ynerant
451dd9cba7
# Conflicts: # squirrelbattle/display/statsdisplay.py # squirrelbattle/entities/items.py # squirrelbattle/entities/player.py # squirrelbattle/interfaces.py # squirrelbattle/locale/de/LC_MESSAGES/squirrelbattle.po # squirrelbattle/locale/es/LC_MESSAGES/squirrelbattle.po # squirrelbattle/locale/fr/LC_MESSAGES/squirrelbattle.po # squirrelbattle/tests/game_test.py
122 lines
4.1 KiB
Python
122 lines
4.1 KiB
Python
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from random import shuffle
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from .player import Player
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from ..interfaces import FightingEntity, Map
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class Monster(FightingEntity):
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"""
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The class for all monsters in the dungeon.
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All specific monster classes overwrite this class,
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and the parameters are given 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 is created.
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"""
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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def act(self, m: Map) -> None:
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"""
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By default, a monster will move randomly where it is possible
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If the player is closeby, the monster runs to the player.
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"""
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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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# Monsters move according to a Dijkstra algorithm
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# that targets the player.
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# If they can not move and 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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# Moves to target player by choosing the best available path
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for next_y, next_x in target.paths[(self.y, self.x)]:
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moved = self.check_move(next_y, next_x, True)
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if moved:
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break
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if self.distance_squared(target) <= 1:
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self.map.logs.add_message(self.hit(target))
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break
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else:
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# Moves in a random direction
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# If the direction is not available, tries 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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break
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def move(self, y: int, x: int) -> None:
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"""
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Overwrites the move function to recalculate paths.
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"""
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super().move(y, x)
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self.recalculate_paths()
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class Tiger(Monster):
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"""
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A tiger monster.
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"""
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def __init__(self, name: str = "tiger", strength: int = 2,
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maxhealth: int = 20, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class Hedgehog(Monster):
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"""
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A really mean hedgehog monster.
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"""
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def __init__(self, name: str = "hedgehog", strength: int = 3,
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maxhealth: int = 10, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class Rabbit(Monster):
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"""
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A rabbit monster.
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"""
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def __init__(self, name: str = "rabbit", strength: int = 1,
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maxhealth: int = 15, critical: int = 30,
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*args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, critical=critical,
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*args, **kwargs)
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class TeddyBear(Monster):
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"""
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A cute teddybear monster.
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"""
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def __init__(self, name: str = "teddy_bear", strength: int = 0,
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maxhealth: int = 50, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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class GiantSeaEagle(Monster):
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"""
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An eagle boss
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"""
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def __init__(self, name: str = "eagle", strength: int = 1000,
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maxhealth: int = 5000, *args, **kwargs) -> None:
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super().__init__(name=name, strength=strength,
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maxhealth=maxhealth, *args, **kwargs)
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