draft tutorial revisions

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John McCardle 2026-01-03 11:01:10 -05:00
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"""
ai.py - Enemy AI System for McRogueFace Roguelike
Simple AI behaviors for enemies: chase player when visible, wander otherwise.
Uses A* pathfinding via entity.path_to() for movement.
"""
from typing import List, Tuple, Optional, TYPE_CHECKING
import random
from entities import Enemy, Player, Actor
from combat import melee_attack, CombatResult
if TYPE_CHECKING:
from dungeon import Dungeon
class AIBehavior:
"""Base class for AI behaviors."""
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""
Execute one turn of AI behavior.
Args:
enemy: The enemy taking a turn
player: The player to potentially chase/attack
dungeon: The dungeon map
enemies: List of all enemies (for collision avoidance)
Returns:
CombatResult if combat occurred, None otherwise
"""
raise NotImplementedError
class BasicChaseAI(AIBehavior):
"""
Simple chase AI: If player is visible, move toward them.
If adjacent, attack. Otherwise, stand still or wander.
"""
def __init__(self, sight_range: int = 8):
"""
Args:
sight_range: How far the enemy can see
"""
self.sight_range = sight_range
def can_see_player(self, enemy: Enemy, player: Player,
dungeon: 'Dungeon') -> bool:
"""Check if enemy can see the player."""
# Simple distance check combined with line of sight
distance = enemy.distance_to(player)
if distance > self.sight_range:
return False
# Check line of sight using Bresenham's line
return self._has_line_of_sight(enemy.x, enemy.y, player.x, player.y, dungeon)
def _has_line_of_sight(self, x1: int, y1: int, x2: int, y2: int,
dungeon: 'Dungeon') -> bool:
"""
Check if there's a clear line of sight between two points.
Uses Bresenham's line algorithm.
"""
dx = abs(x2 - x1)
dy = abs(y2 - y1)
x, y = x1, y1
sx = 1 if x1 < x2 else -1
sy = 1 if y1 < y2 else -1
if dx > dy:
err = dx / 2
while x != x2:
if not dungeon.is_transparent(x, y):
return False
err -= dy
if err < 0:
y += sy
err += dx
x += sx
else:
err = dy / 2
while y != y2:
if not dungeon.is_transparent(x, y):
return False
err -= dx
if err < 0:
x += sx
err += dy
y += sy
return True
def get_path_to_player(self, enemy: Enemy, player: Player) -> List[Tuple[int, int]]:
"""
Get a path from enemy to player using A* pathfinding.
Uses the entity's built-in path_to method.
"""
try:
path = enemy.entity.path_to(player.x, player.y)
# Convert path to list of tuples
return [(int(p[0]), int(p[1])) for p in path] if path else []
except (AttributeError, TypeError):
# Fallback: simple direction-based movement
return []
def is_position_blocked(self, x: int, y: int, dungeon: 'Dungeon',
enemies: List[Enemy], player: Player) -> bool:
"""Check if a position is blocked by terrain or another actor."""
# Check terrain
if not dungeon.is_walkable(x, y):
return True
# Check player position
if player.x == x and player.y == y:
return True
# Check other enemies
for other in enemies:
if other.is_alive and other.x == x and other.y == y:
return True
return False
def move_toward(self, enemy: Enemy, target_x: int, target_y: int,
dungeon: 'Dungeon', enemies: List[Enemy],
player: Player) -> bool:
"""
Move one step toward the target position.
Returns True if movement occurred, False otherwise.
"""
# Try pathfinding first
path = self.get_path_to_player(enemy, player)
if path and len(path) > 1:
# First element is current position, second is next step
next_x, next_y = path[1]
else:
# Fallback: move in the general direction
dx = 0
dy = 0
if target_x < enemy.x:
dx = -1
elif target_x > enemy.x:
dx = 1
if target_y < enemy.y:
dy = -1
elif target_y > enemy.y:
dy = 1
next_x = enemy.x + dx
next_y = enemy.y + dy
# Check if the position is blocked
if not self.is_position_blocked(next_x, next_y, dungeon, enemies, player):
enemy.move_to(next_x, next_y)
return True
# Try moving in just one axis
if next_x != enemy.x:
if not self.is_position_blocked(next_x, enemy.y, dungeon, enemies, player):
enemy.move_to(next_x, enemy.y)
return True
if next_y != enemy.y:
if not self.is_position_blocked(enemy.x, next_y, dungeon, enemies, player):
enemy.move_to(enemy.x, next_y)
return True
return False
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""Execute the enemy's turn."""
if not enemy.is_alive:
return None
# Check if adjacent to player (can attack)
if enemy.distance_to(player) == 1:
return melee_attack(enemy, player)
# Check if can see player
if self.can_see_player(enemy, player, dungeon):
# Move toward player
self.move_toward(enemy, player.x, player.y, dungeon, enemies, player)
return None
class WanderingAI(BasicChaseAI):
"""
AI that wanders randomly when it can't see the player.
More active than BasicChaseAI.
"""
def __init__(self, sight_range: int = 8, wander_chance: float = 0.3):
"""
Args:
sight_range: How far the enemy can see
wander_chance: Probability of wandering each turn (0.0 to 1.0)
"""
super().__init__(sight_range)
self.wander_chance = wander_chance
def wander(self, enemy: Enemy, dungeon: 'Dungeon',
enemies: List[Enemy], player: Player) -> bool:
"""
Move in a random direction.
Returns True if movement occurred.
"""
# Random direction
directions = [
(-1, 0), (1, 0), (0, -1), (0, 1), # Cardinal
(-1, -1), (1, -1), (-1, 1), (1, 1) # Diagonal
]
random.shuffle(directions)
for dx, dy in directions:
new_x = enemy.x + dx
new_y = enemy.y + dy
if not self.is_position_blocked(new_x, new_y, dungeon, enemies, player):
enemy.move_to(new_x, new_y)
return True
return False
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""Execute the enemy's turn with wandering behavior."""
if not enemy.is_alive:
return None
# Check if adjacent to player (can attack)
if enemy.distance_to(player) == 1:
return melee_attack(enemy, player)
# Check if can see player
if self.can_see_player(enemy, player, dungeon):
# Chase player
self.move_toward(enemy, player.x, player.y, dungeon, enemies, player)
else:
# Wander randomly
if random.random() < self.wander_chance:
self.wander(enemy, dungeon, enemies, player)
return None
# Default AI instance
default_ai = WanderingAI(sight_range=8, wander_chance=0.3)
def process_enemy_turns(enemies: List[Enemy], player: Player,
dungeon: 'Dungeon',
ai: AIBehavior = None) -> List[CombatResult]:
"""
Process turns for all enemies.
Args:
enemies: List of all enemies
player: The player
dungeon: The dungeon map
ai: AI behavior to use (defaults to WanderingAI)
Returns:
List of combat results from this round of enemy actions
"""
if ai is None:
ai = default_ai
results = []
for enemy in enemies:
if enemy.is_alive:
result = ai.take_turn(enemy, player, dungeon, enemies)
if result:
results.append(result)
return results