2020-11-27 15:33:17 +00:00
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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2020-12-02 15:04:43 +00:00
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from random import shuffle
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2020-11-10 21:34:12 +00:00
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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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2020-11-18 11:27:59 +00:00
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"""
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2020-11-18 13:54:21 +00:00
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The class for all monsters in the dungeon.
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A monster must override this class, and the parameters are given
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in the __init__ function.
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An example of the specification of a monster that has a strength of 4
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and 20 max HP:
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class MyMonster(Monster):
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def __init__(self, strength: int = 4, maxhealth: int = 20,
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*args, **kwargs) -> None:
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super().__init__(name="my_monster", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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With that way, attributes can be overwritten when the entity got created.
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2020-11-18 11:27:59 +00:00
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"""
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2020-11-18 13:54:21 +00:00
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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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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2020-11-19 11:03:05 +00:00
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self.map.logs.add_message(self.hit(target))
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2020-11-10 21:59:02 +00:00
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else:
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2020-12-02 15:04:43 +00:00
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# Move in a random direction
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# If the direction is not available, try another one
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moves = [self.move_up, self.move_down,
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self.move_left, self.move_right]
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shuffle(moves)
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for move in moves:
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if move():
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2020-11-10 21:59:02 +00:00
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break
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2020-11-06 14:33:26 +00:00
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2020-11-20 17:02:08 +00:00
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class Tiger(Monster):
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2020-11-18 11:27:59 +00:00
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"""
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2020-11-20 17:02:08 +00:00
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A tiger monster
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2020-11-18 11:27:59 +00:00
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"""
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2020-11-18 13:54:21 +00:00
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def __init__(self, strength: int = 2, maxhealth: int = 20,
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*args, **kwargs) -> None:
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2020-11-20 17:02:08 +00:00
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super().__init__(name="tiger", strength=strength,
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2020-11-18 13:54:21 +00:00
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maxhealth=maxhealth, *args, **kwargs)
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2020-11-11 16:39:48 +00:00
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2020-11-10 20:47:36 +00:00
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class Hedgehog(Monster):
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2020-11-18 11:27:59 +00:00
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"""
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A really mean hedgehog monster
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"""
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2020-11-18 13:54:21 +00:00
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def __init__(self, strength: int = 3, maxhealth: int = 10,
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*args, **kwargs) -> None:
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super().__init__(name="hedgehog", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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2020-11-11 16:39:48 +00:00
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class Rabbit(Monster):
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2020-11-18 11:27:59 +00:00
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"""
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A rabbit monster
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"""
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2020-11-18 13:54:21 +00:00
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def __init__(self, strength: int = 1, maxhealth: int = 15,
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*args, **kwargs) -> None:
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super().__init__(name="rabbit", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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2020-11-11 16:39:48 +00:00
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class TeddyBear(Monster):
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2020-11-18 11:27:59 +00:00
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"""
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A cute teddybear monster
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"""
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2020-11-18 13:54:21 +00:00
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def __init__(self, strength: int = 0, maxhealth: int = 50,
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*args, **kwargs) -> None:
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super().__init__(name="teddy_bear", strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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