squirrel-battle/squirrelbattle/entities/player.py

147 lines
6.0 KiB
Python

# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from functools import reduce
from queue import PriorityQueue
from random import randint
from typing import Dict, Tuple
from ..interfaces import FightingEntity, InventoryHolder
class Player(InventoryHolder, FightingEntity):
"""
The class of the player.
"""
current_xp: int = 0
max_xp: int = 10
paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self, name: str = "player", maxhealth: int = 20,
strength: int = 5, intelligence: int = 1, charisma: int = 1,
dexterity: int = 1, constitution: int = 1, level: int = 1,
current_xp: int = 0, max_xp: int = 10, inventory: list = None,
hazel: int = 42, *args, **kwargs) \
-> None:
super().__init__(name=name, maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs)
self.current_xp = current_xp
self.max_xp = max_xp
self.inventory = self.translate_inventory(inventory or [])
self.paths = dict()
self.hazel = hazel
def move(self, y: int, x: int) -> None:
"""
Moves the view of the map (the point on which the camera is centered)
according to the moves of the player.
"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
def level_up(self) -> None:
"""
Add as many levels as possible to the player.
"""
while self.current_xp > self.max_xp:
self.level += 1
self.current_xp -= self.max_xp
self.max_xp = self.level * 10
self.health = self.maxhealth
self.strength = self.strength + 1
# TODO Remove it, that's only fun
self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
def add_xp(self, xp: int) -> None:
"""
Adds some experience to the player.
If the required amount is reached, the player levels up.
"""
self.current_xp += xp
self.level_up()
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
If the entity dies, the player is rewarded with some XP
"""
# Don't move if we are dead
if self.dead:
return False
for entity in self.map.entities:
if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.map.logs.add_message(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:
"""
Uses Dijkstra algorithm to calculate best paths for monsters to go to
the player.
"""
distances = []
predecessors = []
# four Dijkstras, one for each adjacent tile
for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
queue = PriorityQueue()
new_y, new_x = self.y + dir_y, self.x + dir_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
queue.put(((1, 0), (new_y, new_x)))
visited = [(self.y, self.x)]
distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
predecessors.append({(new_y, new_x): (self.y, self.x)})
while not queue.empty():
dist, (y, x) = queue.get()
if dist[0] >= max_distance or (y, x) in visited:
continue
visited.append((y, x))
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[new_y][new_x].can_walk():
continue
new_distance = (dist[0] + 1,
dist[1] + (not self.map.is_free(y, x)))
if not (new_y, new_x) in distances[-1] or \
distances[-1][(new_y, new_x)] > new_distance:
predecessors[-1][(new_y, new_x)] = (y, x)
distances[-1][(new_y, new_x)] = new_distance
queue.put((new_distance, (new_y, new_x)))
# For each tile that is reached by at least one Dijkstra, sort the
# different paths by distance to the player. For the technical bits :
# The reduce function is a fold starting on the first element of the
# iterable, and we associate the points to their distance, sort
# along the distance, then only keep the points.
self.paths = {}
for y, x in reduce(set.union,
[set(p.keys()) for p in predecessors], set()):
self.paths[(y, x)] = [p for d, p in sorted(
[(distances[i][(y, x)], predecessors[i][(y, x)])
for i in range(len(distances)) if (y, x) in predecessors[i]])]
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["current_xp"] = self.current_xp
d["max_xp"] = self.max_xp
return d