)
## TODO - find other entities to avoid spawning on top of
for spawn in spawn_points:
for e in avoid or []:
if e.draw_pos == spawn: break
else:
break
self.draw_pos = spawn
def __repr__(self):
return f"<PlayerEntity {self.draw_pos}, {self.grid}>"
class BoulderEntity(COSEntity):
def __init__(self, x, y, *, game):
self.draw_order = 8
super().__init__(game.grid, x, y, 66, game=game)
def bump(self, other, dx, dy, test=False):
if type(other) == BoulderEntity:
#print("Boulders can't push boulders")
return False
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elif type(other) == EnemyEntity:
if not other.can_push: return False
#tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
# Is the boulder blocked the same direction as the bumper? If not, let's both move
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1])
if self.try_move(dx, dy, test=test):
if not test:
other.do_move(*old_pos)
#other.draw_pos = old_pos
return True
class ButtonEntity(COSEntity):
def __init__(self, x, y, exit_entity, *, game):
self.draw_order = 1
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super().__init__(game.grid, x, y, 250, game=game)
self.exit = exit_entity
def ev_enter(self, other):
print("Button makes a satisfying click!")
self.exit.unlock()
def ev_exit(self, other):
print("Button makes a disappointing click.")
self.exit.lock()
def bump(self, other, dx, dy, test=False):
#if type(other) == BoulderEntity:
# self.exit.unlock()
# TODO: unlock, and then lock again, when player steps on/off
if not test:
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pos = int(self.draw_pos[0]), int(self.draw_pos[1])
other.do_move(*pos)
return True
class ExitEntity(COSEntity):
def __init__(self, x, y, bx, by, *, game):
self.draw_order = 2
super().__init__(game.grid, x, y, 45, game=game)
self.my_button = ButtonEntity(bx, by, self, game=game)
self.unlocked = False
#global cos_entities
#cos_entities.append(self.my_button)
def unlock(self):
self.sprite_number = 21
self.unlocked = True
def lock(self):
self.sprite_number = 45
self.unlocked = False
def bump(self, other, dx, dy, test=False):
if type(other) == BoulderEntity:
return False
if self.unlocked:
if not test:
other._relative_move(dx, dy)
#TODO - player go down a level logic
if type(other) == PlayerEntity:
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self.game.depth += 1
print(f"welcome to level {self.game.depth}")
self.game.create_level(self.game.depth)
self.game.swap_level(self.game.level, self.game.spawn_point)
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class EnemyEntity(COSEntity):
def __init__(self, x, y, hp=2, base_damage=1, base_defense=0, sprite=123, can_push=False, crushable=True, sight=8, move_cooldown=1, *, game):
self.draw_order = 7
super().__init__(game.grid, x, y, sprite, game=game)
self.hp = hp
self.base_damage = base_damage
self.base_defense = base_defense
self.base_sprite = sprite
self.can_push = can_push
self.crushable = crushable
self.sight = sight
self.move_cooldown = move_cooldown
self.moved_last = 0
def bump(self, other, dx, dy, test=False):
if self.hp == 0:
if not test:
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1])
other.do_move(*old_pos)
return True
if type(other) == PlayerEntity:
# TODO - get damage from player, take damage, decide to die or not
d = other.calc_damage()
self.hp -= d
self.hp = max(self.hp, 0)
if self.hp == 0:
self._entity.sprite_number = self.base_sprite + 246
self.draw_order = 1
print(f"Player hit for {d}. HP = {self.hp}")
#self.hp = 0
return False
elif type(other) == BoulderEntity:
if not self.crushable and self.hp > 0:
print("Uncrushable!")
return False
if self.hp > 0:
print("Ouch, my entire body!!")
self._entity.sprite_number = self.base_sprite + 246
self.hp = 0
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1])
if not test:
other.do_move(*old_pos)
return True
def act(self):
if self.hp > 0:
# if player nearby: attack
x, y = self.draw_pos
px, py = self.game.player.draw_pos
for d in ((1, 0), (0, 1), (-1, 0), (1, 0)):
if int(x + d[0]) == int(px) and int(y + d[1]) == int(py):
self.try_move(*d)
return
# slow movement (doesn't affect ability to attack)
if self.moved_last < 0:
self.moved_last -= 1
return
else:
self.moved_last = self.move_cooldown
# if player is not nearby, wander
if abs(x - px) + abs(y - py) > self.sight:
d = random.choice(((1, 0), (0, 1), (-1, 0), (1, 0)))
self.try_move(*d)
# if can_push and player in a line: KICK
if self.can_push:
if int(x) == int(px):
pass # vertical kick
elif int(y) == int(py):
pass # horizontal kick
# else, nearby pursue
towards = []
dist = lambda dx, dy: abs(px - (x + dx)) + abs(py - (y + dy))
current_dist = dist(0, 0)
for d in ((1, 0), (0, 1), (-1, 0), (1, 0)):
if dist(*d) <= current_dist + 0.75: towards.append(d)
print(current_dist, towards)
target_dir = random.choice(towards)
self.try_move(*target_dir)
class TreasureEntity(COSEntity):
def __init__(self, x, y, treasure_table=None, *, game):
self.draw_order = 6
super().__init__(game.grid, x, y, 89, game=game)
self.popped = False
def bump(self, other, dx, dy, test=False):
if type(other) != PlayerEntity:
return False
if self.popped:
print("It's already open.")
return
print("Take me, I'm yours!")
self._entity.sprite_number = 91
self.popped = True