Final day of changes for 7DRL 2025 - Crypt of Sokoban game code
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4 changed files with 378 additions and 92 deletions
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@ -1,5 +1,6 @@
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import mcrfpy
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import random
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from cos_itemdata import itemdata
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#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
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#def iterable_entities(grid):
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@ -110,7 +111,7 @@ class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bu
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self.do_move(tx, ty)
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class Equippable:
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def __init__(self, hands = 0, hp_healing = 0, damage = 0, defense = 0, zap_damage = 1, zap_cooldown = 10, sprite = 129):
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def __init__(self, hands = 0, hp_healing = 0, damage = 0, defense = 0, zap_damage = 1, zap_cooldown = 10, sprite = 129, boost=None, text="", text_color=(255, 255, 255), value=0):
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self.hands = hands
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self.hp_healing = hp_healing
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self.damage = damage
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@ -118,8 +119,12 @@ class Equippable:
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self.zap_damage = zap_damage
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self.zap_cooldown = zap_cooldown
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self.zap_cooldown_remaining = 0
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self.sprite = self.sprite
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self.sprite = sprite
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self.quality = 0
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self.text = text
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self.text_color = text_color
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self.boost = boost
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self.value = value
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def tick(self):
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if self.zap_cooldown_remaining:
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@ -128,7 +133,7 @@ class Equippable:
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def __repr__(self):
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cooldown_str = f'({self.zap_cooldown_remaining} rounds until ready)'
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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}>"
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return f"<Equippable text={self.text}, 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}>"
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def classify(self):
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categories = []
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@ -147,6 +152,54 @@ class Equippable:
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else:
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return "Erratic: " + ', '.join(categories)
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def consume(self, consumer):
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if self.boost == "green_pot":
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consumer.base_damage += self.value
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elif self.boost == "blue_pot":
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b = self.value
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while b: #split bonus between damage and faster cooldown
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bonus = random.choice(["damage", "cooldown", "range"])
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if bonus == "damage":
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consumer.base_zap_damage += 1
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elif bonus == "cooldown":
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consumer.base_zap_cooldown += 1
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else:
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consumer.base_zap_range += 1
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b -= 1
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elif self.boost == "grey_pot":
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consumer.base_defense += self.value
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elif self.boost == "sm_grey_pot":
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consumer.luck += self.value
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elif self.hp_healing:
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consumer.hp += self.hp_healing
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if consumer.hp > consumer.max_hp: consumer.hp = consumer.max_hp
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def do_zap(self, caster, entities):
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if self.zap_damage == 0:
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print("This item can't zap.")
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return False
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if self.zap_cooldown_remaining != 0:
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print("zap is cooling down.")
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return False
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fx, fy = caster.draw_pos
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x, y = int(fx), int (fy)
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dist = lambda tx, ty: abs(int(tx) - x) + abs(int(ty) - y)
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targets = []
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for e in entities:
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if type(e) != EnemyEntity: continue
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if dist(*e.draw_pos) > caster.base_zap_range:
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continue
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if e.hp <= 0: continue
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targets.append(e)
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if not targets:
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print("No targets found in range.")
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return False
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target = random.choice(targets)
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print(f"Zap! {target}")
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target.get_zapped(self.zap_damage)
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self.zap_cooldown_remaining = self.zap_cooldown
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return True
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#def compare(self, other):
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# my_class = self.classify()
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# o_class = other.classify()
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@ -169,6 +222,9 @@ class PlayerEntity(COSEntity):
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self.archetype = None
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self.equipped = []
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self.inventory = []
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self.base_zap_damage = 0
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self.base_zap_cooldown = 0
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self.base_zap_range = 4
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def tick(self):
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for i in self.equipped:
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@ -183,19 +239,48 @@ class PlayerEntity(COSEntity):
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def calc_defense(self):
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defense = self.base_defense
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for i in self.equipped:
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defense += i.damage
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defense += i.defense
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return defense
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def do_zap(self):
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pass
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for i in self.equipped:
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if i.zap_damage and i.zap_cooldown_remaining == 0:
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if i.do_zap(self, self.game.entities):
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break
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else:
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print("Couldn't zap")
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def bump(self, other, dx, dy, test=False):
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if type(other) == BoulderEntity:
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print("Boulder hit w/ knockback!")
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return self.game.pull_boulder_move((-dx, -dy), other)
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print(f"oof, ouch, {other} bumped the player - {other.base_damage} damage from {other}")
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#print(f"oof, ouch, {other} bumped the player - {other.base_damage} damage from {other}")
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self.hp = max(self.hp - max(other.base_damage - self.calc_defense(), 0), 0)
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def receive(self, equip):
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print(equip)
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if (equip.hands == 0):
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if len([i for i in self.inventory if i is not None]) < 3:
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if None in self.inventory:
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self.inventory[self.inventory.index(None)] = equip
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else:
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self.inventory.append(equip)
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return
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else:
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print("something something, consumable GUI")
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elif (equip.hands == 1):
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if len(self.equipped) < 2:
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self.equipped.append(equip)
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return
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else:
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print("Something something, 1h GUI")
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else: # equip.hands == 2:
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if len(self.equipped) == 0:
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self.equipped.append(equip)
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return
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else:
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print("Something something, 2h GUI")
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def respawn(self, avoid=None):
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# find spawn point
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x_max, y_max = g.size
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@ -287,7 +372,7 @@ class ExitEntity(COSEntity):
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#TODO - player go down a level logic
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if type(other) == PlayerEntity:
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self.game.depth += 1
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print(f"welcome to level {self.game.depth}")
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#print(f"welcome to level {self.game.depth}")
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self.game.create_level(self.game.depth)
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self.game.swap_level(self.game.level, self.game.spawn_point)
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@ -346,10 +431,12 @@ class EnemyEntity(COSEntity):
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return
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# slow movement (doesn't affect ability to attack)
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if self.moved_last < 0:
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if self.moved_last > 0:
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self.moved_last -= 1
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#print(f"Deducting move cooldown, now {self.moved_last} / {self.move_cooldown}")
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return
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else:
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#print(f"Restaring move cooldown - {self.move_cooldown}")
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self.moved_last = self.move_cooldown
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# if player is not nearby, wander
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@ -359,35 +446,94 @@ class EnemyEntity(COSEntity):
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# if can_push and player in a line: KICK
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if self.can_push:
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if int(x) == int(px):
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pass # vertical kick
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elif int(y) == int(py):
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pass # horizontal kick
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if int(x) == int(px):# vertical kick
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self.try_move(0, 1 if y < py else -1)
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elif int(y) == int(py):# horizontal kick
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self.try_move(1 if x < px else -1, 0)
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# else, nearby pursue
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towards = []
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dist = lambda dx, dy: abs(px - (x + dx)) + abs(py - (y + dy))
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current_dist = dist(0, 0)
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for d in ((1, 0), (0, 1), (-1, 0), (1, 0)):
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if dist(*d) <= current_dist + 0.75: towards.append(d)
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print(current_dist, towards)
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target_dir = random.choice(towards)
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#current_dist = dist(0, 0)
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#for d in ((1, 0), (0, 1), (-1, 0), (1, 0)):
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# if dist(*d) <= current_dist + 0.75: towards.append(d)
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#print(current_dist, towards)
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if px >= x:
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towards.append((1, 0))
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if px <= x:
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towards.append((-1, 0))
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if py >= y:
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towards.append((0, 1))
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if py <= y:
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towards.append((0, -1))
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towards = [p for p in towards if self.game.grid.at((int(x + p[0]), int(y + p[1]))).walkable]
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towards.sort(key = lambda p: dist(*p))
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target_dir = towards[0]
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self.try_move(*target_dir)
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def get_zapped(self, d):
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self.hp -= d
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self.hp = max(self.hp, 0)
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if self.hp == 0:
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self._entity.sprite_number = self.base_sprite + 246
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self.draw_order = 1
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print(f"Player zapped for {d}. HP = {self.hp}")
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class TreasureEntity(COSEntity):
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def __init__(self, x, y, treasure_table=None, *, game):
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self.draw_order = 6
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super().__init__(game.grid, x, y, 89, game=game)
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self.popped = False
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self.treasure_table = treasure_table
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def generate(self):
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items = list(self.treasure_table.keys())
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weights = [self.treasure_table[k] for k in items]
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item = random.choices(items, weights=weights)[0]
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bonus_stats_max = (self.game.depth + (self.game.player.luck*2)) * 0.66
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bonus_stats = random.randint(0, int(bonus_stats_max))
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bonus_colors = {1: (192, 255, 192), 2: (128, 128, 192), 3: (255, 192, 255),
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4: (255, 192, 192), 5: (255, 0, 0)}
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data = itemdata[item]
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if item in ("sword", "sword2", "sword3", "axe", "axe2", "axe3"):
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equip = Equippable(hands=data.handedness, sprite=data.sprite, damage=data.base_value+bonus_stats, text=data.base_name)
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elif item in ("buckler", "shield"):
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equip = Equippable(hands=data.handedness, sprite=data.sprite, defense=data.base_value+bonus_stats, text=data.base_name)
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elif item in ("wand", "staff", "staff2"):
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equip = Equippable(hands=data.handedness, sprite=data.sprite, zap_damage=data.base_value[0], zap_cooldown=data.base_value[1], text=data.base_name)
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if bonus_stats:
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b = bonus_stats
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while b: # split bonus between damage and faster cooldown
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if equip.zap_cooldown == 2 or random.random() > 0.66:
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equip.zap_damage += 1
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else:
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equip.zap_cooldown -= 1
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b -= 1
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elif item == "red_pot":
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equip = Equippable(hands=data.handedness, sprite=data.sprite, hp_healing=data.base_value+bonus_stats, text=data.base_name)
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elif item in ("blue_pot", "green_pot", "grey_pot", "sm_grey_pot"):
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print(f"Permanent stat boost ({item})")
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equip = Equippable(hands=data.handedness, sprite=data.sprite, text=data.base_name, boost=item, value=data.base_value + bonus_stats)
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else:
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print(f"Unfound item: {item}")
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equip = Equippable()
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if bonus_stats:
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equip.text = equip.text + f" (+{bonus_stats})"
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equip.text_color = bonus_colors[bonus_stats if bonus_stats <=5 else 5]
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return equip
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def bump(self, other, dx, dy, test=False):
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if type(other) != PlayerEntity:
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return False
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if self.popped:
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print("It's already open.")
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return
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return True
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print("Take me, I'm yours!")
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self._entity.sprite_number = 91
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self.popped = True
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#print(self.treasure_table)
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other.receive(self.generate())
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return False
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