eac9057f31
# Conflicts: # squirrelbattle/entities/items.py # squirrelbattle/interfaces.py # squirrelbattle/tests/game_test.py
874 lines
29 KiB
Python
874 lines
29 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 enum import Enum, auto
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from math import ceil, sqrt
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from random import choice, choices, randint
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from typing import List, Optional, Any, Dict, Tuple
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from queue import PriorityQueue
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from functools import reduce
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from copy import deepcopy
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from .display.texturepack import TexturePack
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from .translations import gettext as _
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class Logs:
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"""
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The logs object stores the messages to display. It encapsulates a list
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of such messages, to allow multiple pointers to keep track of it even if
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the list was to be reassigned.
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"""
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def __init__(self) -> None:
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self.messages = []
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def add_message(self, msg: str) -> None:
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self.messages.append(msg)
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def add_messages(self, msg: List[str]) -> None:
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self.messages += msg
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def clear(self) -> None:
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self.messages = []
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class Slope():
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X: int
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Y: int
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def __init__(self, y: int, x: int) -> None:
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self.Y = y
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self.X = x
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def compare(self, other: "Slope") -> int:
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y, x = other.Y, other.X
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return self.Y * x - self.X * y
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def __lt__(self, other: "Slope") -> bool:
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return self.compare(other) < 0
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def __eq__(self, other: "Slope") -> bool:
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return self.compare(other) == 0
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def __gt__(self, other: "Slope") -> bool:
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return self.compare(other) > 0
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def __le__(self, other: "Slope") -> bool:
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return self.compare(other) <= 0
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def __ge__(self, other: "Slope") -> bool:
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return self.compare(other) >= 0
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class Map:
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"""
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The Map object represents a with its width, height
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and tiles, that have their custom properties.
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"""
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floor: int
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width: int
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height: int
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start_y: int
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start_x: int
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tiles: List[List["Tile"]]
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visibility: List[List[bool]]
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seen_tiles: List[List[bool]]
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entities: List["Entity"]
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logs: Logs
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# coordinates of the point that should be
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# on the topleft corner of the screen
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currentx: int
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currenty: int
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def __init__(self, width: int = 0, height: int = 0, tiles: list = None,
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start_y: int = 0, start_x: int = 0):
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self.floor = 0
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self.width = width
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self.height = height
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self.start_y = start_y
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self.start_x = start_x
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self.tiles = tiles or []
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self.visibility = [[False for _ in range(len(self.tiles[0]))]
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for _ in range(len(self.tiles))]
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self.seen_tiles = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(self.tiles))]
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self.entities = []
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self.logs = Logs()
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def add_entity(self, entity: "Entity") -> None:
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"""
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Registers a new entity in the map.
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"""
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if entity.is_familiar():
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self.entities.insert(1, entity)
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else:
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self.entities.append(entity)
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entity.map = self
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def remove_entity(self, entity: "Entity") -> None:
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"""
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Unregisters an entity from the map.
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"""
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if entity in self.entities:
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self.entities.remove(entity)
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def find_entities(self, entity_class: type) -> list:
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return [entity for entity in self.entities
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if isinstance(entity, entity_class)]
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def is_free(self, y: int, x: int) -> bool:
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"""
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Indicates that the tile at the coordinates (y, x) is empty.
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"""
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return 0 <= y < self.height and 0 <= x < self.width and \
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self.tiles[y][x].can_walk() and \
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not any(entity.x == x and entity.y == y for entity in self.entities)
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def entity_is_present(self, y: int, x: int) -> bool:
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"""
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Indicates that the tile at the coordinates (y, x) contains a killable
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entity.
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"""
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return 0 <= y < self.height and 0 <= x < self.width and \
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any(entity.x == x and entity.y == y and entity.is_friendly()
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for entity in self.entities)
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@staticmethod
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def load(filename: str) -> "Map":
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"""
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Reads a file that contains the content of a map,
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and builds a Map object.
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"""
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with open(filename, "r") as f:
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file = f.read()
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return Map.load_from_string(file)
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@staticmethod
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def load_from_string(content: str) -> "Map":
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"""
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Loads a map represented by its characters and builds a Map object.
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"""
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lines = content.split("\n")
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first_line = lines[0]
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start_y, start_x = map(int, first_line.split(" "))
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lines = [line for line in lines[1:] if line]
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height = len(lines)
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width = len(lines[0])
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
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def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
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"""
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Transforms a string into the list of corresponding tiles.
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"""
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lines = content.split("\n")
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
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Draws the current map as a string object that can be rendered
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in the window.
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"""
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return "\n".join("".join(tile.char(pack) for tile in line)
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for line in self.tiles)
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def spawn_random_entities(self, count: int) -> None:
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"""
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Puts randomly {count} entities on the map, only on empty ground tiles.
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"""
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for _ignored in range(count):
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y, x = 0, 0
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while True:
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y, x = randint(0, self.height - 1), randint(0, self.width - 1)
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tile = self.tiles[y][x]
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if tile.can_walk():
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break
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entity = choices(Entity.get_all_entity_classes(),
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weights=Entity.get_weights(), k=1)[0]()
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entity.move(y, x)
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self.add_entity(entity)
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def is_visible_from(self, starty: int, startx: int, desty: int, destx: int,
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max_range: int) -> bool:
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oldvisibility = deepcopy(self.visibility)
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self.compute_visibility(starty, startx, max_range)
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result = self.visibility[desty][destx]
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self.visibility = oldvisibility
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return result
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def compute_visibility(self, y: int, x: int, max_range: int) -> None:
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"""
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Sets the visible tiles to be the ones visible by an entity at point
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(y, x), using a twaked shadow casting algorithm
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"""
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for line in self.visibility:
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for i in range(len(line)):
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line[i] = False
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self.set_visible(0, 0, 0, (y, x))
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for octant in range(8):
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self.compute_visibility_octant(octant, (y, x), max_range, 1,
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Slope(1, 1), Slope(0, 1))
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def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, top: Slope) -> int:
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if top.X == 1:
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top_y = x
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else:
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top_y = ceil(((x * 2 - 1) * top.Y + top.X) / (top.X * 2))
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if self.is_wall(top_y, x, octant, origin):
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top_y += top >= Slope(top_y * 2 + 1, x * 2) and not \
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self.is_wall(top_y + 1, x, octant, origin)
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else:
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ax = x * 2
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ax += self.is_wall(top_y + 1, x + 1, octant, origin)
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top_y += top > Slope(top_y * 2 + 1, ax)
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return top_y
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def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, bottom: Slope) -> int:
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if bottom.Y == 0:
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bottom_y = 0
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else:
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bottom_y = ceil(((x * 2 - 1) * bottom.Y + bottom.X)
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/ (bottom.X * 2))
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bottom_y += bottom >= Slope(bottom_y * 2 + 1, x * 2) and \
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self.is_wall(bottom_y, x, octant, origin) and \
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not self.is_wall(bottom_y + 1, x, octant, origin)
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return bottom_y
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def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
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max_range: int, distance: int, top: Slope,
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bottom: Slope) -> None:
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for x in range(distance, max_range + 1):
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top_y = self.crop_top_visibility(octant, origin, x, top)
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bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
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was_opaque = -1
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for y in range(top_y, bottom_y - 1, -1):
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if x + y > max_range:
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continue
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is_opaque = self.is_wall(y, x, octant, origin)
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if y == top_y and octant == 7 and x == 4:
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self.logs.add_message(f"{x}, {y}, {top.X}, {top.Y}")
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is_visible = is_opaque\
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or ((y != top_y or top >= Slope(y, x))
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and (y != bottom_y
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or bottom <= Slope(y, x)))
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# is_visible = is_opaque\
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# or ((y != top_y or top >= Slope(y, x))
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# and (y != bottom_y or bottom <= Slope(y, x)))
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if is_visible:
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self.set_visible(y, x, octant, origin)
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if x == max_range:
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continue
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if is_opaque and was_opaque == 0:
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nx, ny = x * 2, y * 2 + 1
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nx -= self.is_wall(y + 1, x, octant, origin)
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if top > Slope(ny, nx):
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if y == bottom_y:
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bottom = Slope(ny, nx)
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break
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else:
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self.compute_visibility_octant(
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octant, origin, max_range, x + 1, top,
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Slope(ny, nx))
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elif y == bottom_y: # pragma: no cover
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return
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elif not is_opaque and was_opaque == 1:
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nx, ny = x * 2, y * 2 + 1
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nx += self.is_wall(y + 1, x + 1, octant, origin)
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if bottom >= Slope(ny, nx): # pragma: no cover
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return
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top = Slope(ny, nx)
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was_opaque = is_opaque
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if was_opaque != 0:
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break
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@staticmethod
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def translate_coord(y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> Tuple[int, int]:
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ny, nx = origin
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if octant == 0:
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return ny - y, nx + x
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elif octant == 1:
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return ny - x, nx + y
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elif octant == 2:
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return ny - x, nx - y
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elif octant == 3:
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return ny - y, nx - x
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elif octant == 4:
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return ny + y, nx - x
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elif octant == 5:
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return ny + x, nx - y
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elif octant == 6:
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return ny + x, nx + y
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elif octant == 7:
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return ny + y, nx + x
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def is_wall(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> bool:
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y, x = self.translate_coord(y, x, octant, origin)
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return 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]) and \
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self.tiles[y][x].is_wall()
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def set_visible(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> None:
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y, x = self.translate_coord(y, x, octant, origin)
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if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]):
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self.visibility[y][x] = True
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self.seen_tiles[y][x] = True
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def tick(self, p: Any) -> None:
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"""
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Triggers all entity events.
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"""
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for entity in self.entities:
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if entity.is_familiar():
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entity.act(p, self)
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else:
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entity.act(self)
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def save_state(self) -> dict:
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"""
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Saves the map's attributes to a dictionary.
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"""
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d = dict()
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d["width"] = self.width
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d["height"] = self.height
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d["start_y"] = self.start_y
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d["start_x"] = self.start_x
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d["currentx"] = self.currentx
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d["currenty"] = self.currenty
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d["entities"] = []
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for enti in self.entities:
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d["entities"].append(enti.save_state())
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d["map"] = self.draw_string(TexturePack.ASCII_PACK)
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d["seen_tiles"] = self.seen_tiles
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return d
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def load_state(self, d: dict) -> "Map":
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"""
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Loads the map's attributes from a dictionary.
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"""
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self.width = d["width"]
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self.height = d["height"]
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self.start_y = d["start_y"]
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self.start_x = d["start_x"]
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self.currentx = d["currentx"]
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self.currenty = d["currenty"]
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self.tiles = self.load_dungeon_from_string(d["map"])
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self.seen_tiles = d["seen_tiles"]
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self.visibility = [[False for _ in range(len(self.tiles[0]))]
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for _ in range(len(self.tiles))]
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self.entities = []
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dictclasses = Entity.get_all_entity_classes_in_a_dict()
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for entisave in d["entities"]:
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self.add_entity(dictclasses[entisave["type"]](**entisave))
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return self
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class Tile(Enum):
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"""
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The internal representation of the tiles of the map.
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"""
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EMPTY = auto()
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WALL = auto()
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FLOOR = auto()
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LADDER = auto()
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@staticmethod
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def from_ascii_char(ch: str) -> "Tile":
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"""
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Maps an ascii character to its equivalent in the texture pack.
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"""
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for tile in Tile:
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if tile.char(TexturePack.ASCII_PACK) == ch:
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return tile
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raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
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"""
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Translates a Tile to the corresponding character according
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to the texture pack.
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"""
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val = getattr(pack, self.name)
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return val[0] if isinstance(val, tuple) else val
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def visible_color(self, pack: TexturePack) -> Tuple[int, int]:
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"""
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Retrieve the tuple (fg_color, bg_color) of the current Tile
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if it is visible.
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"""
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val = getattr(pack, self.name)
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return (val[2], val[4]) if isinstance(val, tuple) else \
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(pack.tile_fg_visible_color, pack.tile_bg_color)
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def hidden_color(self, pack: TexturePack) -> Tuple[int, int]:
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"""
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Retrieve the tuple (fg_color, bg_color) of the current Tile.
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"""
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val = getattr(pack, self.name)
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return (val[1], val[3]) if isinstance(val, tuple) else \
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(pack.tile_fg_color, pack.tile_bg_color)
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def is_wall(self) -> bool:
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"""
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Is this Tile a wall?
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"""
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return self == Tile.WALL
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def is_ladder(self) -> bool:
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"""
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Is this Tile a ladder?
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"""
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return self == Tile.LADDER
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def can_walk(self) -> bool:
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"""
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Checks if an entity (player or not) can move in this tile.
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"""
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return not self.is_wall() and self != Tile.EMPTY
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class Entity:
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"""
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An Entity object represents any entity present on the map.
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"""
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y: int
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x: int
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name: str
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map: Map
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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# noinspection PyShadowingBuiltins
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def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
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map: Optional[Map] = None, *ignored, **ignored2):
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self.y = y
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self.x = x
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self.name = name
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self.map = map
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self.paths = None
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
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-> bool:
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"""
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Checks if moving to (y,x) is authorized.
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"""
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free = self.map.is_free(y, x)
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if free and move_if_possible:
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self.move(y, x)
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return free
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def move(self, y: int, x: int) -> bool:
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"""
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Moves an entity to (y,x) coordinates.
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"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
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"""
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Moves the entity up one tile, if possible.
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"""
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return self.move(self.y - 1, self.x) if force else \
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self.check_move(self.y - 1, self.x, True)
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def move_down(self, force: bool = False) -> bool:
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"""
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Moves the entity down one tile, if possible.
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"""
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return self.move(self.y + 1, self.x) if force else \
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self.check_move(self.y + 1, self.x, True)
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def move_left(self, force: bool = False) -> bool:
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"""
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Moves the entity left one tile, if possible.
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"""
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return self.move(self.y, self.x - 1) if force else \
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self.check_move(self.y, self.x - 1, True)
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def move_right(self, force: bool = False) -> bool:
|
|
"""
|
|
Moves the entity right one tile, if possible.
|
|
"""
|
|
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 = 12) -> None:
|
|
"""
|
|
Uses Dijkstra algorithm to calculate best paths for other entities to
|
|
go to this entity. If self.paths is None, does nothing.
|
|
"""
|
|
if self.paths is None:
|
|
return
|
|
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 act(self, m: Map) -> None:
|
|
"""
|
|
Defines the action the entity will do at each tick.
|
|
By default, does nothing.
|
|
"""
|
|
pass
|
|
|
|
def distance_squared(self, other: "Entity") -> int:
|
|
"""
|
|
Gives the square of the distance to another entity.
|
|
Useful to check distances since taking the square root takes time.
|
|
"""
|
|
return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
|
|
|
|
def distance(self, other: "Entity") -> float:
|
|
"""
|
|
Gives the cartesian distance to another entity.
|
|
"""
|
|
return sqrt(self.distance_squared(other))
|
|
|
|
def is_fighting_entity(self) -> bool:
|
|
"""
|
|
Is this entity a fighting entity?
|
|
"""
|
|
return isinstance(self, FightingEntity)
|
|
|
|
def is_item(self) -> bool:
|
|
"""
|
|
Is this entity an item?
|
|
"""
|
|
from squirrelbattle.entities.items import Item
|
|
return isinstance(self, Item)
|
|
|
|
def is_friendly(self) -> bool:
|
|
"""
|
|
Is this entity a friendly 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?
|
|
"""
|
|
from squirrelbattle.entities.friendly import Merchant
|
|
return isinstance(self, Merchant)
|
|
|
|
def is_chest(self) -> bool:
|
|
"""
|
|
Is this entity a chest?
|
|
"""
|
|
from squirrelbattle.entities.friendly import Chest
|
|
return isinstance(self, Chest)
|
|
|
|
@property
|
|
def translated_name(self) -> str:
|
|
"""
|
|
Translates the name of entities.
|
|
"""
|
|
return _(self.name.replace("_", " "))
|
|
|
|
@staticmethod
|
|
def get_all_entity_classes() -> list:
|
|
"""
|
|
Returns all entities subclasses.
|
|
"""
|
|
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
|
|
from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
|
|
Rabbit, TeddyBear, GiantSeaEagle
|
|
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
|
|
Trumpet, Chest
|
|
return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear,
|
|
Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet, Chest]
|
|
|
|
@staticmethod
|
|
def get_weights() -> list:
|
|
"""
|
|
Returns a weigth list associated to the above function, to
|
|
be used to spawn random entities with a certain probability.
|
|
"""
|
|
return [3, 5, 6, 5, 5, 5, 5, 4, 3, 1, 2, 4]
|
|
|
|
@staticmethod
|
|
def get_all_entity_classes_in_a_dict() -> dict:
|
|
"""
|
|
Returns all entities subclasses in a dictionary.
|
|
"""
|
|
from squirrelbattle.entities.player import Player
|
|
from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
|
|
TeddyBear, GiantSeaEagle
|
|
from squirrelbattle.entities.friendly import Merchant, Sunflower, \
|
|
Trumpet, Chest
|
|
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
|
|
Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \
|
|
ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff, \
|
|
Monocle
|
|
return {
|
|
"BodySnatchPotion": BodySnatchPotion,
|
|
"Bomb": Bomb,
|
|
"Bow": Bow,
|
|
"Chest": Chest,
|
|
"Chestplate": Chestplate,
|
|
"Eagle": GiantSeaEagle,
|
|
"FireBallStaff": FireBallStaff,
|
|
"Heart": Heart,
|
|
"Hedgehog": Hedgehog,
|
|
"Helmet": Helmet,
|
|
"Merchant": Merchant,
|
|
"Monocle": Monocle,
|
|
"Player": Player,
|
|
"Rabbit": Rabbit,
|
|
"RingCritical": RingCritical,
|
|
"RingXP": RingXP,
|
|
"Ruler": Ruler,
|
|
"ScrollofDamage": ScrollofDamage,
|
|
"ScrollofWeakening": ScrollofWeakening,
|
|
"Shield": Shield,
|
|
"Sunflower": Sunflower,
|
|
"Sword": Sword,
|
|
"Trumpet": Trumpet,
|
|
"TeddyBear": TeddyBear,
|
|
"Tiger": Tiger,
|
|
}
|
|
|
|
def save_state(self) -> dict:
|
|
"""
|
|
Saves the coordinates of the entity.
|
|
"""
|
|
d = dict()
|
|
d["x"] = self.x
|
|
d["y"] = self.y
|
|
d["type"] = self.__class__.__name__
|
|
return d
|
|
|
|
|
|
class FightingEntity(Entity):
|
|
"""
|
|
A FightingEntity is an entity that can fight, and thus has a health,
|
|
level and stats.
|
|
"""
|
|
maxhealth: int
|
|
health: int
|
|
strength: int
|
|
intelligence: int
|
|
charisma: int
|
|
dexterity: int
|
|
constitution: int
|
|
level: int
|
|
critical: int
|
|
|
|
def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
|
|
strength: int = 0, intelligence: int = 0, charisma: int = 0,
|
|
dexterity: int = 0, constitution: int = 0, level: int = 0,
|
|
critical: int = 0, *args, **kwargs) -> None:
|
|
super().__init__(*args, **kwargs)
|
|
self.maxhealth = maxhealth
|
|
self.health = maxhealth if health is None else health
|
|
self.strength = strength
|
|
self.intelligence = intelligence
|
|
self.charisma = charisma
|
|
self.dexterity = dexterity
|
|
self.constitution = constitution
|
|
self.level = level
|
|
self.critical = critical
|
|
self.effects = [] # effects = temporary buff or weakening of the stats.
|
|
|
|
@property
|
|
def dead(self) -> bool:
|
|
"""
|
|
Is this entity dead ?
|
|
"""
|
|
return self.health <= 0
|
|
|
|
def act(self, m: Map) -> None:
|
|
"""
|
|
Refreshes all current effects.
|
|
"""
|
|
for i in range(len(self.effects)):
|
|
self.effects[i][2] -= 1
|
|
|
|
copy = self.effects[:]
|
|
for i in range(len(copy)):
|
|
if copy[i][2] <= 0:
|
|
setattr(self, copy[i][0],
|
|
getattr(self, copy[i][0]) - copy[i][1])
|
|
self.effects.remove(copy[i])
|
|
|
|
def hit(self, opponent: "FightingEntity") -> str:
|
|
"""
|
|
The entity deals damage to the opponent
|
|
based on their respective stats.
|
|
"""
|
|
diceroll = randint(1, 100)
|
|
damage = max(0, self.strength)
|
|
string = " "
|
|
if diceroll <= self.critical: # It is a critical hit
|
|
damage *= 4
|
|
string = " " + _("It's a critical hit!") + " "
|
|
return _("{name} hits {opponent}.")\
|
|
.format(name=_(self.translated_name.capitalize()),
|
|
opponent=_(opponent.translated_name)) + string + \
|
|
opponent.take_damage(self, damage)
|
|
|
|
def take_damage(self, attacker: "Entity", amount: int) -> str:
|
|
"""
|
|
The entity takes damage from the attacker
|
|
based on their respective stats.
|
|
"""
|
|
damage = max(0, amount - self.constitution)
|
|
self.health -= damage
|
|
if self.health <= 0:
|
|
self.die()
|
|
return _("{name} takes {damage} damage.")\
|
|
.format(name=self.translated_name.capitalize(), damage=str(damage))\
|
|
+ (" " + _("{name} dies.")
|
|
.format(name=self.translated_name.capitalize())
|
|
if self.health <= 0 else "")
|
|
|
|
def die(self) -> None:
|
|
"""
|
|
If a fighting entity has no more health, it dies and is removed.
|
|
"""
|
|
self.map.remove_entity(self)
|
|
|
|
def keys(self) -> list:
|
|
"""
|
|
Returns a fighting entity's specific attributes.
|
|
"""
|
|
return ["name", "maxhealth", "health", "level", "strength",
|
|
"intelligence", "charisma", "dexterity", "constitution"]
|
|
|
|
def save_state(self) -> dict:
|
|
"""
|
|
Saves the state of the entity into a dictionary.
|
|
"""
|
|
d = super().save_state()
|
|
for name in self.keys():
|
|
d[name] = getattr(self, name)
|
|
return d
|
|
|
|
|
|
class FriendlyEntity(FightingEntity):
|
|
"""
|
|
Friendly entities are living entities which do not attack the player.
|
|
"""
|
|
dialogue_option: list
|
|
|
|
def talk_to(self, player: Any) -> str:
|
|
return _("{entity} said: {message}").format(
|
|
entity=self.translated_name.capitalize(),
|
|
message=choice(self.dialogue_option))
|
|
|
|
def keys(self) -> list:
|
|
"""
|
|
Returns a friendly entity's specific attributes.
|
|
"""
|
|
return ["maxhealth", "health"]
|
|
|
|
|
|
class InventoryHolder(Entity):
|
|
hazel: int # Currency of the game
|
|
inventory: list
|
|
|
|
def translate_inventory(self, inventory: list) -> list:
|
|
"""
|
|
Translates the JSON save of the inventory into a list of the items in
|
|
the inventory.
|
|
"""
|
|
for i in range(len(inventory)):
|
|
if isinstance(inventory[i], dict):
|
|
inventory[i] = self.dict_to_item(inventory[i])
|
|
return inventory
|
|
|
|
def dict_to_item(self, item_dict: dict) -> Entity:
|
|
"""
|
|
Translates a dictionnary that contains the state of an item
|
|
into an item object.
|
|
"""
|
|
entity_classes = self.get_all_entity_classes_in_a_dict()
|
|
|
|
item_class = entity_classes[item_dict["type"]]
|
|
return item_class(**item_dict)
|
|
|
|
def save_state(self) -> dict:
|
|
"""
|
|
The inventory of the merchant is saved in a JSON format.
|
|
"""
|
|
d = super().save_state()
|
|
d["hazel"] = self.hazel
|
|
d["inventory"] = [item.save_state() for item in self.inventory]
|
|
return d
|
|
|
|
def add_to_inventory(self, obj: Any) -> None:
|
|
"""
|
|
Adds an object to the inventory.
|
|
"""
|
|
if obj not in self.inventory:
|
|
self.inventory.append(obj)
|
|
|
|
def remove_from_inventory(self, obj: Any) -> None:
|
|
"""
|
|
Removes an object from the inventory.
|
|
"""
|
|
if obj in self.inventory:
|
|
self.inventory.remove(obj)
|
|
|
|
def change_hazel_balance(self, hz: int) -> None:
|
|
"""
|
|
Changes the number of hazel the entity has by hz. hz is negative
|
|
when the entity loses money and positive when it gains money.
|
|
"""
|
|
self.hazel += hz
|