Add first component classes
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components/__init__.py
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components/__init__.py
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components/ai.py
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components/ai.py
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from __future__ import annotations
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from typing import List, Tuple
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import numpy as np # type: ignore
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import tcod
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from actions import Action
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from components.base_component import BaseComponent
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class BaseAI(Action, BaseComponent):
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def perform(self) -> None:
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raise NotImplementedError()
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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, 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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components/base_component.py
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components/base_component.py
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from __future__ import annotations
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from engine import Engine
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from entity import Entity
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class BaseComponent:
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entity: Entity # Owning entity instance
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@property
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def engine(self) -> Engine:
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return self.entity.gamemap.engine
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components/fighter.py
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components/fighter.py
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from components.base_component import BaseComponent
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class Fighter(BaseComponent):
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def __init__(self, hp: int, defense: int, power: int):
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self.max_hp = hp
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self._hp = hp
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self.defense = defense
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self.power = power
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@property
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def hp(self) -> int:
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return self._hp
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@hp.setter
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def hp(self, value: int) -> None:
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self._hp = max(0, min(value, self.max_hp))
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