2022-01-07 16:39:37 -05:00
|
|
|
from __future__ import annotations
|
|
|
|
|
2022-01-10 13:21:17 -05:00
|
|
|
from typing import List, Tuple, TYPE_CHECKING
|
2022-01-07 16:39:37 -05:00
|
|
|
|
|
|
|
import numpy as np # type: ignore
|
|
|
|
import tcod
|
|
|
|
|
2022-01-10 13:21:17 -05:00
|
|
|
from actions import Action, MeleeAction, MovementAction, WaitAction
|
2022-01-07 16:39:37 -05:00
|
|
|
from components.base_component import BaseComponent
|
|
|
|
|
2022-01-10 13:21:17 -05:00
|
|
|
if TYPE_CHECKING:
|
|
|
|
from entity import Actor
|
|
|
|
|
2022-01-07 16:39:37 -05:00
|
|
|
|
|
|
|
class BaseAI(Action, BaseComponent):
|
2022-01-10 13:21:17 -05:00
|
|
|
entity: Actor
|
|
|
|
|
2022-01-07 16:39:37 -05:00
|
|
|
def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
|
|
|
|
"""Compute and return a path to the target position.
|
|
|
|
|
|
|
|
IF there is no valid path then returns an empty list.
|
|
|
|
"""
|
|
|
|
# Copy the walkable array.
|
|
|
|
cost = np.array(self.entity.gamemap.tiles["walkable"], dtype=np.int8)
|
|
|
|
|
|
|
|
for entity in self.entity.gamemap.entities:
|
|
|
|
# Check that an entity blocks movement and the cost isn't zero (blocking.)
|
|
|
|
if entity.blocks_movement and cost[entity.x, entity.y]:
|
|
|
|
# Add to the cost of a blocked position.
|
|
|
|
# A lower number means more enemies will crowd behind each other in
|
|
|
|
# hallways. A higher number means enemies will take longer paths in
|
|
|
|
# order to surround the player.
|
|
|
|
cost[entity.x, entity.y] += 10
|
|
|
|
|
|
|
|
# Create a graph from the cost array and pass that graph to a new pathfinder.
|
|
|
|
graph = tcod.path.SimpleGraph(cost, cardinal=2, diagonal=3)
|
|
|
|
pathfinder = tcod.path.Pathfinder(graph)
|
|
|
|
|
|
|
|
pathfinder.add_root((self.entity.x, self.entity.y)) # Start position
|
|
|
|
|
|
|
|
# Compute the path to the destination and remove the starting point.
|
|
|
|
path: List[List[int]] = pathfinder.path_to((dest_x, dest_y))[1:].tolist()
|
|
|
|
|
|
|
|
# Convert from List[List[int]] to List[Tuple[int, int]].
|
2022-01-07 16:48:49 -05:00
|
|
|
return [(index[0], index[1]) for index in path]
|
2022-01-10 13:21:17 -05:00
|
|
|
|
|
|
|
|
|
|
|
class HostileEnemy(BaseAI):
|
|
|
|
def __init__(self, entity: Actor):
|
|
|
|
super().__init__(entity)
|
|
|
|
self.path: List[Tuple[int, int]] = []
|
|
|
|
|
|
|
|
def perform(self) -> None:
|
|
|
|
target = self.engine.player
|
|
|
|
dx = target.x - self.entity.x
|
|
|
|
dy = target.y - self.entity.y
|
|
|
|
|
|
|
|
# Chebyshev distance
|
|
|
|
distance = max(abs(dx), abs(dy))
|
|
|
|
|
|
|
|
if self.engine.game_map.visible[self.entity.x, self.entity.y]:
|
|
|
|
if distance <= 1:
|
|
|
|
return MeleeAction(self.entity, dx, dy).perform()
|
|
|
|
|
|
|
|
self.path = self.get_path_to(target.x, target.y)
|
|
|
|
|
|
|
|
if self.path:
|
|
|
|
dest_x, dest_y = self.path.pop(0)
|
|
|
|
return MovementAction(
|
|
|
|
self.entity,
|
|
|
|
dest_x - self.entity.x,
|
|
|
|
dest_y - self.entity.y
|
|
|
|
).perform()
|
|
|
|
|
|
|
|
return WaitAction(self.entity).perform()
|