squirrel-battle/dungeonbattle/entities/player.py

103 lines
3.3 KiB
Python
Raw Normal View History

2020-11-10 23:50:47 +00:00
from random import randint
from typing import Dict, Tuple
2020-11-10 23:50:47 +00:00
from ..interfaces import FightingEntity
2020-11-06 14:33:26 +00:00
class Player(FightingEntity):
2020-11-10 20:47:36 +00:00
name = "player"
2020-11-06 20:23:17 +00:00
maxhealth: int = 20
strength: int = 5
2020-11-08 22:48:26 +00:00
intelligence: int = 1
charisma: int = 1
dexterity: int = 1
constitution: int = 1
2020-11-06 20:23:17 +00:00
level: int = 1
current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
2020-11-06 17:12:17 +00:00
def __init__(self):
super().__init__()
self.inventory = list()
2020-11-10 21:02:41 +00:00
def move(self, y: int, x: int) -> None:
"""
When the player moves, move the camera of the map.
"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
2020-11-10 21:02:41 +00:00
2020-11-06 20:15:09 +00:00
def level_up(self) -> None:
"""
Add levels to the player as much as it is possible.
"""
2020-11-06 20:23:17 +00:00
while self.current_xp > self.max_xp:
2020-11-06 20:15:09 +00:00
self.level += 1
2020-11-06 20:23:17 +00:00
self.current_xp -= self.max_xp
2020-11-06 20:15:09 +00:00
self.max_xp = self.level * 10
2020-11-10 23:50:47 +00:00
self.health = self.maxhealth
# TODO Remove it, that's only fun
2020-11-11 15:23:27 +00:00
self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
2020-11-06 20:15:09 +00:00
def add_xp(self, xp: int) -> None:
"""
Add some experience to the player.
If the required amount is reached, level up.
"""
2020-11-06 20:15:09 +00:00
self.current_xp += xp
2020-11-06 17:12:17 +00:00
self.level_up()
2020-11-10 23:50:47 +00:00
2020-11-11 15:47:19 +00:00
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
2020-11-10 23:50:47 +00:00
"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
It rewards some XP if it is dead.
2020-11-10 23:50:47 +00:00
"""
2020-11-11 00:17:00 +00:00
# Don't move if we are dead
if self.dead:
return False
2020-11-10 23:50:47 +00:00
for entity in self.map.entities:
2020-11-11 15:47:19 +00:00
if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.hit(entity)
if entity.dead:
self.add_xp(randint(3, 7))
return True
elif entity.is_item():
entity.hold(self)
return super().check_move(y, x, move_if_possible)
def recalculate_paths(self, max_distance: int = 8) -> None:
"""
Use Dijkstra algorithm to calculate best paths
for monsters to go to the player.
"""
queue = [(self.y, self.x)]
visited = []
distances = {(self.y, self.x): 0}
predecessors = {}
while queue:
y, x = queue.pop(0)
visited.append((y, x))
if distances[(y, x)] >= max_distance:
continue
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[y][x].can_walk() or \
(new_y, new_x) in visited or \
(new_y, new_x) in queue:
continue
predecessors[(new_y, new_x)] = (y, x)
distances[(new_y, new_x)] = distances[(y, x)] + 1
queue.append((new_y, new_x))
self.paths = predecessors