squirrel-battle/squirrelbattle/interfaces.py

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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from copy import deepcopy
from enum import auto, Enum
from functools import reduce
from math import ceil, sqrt
from queue import PriorityQueue
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from random import choice, choices, randint
from typing import Any, Dict, List, Optional, Tuple
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from .display.texturepack import TexturePack
from .translations import gettext as _
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class Logs:
"""
The logs object stores the messages to display. It encapsulates a list
of such messages, to allow multiple pointers to keep track of it even if
the list was to be reassigned.
"""
def __init__(self) -> None:
self.messages = []
def add_message(self, msg: str) -> None:
self.messages.append(msg)
def add_messages(self, msg: List[str]) -> None:
self.messages += msg
def clear(self) -> None:
self.messages = []
class Slope():
X: int
Y: int
def __init__(self, y: int, x: int) -> None:
self.Y = y
self.X = x
def compare(self, other: "Slope") -> int:
y, x = other.Y, other.X
return self.Y * x - self.X * y
def __lt__(self, other: "Slope") -> bool:
return self.compare(other) < 0
def __eq__(self, other: "Slope") -> bool:
return self.compare(other) == 0
def __gt__(self, other: "Slope") -> bool:
return self.compare(other) > 0
def __le__(self, other: "Slope") -> bool:
return self.compare(other) <= 0
def __ge__(self, other: "Slope") -> bool:
return self.compare(other) >= 0
class Map:
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"""
The Map object represents a with its width, height
and tiles, that have their custom properties.
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"""
floor: int
width: int
height: int
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start_y: int
start_x: int
tiles: List[List["Tile"]]
visibility: List[List[bool]]
seen_tiles: List[List[bool]]
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entities: List["Entity"]
logs: Logs
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# coordinates of the point that should be
# on the topleft corner of the screen
currentx: int
currenty: int
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def __init__(self, width: int = 0, height: int = 0, tiles: list = None,
start_y: int = 0, start_x: int = 0):
self.floor = 0
self.width = width
self.height = height
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self.start_y = start_y
self.start_x = start_x
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self.tiles = tiles or []
self.visibility = [[False for _ in range(len(self.tiles[0]))]
for _ in range(len(self.tiles))]
self.seen_tiles = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(self.tiles))]
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self.entities = []
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self.logs = Logs()
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def add_entity(self, entity: "Entity") -> None:
"""
Registers a new entity in the map.
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"""
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if entity.is_familiar():
self.entities.insert(1, entity)
else:
self.entities.append(entity)
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entity.map = self
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def remove_entity(self, entity: "Entity") -> None:
"""
Unregisters an entity from the map.
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"""
if entity in self.entities:
self.entities.remove(entity)
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def find_entities(self, entity_class: type) -> list:
return [entity for entity in self.entities
if isinstance(entity, entity_class)]
def is_free(self, y: int, x: int) -> bool:
"""
Indicates that the tile at the coordinates (y, x) is empty.
"""
return 0 <= y < self.height and 0 <= x < self.width and \
self.tiles[y][x].can_walk() and \
not any(entity.x == x and entity.y == y for entity in self.entities)
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def entity_is_present(self, y: int, x: int) -> bool:
"""
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Indicates that the tile at the coordinates (y, x) contains a killable
entity.
"""
return 0 <= y < self.height and 0 <= x < self.width and \
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any(entity.x == x and entity.y == y and entity.is_friendly()
for entity in self.entities)
@staticmethod
def load(filename: str) -> "Map":
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"""
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Reads a file that contains the content of a map,
and builds a Map object.
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"""
with open(filename, "r") as f:
file = f.read()
return Map.load_from_string(file)
@staticmethod
def load_from_string(content: str) -> "Map":
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"""
Loads a map represented by its characters and builds a Map object.
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"""
lines = content.split("\n")
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first_line = lines[0]
start_y, start_x = map(int, first_line.split(" "))
lines = [line for line in lines[1:] if line]
height = len(lines)
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width = len(lines[0])
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
"""
Transforms a string into the list of corresponding tiles.
"""
lines = content.split("\n")
tiles = [[Tile.from_ascii_char(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
Draws the current map as a string object that can be rendered
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in the window.
"""
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return "\n".join("".join(tile.char(pack) for tile in line)
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for line in self.tiles)
def spawn_random_entities(self, count: int) -> None:
"""
Puts randomly {count} entities on the map, only on empty ground tiles.
"""
for _ignored in range(count):
y, x = 0, 0
while True:
y, x = randint(0, self.height - 1), randint(0, self.width - 1)
tile = self.tiles[y][x]
if tile.can_walk():
break
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entity = choices(Entity.get_all_entity_classes(),
weights=Entity.get_weights(), k=1)[0]()
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entity.move(y, x)
self.add_entity(entity)
def is_visible_from(self, starty: int, startx: int, desty: int, destx: int,
max_range: int) -> bool:
oldvisibility = deepcopy(self.visibility)
oldseen = deepcopy(self.seen_tiles)
self.compute_visibility(starty, startx, max_range)
result = self.visibility[desty][destx]
self.visibility = oldvisibility
self.seen_tiles = oldseen
return result
def compute_visibility(self, y: int, x: int, max_range: int) -> None:
"""
Sets the visible tiles to be the ones visible by an entity at point
(y, x), using a twaked shadow casting algorithm
"""
for line in self.visibility:
for i in range(len(line)):
line[i] = False
self.set_visible(0, 0, 0, (y, x))
for octant in range(8):
self.compute_visibility_octant(octant, (y, x), max_range, 1,
Slope(1, 1), Slope(0, 1))
def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
x: int, top: Slope) -> int:
if top.X == 1:
top_y = x
else:
top_y = ceil(((x * 2 - 1) * top.Y + top.X) / (top.X * 2))
if self.is_wall(top_y, x, octant, origin):
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top_y += top >= Slope(top_y * 2 + 1, x * 2) and not \
self.is_wall(top_y + 1, x, octant, origin)
else:
ax = x * 2
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ax += self.is_wall(top_y + 1, x + 1, octant, origin)
top_y += top > Slope(top_y * 2 + 1, ax)
return top_y
def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
x: int, bottom: Slope) -> int:
if bottom.Y == 0:
bottom_y = 0
else:
bottom_y = ceil(((x * 2 - 1) * bottom.Y + bottom.X)
/ (bottom.X * 2))
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bottom_y += bottom >= Slope(bottom_y * 2 + 1, x * 2) and \
self.is_wall(bottom_y, x, octant, origin) and \
not self.is_wall(bottom_y + 1, x, octant, origin)
return bottom_y
def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
max_range: int, distance: int, top: Slope,
bottom: Slope) -> None:
for x in range(distance, max_range + 1):
top_y = self.crop_top_visibility(octant, origin, x, top)
bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
was_opaque = -1
for y in range(top_y, bottom_y - 1, -1):
if x + y > max_range:
continue
is_opaque = self.is_wall(y, x, octant, origin)
is_visible = is_opaque\
or ((y != top_y or top >= Slope(y, x))
and (y != bottom_y
or bottom <= Slope(y, x)))
# is_visible = is_opaque\
# or ((y != top_y or top >= Slope(y, x))
# and (y != bottom_y or bottom <= Slope(y, x)))
if is_visible:
self.set_visible(y, x, octant, origin)
if x == max_range:
continue
if is_opaque and was_opaque == 0:
nx, ny = x * 2, y * 2 + 1
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nx -= self.is_wall(y + 1, x, octant, origin)
if top > Slope(ny, nx):
if y == bottom_y:
bottom = Slope(ny, nx)
break
else:
self.compute_visibility_octant(
octant, origin, max_range, x + 1, top,
Slope(ny, nx))
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elif y == bottom_y: # pragma: no cover
return
elif not is_opaque and was_opaque == 1:
nx, ny = x * 2, y * 2 + 1
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nx += self.is_wall(y + 1, x + 1, octant, origin)
if bottom >= Slope(ny, nx): # pragma: no cover
return
top = Slope(ny, nx)
was_opaque = is_opaque
if was_opaque != 0:
break
@staticmethod
def translate_coord(y: int, x: int, octant: int,
origin: Tuple[int, int]) -> Tuple[int, int]:
ny, nx = origin
if octant == 0:
return ny - y, nx + x
elif octant == 1:
return ny - x, nx + y
elif octant == 2:
return ny - x, nx - y
elif octant == 3:
return ny - y, nx - x
elif octant == 4:
return ny + y, nx - x
elif octant == 5:
return ny + x, nx - y
elif octant == 6:
return ny + x, nx + y
elif octant == 7:
return ny + y, nx + x
def is_wall(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> bool:
y, x = self.translate_coord(y, x, octant, origin)
return 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]) and \
self.tiles[y][x].is_wall()
def set_visible(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> None:
y, x = self.translate_coord(y, x, octant, origin)
if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]):
self.visibility[y][x] = True
self.seen_tiles[y][x] = True
def tick(self, p: Any) -> None:
"""
Triggers all entity events.
"""
for entity in self.entities:
if entity.is_familiar():
entity.act(p, self)
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else:
entity.act(self)
def save_state(self) -> dict:
"""
Saves the map's attributes to a dictionary.
"""
d = dict()
d["width"] = self.width
d["height"] = self.height
d["start_y"] = self.start_y
d["start_x"] = self.start_x
d["currentx"] = self.currentx
d["currenty"] = self.currenty
d["entities"] = []
for enti in self.entities:
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d["entities"].append(enti.save_state())
d["map"] = self.draw_string(TexturePack.ASCII_PACK)
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d["seen_tiles"] = self.seen_tiles
return d
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def load_state(self, d: dict) -> "Map":
"""
Loads the map's attributes from a dictionary.
"""
self.width = d["width"]
self.height = d["height"]
self.start_y = d["start_y"]
self.start_x = d["start_x"]
self.currentx = d["currentx"]
self.currenty = d["currenty"]
self.tiles = self.load_dungeon_from_string(d["map"])
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self.seen_tiles = d["seen_tiles"]
self.visibility = [[False for _ in range(len(self.tiles[0]))]
for _ in range(len(self.tiles))]
self.entities = []
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dictclasses = Entity.get_all_entity_classes_in_a_dict()
for entisave in d["entities"]:
self.add_entity(dictclasses[entisave["type"]](**entisave))
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return self
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class Tile(Enum):
"""
The internal representation of the tiles of the map.
"""
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EMPTY = auto()
WALL = auto()
FLOOR = auto()
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LADDER = auto()
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@staticmethod
def from_ascii_char(ch: str) -> "Tile":
"""
Maps an ascii character to its equivalent in the texture pack.
"""
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for tile in Tile:
if tile.char(TexturePack.ASCII_PACK) == ch:
return tile
raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
"""
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Translates a Tile to the corresponding character according
to the texture pack.
"""
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val = getattr(pack, self.name)
return val[0] if isinstance(val, tuple) else val
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def visible_color(self, pack: TexturePack) -> Tuple[int, int]:
"""
Retrieve the tuple (fg_color, bg_color) of the current Tile
if it is visible.
"""
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val = getattr(pack, self.name)
return (val[2], val[4]) if isinstance(val, tuple) else \
(pack.tile_fg_visible_color, pack.tile_bg_color)
def hidden_color(self, pack: TexturePack) -> Tuple[int, int]:
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"""
Retrieve the tuple (fg_color, bg_color) of the current Tile.
"""
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val = getattr(pack, self.name)
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return (val[1], val[3]) if isinstance(val, tuple) else \
(pack.tile_fg_color, pack.tile_bg_color)
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def is_wall(self) -> bool:
"""
Is this Tile a wall?
"""
return self == Tile.WALL
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def is_ladder(self) -> bool:
"""
Is this Tile a ladder?
"""
return self == Tile.LADDER
def can_walk(self) -> bool:
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"""
Checks if an entity (player or not) can move in this tile.
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"""
return not self.is_wall() and self != Tile.EMPTY
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class Entity:
"""
An Entity object represents any entity present on the map.
"""
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y: int
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x: int
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name: str
map: Map
paths: Dict[Tuple[int, int], Tuple[int, int]]
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# noinspection PyShadowingBuiltins
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
map: Optional[Map] = None, *ignored, **ignored2):
self.y = y
self.x = x
self.name = name
self.map = map
self.paths = None
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool:
"""
Checks if moving to (y,x) is authorized.
"""
free = self.map.is_free(y, x)
if free and move_if_possible:
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self.move(y, x)
return free
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def move(self, y: int, x: int) -> bool:
"""
Moves an entity to (y,x) coordinates.
"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
"""
Moves the entity up one tile, if possible.
"""
return self.move(self.y - 1, self.x) if force else \
self.check_move(self.y - 1, self.x, True)
def move_down(self, force: bool = False) -> bool:
"""
Moves the entity down one tile, if possible.
"""
return self.move(self.y + 1, self.x) if force else \
self.check_move(self.y + 1, self.x, True)
def move_left(self, force: bool = False) -> bool:
"""
Moves the entity left one tile, if possible.
"""
return self.move(self.y, self.x - 1) if force else \
self.check_move(self.y, self.x - 1, True)
def move_right(self, force: bool = False) -> bool:
"""
Moves the entity right one tile, if possible.
"""
return self.move(self.y, self.x + 1) if force else \
self.check_move(self.y, self.x + 1, True)
def recalculate_paths(self, max_distance: int = 12) -> None:
"""
Uses Dijkstra algorithm to calculate best paths for other entities to
go to this entity. If self.paths is None, does nothing.
"""
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if self.paths is None:
return
distances = []
predecessors = []
# four Dijkstras, one for each adjacent tile
for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
queue = PriorityQueue()
new_y, new_x = self.y + dir_y, self.x + dir_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
queue.put(((1, 0), (new_y, new_x)))
visited = [(self.y, self.x)]
distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
predecessors.append({(new_y, new_x): (self.y, self.x)})
while not queue.empty():
dist, (y, x) = queue.get()
if dist[0] >= max_distance or (y, x) in visited:
continue
visited.append((y, x))
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
new_y, new_x = y + diff_y, x + diff_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
new_distance = (dist[0] + 1,
dist[1] + (not self.map.is_free(y, x)))
if not (new_y, new_x) in distances[-1] or \
distances[-1][(new_y, new_x)] > new_distance:
predecessors[-1][(new_y, new_x)] = (y, x)
distances[-1][(new_y, new_x)] = new_distance
queue.put((new_distance, (new_y, new_x)))
# For each tile that is reached by at least one Dijkstra, sort the
# different paths by distance to the player. For the technical bits :
# The reduce function is a fold starting on the first element of the
# iterable, and we associate the points to their distance, sort
# along the distance, then only keep the points.
self.paths = {}
for y, x in reduce(set.union,
[set(p.keys()) for p in predecessors], set()):
self.paths[(y, x)] = [p for d, p in sorted(
[(distances[i][(y, x)], predecessors[i][(y, x)])
for i in range(len(distances)) if (y, x) in predecessors[i]])]
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def act(self, m: Map) -> None:
"""
Defines the action the entity will do at each tick.
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By default, does nothing.
"""
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pass
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def distance_squared(self, other: "Entity") -> int:
"""
Gives the square of the distance to another entity.
Useful to check distances since taking the square root takes time.
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"""
return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
def distance(self, other: "Entity") -> float:
"""
Gives the cartesian distance to another entity.
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"""
return sqrt(self.distance_squared(other))
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def is_fighting_entity(self) -> bool:
"""
Is this entity a fighting entity?
"""
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return isinstance(self, FightingEntity)
def is_item(self) -> bool:
"""
Is this entity an item?
"""
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from squirrelbattle.entities.items import Item
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return isinstance(self, Item)
def is_friendly(self) -> bool:
"""
Is this entity a friendly entity?
"""
return isinstance(self, FriendlyEntity)
def is_familiar(self) -> bool:
"""
Is this entity a familiar?
"""
from squirrelbattle.entities.friendly import Familiar
return isinstance(self, Familiar)
def is_merchant(self) -> bool:
"""
Is this entity a merchant?
"""
from squirrelbattle.entities.friendly import Merchant
return isinstance(self, Merchant)
def is_chest(self) -> bool:
"""
Is this entity a chest?
"""
from squirrelbattle.entities.friendly import Chest
return isinstance(self, Chest)
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@property
def translated_name(self) -> str:
"""
Translates the name of entities.
"""
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return _(self.name.replace("_", " "))
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@staticmethod
def get_all_entity_classes() -> list:
"""
Returns all entities subclasses.
"""
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
Rabbit, TeddyBear, GiantSeaEagle
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
Trumpet, Chest
return [BodySnatchPotion, Bomb, Chest, GiantSeaEagle, Heart,
Hedgehog, Merchant, Rabbit, Sunflower, TeddyBear, Tiger,
Trumpet]
@staticmethod
def get_weights() -> list:
"""
Returns a weigth list associated to the above function, to
be used to spawn random entities with a certain probability.
"""
return [30, 80, 50, 1, 100, 100, 60, 70, 70, 20, 40, 40]
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@staticmethod
def get_all_entity_classes_in_a_dict() -> dict:
"""
Returns all entities subclasses in a dictionary.
"""
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from squirrelbattle.entities.player import Player
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
TeddyBear, GiantSeaEagle
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from squirrelbattle.entities.friendly import Merchant, Sunflower, \
Trumpet, Chest
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff, \
Monocle
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return {
"BodySnatchPotion": BodySnatchPotion,
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"Bomb": Bomb,
"Bow": Bow,
"Chest": Chest,
"Chestplate": Chestplate,
"Eagle": GiantSeaEagle,
"FireBallStaff": FireBallStaff,
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"Heart": Heart,
"Hedgehog": Hedgehog,
"Helmet": Helmet,
"Merchant": Merchant,
"Monocle": Monocle,
"Player": Player,
"Rabbit": Rabbit,
"RingCritical": RingCritical,
"RingXP": RingXP,
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"Ruler": Ruler,
"ScrollofDamage": ScrollofDamage,
"ScrollofWeakening": ScrollofWeakening,
"Shield": Shield,
"Sunflower": Sunflower,
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"Sword": Sword,
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"Trumpet": Trumpet,
"TeddyBear": TeddyBear,
"Tiger": Tiger,
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}
def save_state(self) -> dict:
"""
Saves the coordinates of the entity.
"""
d = dict()
d["x"] = self.x
d["y"] = self.y
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d["type"] = self.__class__.__name__
return d
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class FightingEntity(Entity):
"""
A FightingEntity is an entity that can fight, and thus has a health,
level and stats.
"""
maxhealth: int
health: int
strength: int
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intelligence: int
charisma: int
dexterity: int
constitution: int
level: int
critical: int
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confused: int # Seulement 0 ou 1
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def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
strength: int = 0, intelligence: int = 0, charisma: int = 0,
dexterity: int = 0, constitution: int = 0, level: int = 0,
critical: int = 0, *args, **kwargs) -> None:
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super().__init__(*args, **kwargs)
self.maxhealth = maxhealth
self.health = maxhealth if health is None else health
self.strength = strength
self.intelligence = intelligence
self.charisma = charisma
self.dexterity = dexterity
self.constitution = constitution
self.level = level
self.critical = critical
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self.effects = [] # effects = temporary buff or weakening of the stats.
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self.confused = 0
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@property
def dead(self) -> bool:
"""
Is this entity dead ?
"""
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return self.health <= 0
def act(self, m: Map) -> None:
"""
Refreshes all current effects.
"""
for i in range(len(self.effects)):
self.effects[i][2] -= 1
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copy = self.effects[:]
for i in range(len(copy)):
if copy[i][2] <= 0:
setattr(self, copy[i][0],
getattr(self, copy[i][0]) - copy[i][1])
self.effects.remove(copy[i])
def hit(self, opponent: "FightingEntity") -> str:
"""
The entity deals damage to the opponent
based on their respective stats.
"""
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if self.confused:
return _("{name} is confused, it can not hit {opponent}.")\
.format(name=_(self.translated_name.capitalize()),
opponent=_(opponent.translated_name))
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diceroll = randint(1, 100)
damage = max(0, self.strength)
string = " "
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if diceroll <= self.critical: # It is a critical hit
damage *= 4
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string = " " + _("It's a critical hit!") + " "
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return _("{name} hits {opponent}.")\
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.format(name=_(self.translated_name.capitalize()),
opponent=_(opponent.translated_name)) + string + \
opponent.take_damage(self, damage)
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def take_damage(self, attacker: "Entity", amount: int) -> str:
"""
The entity takes damage from the attacker
based on their respective stats.
"""
damage = 0
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if amount != 0:
damage = max(1, amount - self.constitution)
self.health -= damage
if self.health <= 0:
self.die()
return _("{name} takes {damage} damage.")\
.format(name=self.translated_name.capitalize(), damage=str(damage))\
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+ (" " + _("{name} dies.")
.format(name=self.translated_name.capitalize())
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if self.health <= 0 else "")
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def die(self) -> None:
"""
If a fighting entity has no more health, it dies and is removed.
"""
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self.map.remove_entity(self)
def keys(self) -> list:
"""
Returns a fighting entity's specific attributes.
"""
return ["name", "maxhealth", "health", "level", "strength",
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"intelligence", "charisma", "dexterity", "constitution"]
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary.
"""
d = super().save_state()
for name in self.keys():
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d[name] = getattr(self, name)
return d
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class FriendlyEntity(FightingEntity):
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"""
Friendly entities are living entities which do not attack the player.
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"""
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dialogue_option: list
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def talk_to(self, player: Any) -> str:
return _("{entity} said: {message}").format(
entity=self.translated_name.capitalize(),
message=choice(self.dialogue_option))
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def keys(self) -> list:
"""
Returns a friendly entity's specific attributes.
"""
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return ["maxhealth", "health"]
class InventoryHolder(Entity):
hazel: int # Currency of the game
inventory: list
def translate_inventory(self, inventory: list) -> list:
"""
Translates the JSON save of the inventory into a list of the items in
the inventory.
"""
for i in range(len(inventory)):
if isinstance(inventory[i], dict):
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inventory[i] = self.dict_to_item(inventory[i])
return inventory
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def dict_to_item(self, item_dict: dict) -> Entity:
"""
Translates a dictionnary that contains the state of an item
into an item object.
"""
entity_classes = self.get_all_entity_classes_in_a_dict()
item_class = entity_classes[item_dict["type"]]
return item_class(**item_dict)
def save_state(self) -> dict:
"""
The inventory of the merchant is saved in a JSON format.
"""
d = super().save_state()
d["hazel"] = self.hazel
d["inventory"] = [item.save_state() for item in self.inventory]
return d
def add_to_inventory(self, obj: Any) -> None:
"""
Adds an object to the inventory.
"""
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if obj not in self.inventory:
self.inventory.append(obj)
def remove_from_inventory(self, obj: Any) -> None:
"""
Removes an object from the inventory.
"""
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if obj in self.inventory:
self.inventory.remove(obj)
def change_hazel_balance(self, hz: int) -> None:
"""
Changes the number of hazel the entity has by hz. hz is negative
when the entity loses money and positive when it gains money.
"""
self.hazel += hz