squirrel-battle/dungeonbattle/entities/monsters.py

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from random import choice
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from .player import Player
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from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
"""
The class for all monsters in the dungeon.
A monster must override this class, and the parameters are given
in the __init__ function.
An example of the specification of a monster that has a strength of 4
and 20 max HP:
class MyMonster(Monster):
def __init__(self, strength: int = 4, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="my_monster", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
With that way, attributes can be overwritten when the entity got created.
"""
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
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def act(self, m: Map) -> None:
"""
By default, a monster will move randomly where it is possible
And if a player is close to the monster, the monster run on the player.
"""
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target = None
for entity in m.entities:
if self.distance_squared(entity) <= 25 and \
isinstance(entity, Player):
target = entity
break
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# A Dijkstra algorithm has ran that targets the player.
# With that way, monsters can simply follow the path.
# If they can't move and they are already close to the player,
# They hit.
if target and (self.y, self.x) in target.paths:
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# Move to target player
next_y, next_x = target.paths[(self.y, self.x)]
moved = self.check_move(next_y, next_x, True)
if not moved and self.distance_squared(target) <= 1:
self.hit(target)
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else:
for _ in range(100):
if choice([self.move_up, self.move_down,
self.move_left, self.move_right])():
break
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class Beaver(Monster):
"""
A beaver monster
"""
def __init__(self, strength: int = 2, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="beaver", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
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class Hedgehog(Monster):
"""
A really mean hedgehog monster
"""
def __init__(self, strength: int = 3, maxhealth: int = 10,
*args, **kwargs) -> None:
super().__init__(name="hedgehog", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
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class Rabbit(Monster):
"""
A rabbit monster
"""
def __init__(self, strength: int = 1, maxhealth: int = 15,
*args, **kwargs) -> None:
super().__init__(name="rabbit", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
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def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Rabbit"
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class TeddyBear(Monster):
"""
A cute teddybear monster
"""
def __init__(self, strength: int = 0, maxhealth: int = 50,
*args, **kwargs) -> None:
super().__init__(name="teddy_bear", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
def save_state(self) -> None:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["type"] = "Teddy"