2020-11-10 21:34:12 +00:00
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from random import choice
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2020-11-10 21:59:02 +00:00
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from .player import Player
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2020-11-06 14:33:26 +00:00
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from ..interfaces import FightingEntity, Map
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2020-10-16 15:58:00 +00:00
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2020-10-23 14:51:48 +00:00
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class Monster(FightingEntity):
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2020-11-06 15:13:28 +00:00
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def act(self, m: Map) -> None:
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2020-11-10 21:34:12 +00:00
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"""
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By default, a monster will move randomly where it is possible
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And if a player is close to the monster, the monster run on the player.
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"""
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2020-11-10 21:59:02 +00:00
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target = None
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for entity in m.entities:
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if self.distance_squared(entity) <= 25 and \
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isinstance(entity, Player):
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target = entity
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2020-11-10 21:34:12 +00:00
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break
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2020-10-23 14:51:48 +00:00
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2020-11-11 14:25:50 +00:00
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# A Dijkstra algorithm has ran that targets the player.
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# With that way, monsters can simply follow the path.
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# If they can't move and they are already close to the player,
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# They hit.
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if target and (self.y, self.x) in target.paths:
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2020-11-10 21:59:02 +00:00
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# Move to target player
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2020-11-11 14:25:50 +00:00
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next_y, next_x = target.paths[(self.y, self.x)]
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moved = self.check_move(next_y, next_x, True)
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if not moved and self.distance_squared(target) <= 1:
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2020-11-10 22:00:09 +00:00
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self.hit(target)
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2020-11-10 21:59:02 +00:00
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else:
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for _ in range(100):
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if choice([self.move_up, self.move_down,
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self.move_left, self.move_right])():
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break
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2020-11-06 14:33:26 +00:00
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2020-11-11 16:39:48 +00:00
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class Beaver(Monster):
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name = "beaver"
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maxhealth = 30
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strength = 2
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2020-11-10 20:47:36 +00:00
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class Hedgehog(Monster):
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name = "hedgehog"
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2020-10-16 15:58:00 +00:00
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maxhealth = 10
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strength = 3
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2020-11-11 16:39:48 +00:00
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class Rabbit(Monster):
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name = "rabbit"
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maxhealth = 15
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strength = 1
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class TeddyBear(Monster):
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name = "teddy_bear"
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maxhealth = 500
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strength = 0
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