9d3e8a9822
Village Closes #41, #38, #37, #36, and #18 See merge request ynerant/squirrel-battle!44
148 lines
6.1 KiB
Python
148 lines
6.1 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 levels to the player as much as it is possible.
|
|
"""
|
|
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:
|
|
"""
|
|
Add some experience to the player.
|
|
If the required amount is reached, level 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:
|
|
"""
|
|
Use Dijkstra algorithm to calculate best paths for monsters to go to
|
|
the player. Actually, the paths are computed for each tile adjacent to
|
|
the player then for each step the monsters use the best path avaliable.
|
|
"""
|
|
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
|