Added a familiar class that follows the player around and hits monsters when it sees one. Added a trumpet, an instance of familiar. Closes #46.

This commit is contained in:
eichhornchen 2020-12-18 17:29:59 +01:00
parent 8ecbf13eae
commit dadafc84eb
5 changed files with 100 additions and 17 deletions

View File

@ -32,6 +32,7 @@ class TexturePack:
SWORD: str
TEDDY_BEAR: str
TIGER: str
TRUMPET: str
WALL: str
ASCII_PACK: "TexturePack"
@ -77,6 +78,7 @@ TexturePack.ASCII_PACK = TexturePack(
SWORD='\u2020',
TEDDY_BEAR='8',
TIGER='n',
TRUMPET='/',
WALL='#',
)
@ -103,5 +105,6 @@ TexturePack.SQUIRREL_PACK = TexturePack(
SWORD='🗡️',
TEDDY_BEAR='🧸',
TIGER='🐅',
TRUMPET='🎺',
WALL='🧱',
)

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@ -1,8 +1,9 @@
from ..interfaces import FriendlyEntity, InventoryHolder
from ..interfaces import FriendlyEntity, InventoryHolder, FightingEntity, Map
from ..translations import gettext as _
from .player import Player
from .monsters import Monster
from .items import Item
from random import choice
from random import choice, shuffle
class Merchant(InventoryHolder, FriendlyEntity):
@ -11,7 +12,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
"""
def keys(self) -> list:
"""
Returns a friendly entitie's specific attributes
Returns a friendly entitie's specific attributes.
"""
return super().keys() + ["inventory", "hazel"]
@ -20,7 +21,6 @@ class Merchant(InventoryHolder, FriendlyEntity):
super().__init__(name=name, *args, **kwargs)
self.inventory = self.translate_inventory(inventory or [])
self.hazel = hazel
if not self.inventory:
for i in range(5):
self.inventory.append(choice(Item.get_all_items())())
@ -41,7 +41,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
class Sunflower(FriendlyEntity):
"""
A friendly sunflower
A friendly sunflower.
"""
def __init__(self, maxhealth: int = 15,
*args, **kwargs) -> None:
@ -53,3 +53,64 @@ class Sunflower(FriendlyEntity):
Lists all that a sunflower can say to the player.
"""
return [_("Flower power!!"), _("The sun is warm today")]
class Familiar(FightingEntity):
"""
A friendly familiar that helps the player defeat monsters.
"""
def __init__(self, maxhealth: int = 25,
*args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self.target = None
def act(self, p: Player, m : Map) :
"""
By default, the familiar tries to stay at distance at most 2 of the
player and if a monster comes in range 3, it focuses on the monster
and attacks it.
"""
if self.target == None:
self.target = p
if self.target == p:
for entity in m.entities:
if (self.y - entity.y) ** 2 + (self.x - entity.x) ** 2 <= 9 and \
isinstance(entity, Monster):
self.target = entity
entity.paths = dict() #Allows the paths to be calculated.
break
# Familiars move according to a Dijkstra algorithm
# that targets their target.
# If they can not move and are already close to their target,
# they hit, except if their target is the player.
if self.target and (self.y, self.x) in self.target.paths:
# Moves to target player by choosing the best available path
for next_y, next_x in self.target.paths[(self.y, self.x)]:
moved = self.check_move(next_y, next_x, True)
if moved:
break
if self.distance_squared(self.target) <= 1 and \
not isinstance(self.target, Player):
self.map.logs.add_message(self.hit(self.target))
if self.target.dead :
self.target.paths = None
self.target = None
break
else:
# Moves in a random direction
# If the direction is not available, tries another one
moves = [self.move_up, self.move_down,
self.move_left, self.move_right]
shuffle(moves)
for move in moves:
if move():
break
class Trumpet(Familiar) :
"""
A class of familiars.
"""
def __init__(self, name: str = "trumpet", strength: int = 3,
maxhealth: int = 20, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)

View File

@ -60,7 +60,12 @@ class Monster(FightingEntity):
for move in moves:
if move():
break
def move(self, y: int, x:int) -> None:
"""
Overwrites the move function to recalculate paths.
"""
super().move(y, x)
self.recalculate_paths()
class Tiger(Monster):
"""

View File

@ -111,16 +111,16 @@ class Game:
"""
if key == KeyValues.UP:
if self.player.move_up():
self.map.tick()
self.map.tick(self.player)
elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick()
self.map.tick(self.player)
elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick()
self.map.tick(self.player)
elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick()
self.map.tick(self.player)
elif key == KeyValues.INVENTORY:
self.state = GameMode.INVENTORY
elif key == KeyValues.SPACE:
@ -129,7 +129,7 @@ class Game:
# Wait for the direction of the friendly entity
self.waiting_for_friendly_key = True
elif key == KeyValues.WAIT:
self.map.tick()
self.map.tick(self.player)
def handle_friendly_entity_chat(self, key: KeyValues) -> None:
"""

View File

@ -63,6 +63,9 @@ class Map:
"""
Registers a new entity in the map.
"""
if entity.is_familiar() :
self.entities.insert(1,entity)
else :
self.entities.append(entity)
entity.map = self
@ -152,11 +155,14 @@ class Map:
entity.move(y, x)
self.add_entity(entity)
def tick(self) -> None:
def tick(self, p: Any) -> None:
"""
Triggers all entity events.
"""
for entity in self.entities:
if entity.is_familiar():
entity.act(p, self)
else :
entity.act(self)
def save_state(self) -> dict:
@ -296,7 +302,7 @@ class Entity:
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 = 8) -> None:
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.
@ -386,6 +392,13 @@ class 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?
@ -408,9 +421,10 @@ class Entity:
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
Rabbit, TeddyBear
from squirrelbattle.entities.friendly import Merchant, Sunflower
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
Trumpet
return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
Sunflower, Tiger, Merchant]
Sunflower, Tiger, Merchant, Trumpet]
@staticmethod
def get_all_entity_classes_in_a_dict() -> dict: