class ThingBase:
type_ = '?'
- def __init__(self, world, id_=None, position=[0,0]):
+ def __init__(self, world, id_=None, position=(0,0)):
self.world = world
self.position = position
if id_ is None:
class ThingItem(Thing):
- type_ = 'item'
+ pass
+
+
+
+class ThingFood(ThingItem):
+ type_ = 'food'
self._last_task_result = None
self._stencil = None
- def move_towards_target(self, target):
+ def move_towards_position(self, target):
dijkstra_map = type(self.world.map_)(self.world.map_.size)
n_max = 256
dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
neighbors = dijkstra_map.get_neighbors(tuple(self.position))
n = n_max
target_direction = None
- for direction in neighbors:
+ for direction in sorted(neighbors.keys()):
yx = neighbors[direction]
if yx is not None:
n_new = dijkstra_map[yx]
if target_direction:
self.set_task('MOVE', (target_direction,))
- def decide_task(self):
+ def hunt_player(self):
visible_things = self.get_visible_things()
target = None
for t in visible_things:
break
if target is not None:
try:
- self.move_towards_target(target)
- return
+ self.move_towards_position(target)
+ return True
except GameError:
pass
- self.set_task('WAIT')
+ return False
+
+ def decide_task(self):
+ if not self.hunt_player():
+ self.set_task('WAIT')
def set_task(self, task_name, args=()):
task_class = self.world.game.tasks[task_name]
self.task.check() # will throw GameError if necessary
def proceed(self, is_AI=True):
- """Further the thing in its tasks.
+ """Further the thing in its tasks, decrease its health.
- Decrements .task.todo; if it thus falls to <= 0, enacts method
- whose name is 'task_' + self.task.name and sets .task =
- None. If is_AI, calls .decide_task to decide a self.task.
-
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
+ First, ensures an empty map, decrements .health and kills
+ thing if crossing zero (removes from self.world.things for AI
+ thing, or unsets self.world.player_is_alive for player thing);
+ then checks that self.task is still possible and aborts if
otherwise (for AI things, decides a new task).
+ Then decrements .task.todo; if it thus falls to <= 0, enacts
+ method whose name is 'task_' + self.task.name and sets .task =
+ None. If is_AI, calls .decide_task to decide a self.task.
+
"""
self._stencil = None
+ self.health -= 1
+ if self.health <= 0:
+ if self is self.world.player:
+ self.world.player_is_alive = False
+ else:
+ del self.world.things[self.world.things.index(self)]
+ return
try:
self.task.check()
except GameError as e:
visible_things += [thing]
return visible_things
+ def get_pickable_items(self):
+ pickable_ids = []
+ for t in [t for t in self.get_visible_things() if
+ isinstance(t, ThingItem) and
+ (t.position == self.position or
+ t.position in
+ self.world.map_.get_neighbors(self.position).values())]:
+ pickable_ids += [t.id_]
+ return pickable_ids
+
class ThingHuman(ThingAnimate):
type_ = 'human'
+ health = 100
class ThingMonster(ThingAnimate):
type_ = 'monster'
+ health = 50