2022-01-07 16:39:37 -05:00
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from __future__ import annotations
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2022-01-14 16:45:07 -05:00
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import random
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from typing import List, Optional, Tuple, TYPE_CHECKING
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2022-01-07 16:39:37 -05:00
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import numpy as np # type: ignore
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import tcod
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2022-01-14 16:45:07 -05:00
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from actions import Action, BumpAction, MeleeAction, MovementAction, WaitAction
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2022-01-07 16:39:37 -05:00
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2022-01-10 13:21:17 -05:00
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if TYPE_CHECKING:
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from entity import Actor
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2022-01-07 16:39:37 -05:00
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2022-01-12 13:45:52 -05:00
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class BaseAI(Action):
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2022-01-07 16:39:37 -05:00
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def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
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"""Compute and return a path to the target position.
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IF there is no valid path then returns an empty list.
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"""
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# Copy the walkable array.
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cost = np.array(self.entity.gamemap.tiles["walkable"], dtype=np.int8)
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for entity in self.entity.gamemap.entities:
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# Check that an entity blocks movement and the cost isn't zero (blocking.)
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if entity.blocks_movement and cost[entity.x, entity.y]:
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# Add to the cost of a blocked position.
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# A lower number means more enemies will crowd behind each other in
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# hallways. A higher number means enemies will take longer paths in
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# order to surround the player.
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cost[entity.x, entity.y] += 10
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# Create a graph from the cost array and pass that graph to a new pathfinder.
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graph = tcod.path.SimpleGraph(cost=cost, cardinal=2, diagonal=3)
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pathfinder = tcod.path.Pathfinder(graph)
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pathfinder.add_root((self.entity.x, self.entity.y)) # Start position
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# Compute the path to the destination and remove the starting point.
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path: List[List[int]] = pathfinder.path_to((dest_x, dest_y))[1:].tolist()
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# Convert from List[List[int]] to List[Tuple[int, int]].
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return [(index[0], index[1]) for index in path]
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2022-01-14 16:45:07 -05:00
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class ConfusedEnemy(BaseAI):
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"""
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A confused enemy will stumble around aimlessly for a given number of turns, then
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reverts back to its previous AI. If an actor occupies a tile it is randomly
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moving into, it will attack.
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"""
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def __init__(
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self,
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entity: Actor,
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previous_ai: Optional[BaseAI],
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turns_remaining: int
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):
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super().__init__(entity)
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self.previous_ai = previous_ai
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self.turns_remaining = turns_remaining
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def perform(self) -> None:
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# Rever the AI back to the original state if the effect has run its course.
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if self.turns_remaining <= 0:
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self.engine.message_log.add_message(f"The {self.entity.name} is no longer confused.")
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self.entity.ai = self.previous_ai
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else:
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# Pick a random direction
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direction_x, direction_y = random.choice(
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[
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(-1, -1), # Northwest
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(0, -1), # North
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(1, -1), # Northeast
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(-1, 0), # West
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(1, 0), # East
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(-1, 1), # Southwest
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(0, 1), # South
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(1, 1), # Southeast
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]
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)
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self.turns_remaining -= 1
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# The actor will either try to move or attack in the chosen random direction.
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# It's possible the actor will just bump into the wall, wasting a turn.
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return BumpAction(self.entity, direction_x, direction_y).perform()
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2022-01-10 13:21:17 -05:00
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class HostileEnemy(BaseAI):
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def __init__(self, entity: Actor):
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super().__init__(entity)
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self.path: List[Tuple[int, int]] = []
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def perform(self) -> None:
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target = self.engine.player
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dx = target.x - self.entity.x
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dy = target.y - self.entity.y
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# Chebyshev distance
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distance = max(abs(dx), abs(dy))
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if self.engine.game_map.visible[self.entity.x, self.entity.y]:
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if distance <= 1:
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return MeleeAction(self.entity, dx, dy).perform()
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self.path = self.get_path_to(target.x, target.y)
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if self.path:
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dest_x, dest_y = self.path.pop(0)
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return MovementAction(
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self.entity,
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dest_x - self.entity.x,
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dest_y - self.entity.y,
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).perform()
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return WaitAction(self.entity).perform()
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