Move to closest player if it is close
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commit
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@ -1,5 +1,6 @@
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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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@ -9,7 +10,27 @@ class Monster(FightingEntity):
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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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# TODO If a player is close, move to the player
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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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break
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if target:
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# Move to target player
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y, x = self.vector(target)
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if abs(y) > abs(x): # Move vertically
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if y > 0:
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self.move_down()
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else:
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self.move_up()
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else: # Move horizontally
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if x > 0:
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self.move_right()
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else:
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self.move_left()
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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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@ -1,7 +1,8 @@
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#!/usr/bin/env python
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from enum import Enum, auto
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from math import sqrt
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from random import randint
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from typing import List
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from typing import List, Tuple
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from dungeonbattle.display.texturepack import TexturePack
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@ -172,6 +173,22 @@ class Entity:
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"""
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pass
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def distance_squared(self, other: "Entity") -> int:
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"""
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Get the square of the distance to another entity.
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Useful to check distances since square root takes time.
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"""
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return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
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def distance(self, other: "Entity") -> float:
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"""
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Get the cartesian distance to another entity.
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"""
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return sqrt(self.distance_squared(other))
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def vector(self, other: "Entity") -> Tuple[int, int]:
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return other.y - self.y, other.x - self.x
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class FightingEntity(Entity):
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maxhealth: int
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@ -23,6 +23,11 @@ class TestEntities(unittest.TestCase):
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self.assertEqual(entity.x, 64)
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self.assertIsNone(entity.act(self.map))
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other_entity = Entity()
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other_entity.move(45, 68)
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self.assertEqual(entity.distance_squared(other_entity), 25)
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self.assertEqual(entity.distance(other_entity), 5)
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def test_fighting_entities(self) -> None:
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"""
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Test some random stuff with fighting entities.
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