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objects.py
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objects.py
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import utilities
import math
import libtcodpy as libtcod
import maps
class Object(object):
# FIXME: map argument unused, remove
def __init__(self, map, con, x,y, char, name, color, blocks=False, level=None, fighter=None, ai=None, item=None):
self.name = name
self.x, self.y = x,y
self.char = char
self.color = color
self.blocks = blocks
self.con = con
self.always_visible = False
# self.map = map
if level is not None:
level.add_object(self)
#level.get_djikstra(x,y)
self.level = level
if fighter is not None:
fighter.owner = self
self.fighter = fighter
if ai is not None:
ai.owner = self
ai.init(self.level)
self.ai = ai
if item is not None:
item.owner = self
self.item = item
@property
def pos(self):
return self.x, self.y
def enter_level(self, level):
self.level = level
return self
def move(self, dx, dy):
if not self.level.is_blocked(self.x+dx,self.y+dy):
self.x += dx
self.y += dy
else:
dx,dy = 0,0
return dx,dy
def send_to_back(self):
self.level.send_to_back(self)
return self
def distance_to(self, other):
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx**2 + dy**2)
def distance(self, x,y):
dx = x - self.x
dy = y - self.y
return math.sqrt(dx**2 + dy**2)
def get_step_towards(self, target_x, target_y):
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx**2+dy**2)
if distance == 0: distance = 1
dx = int(round(dx/distance))
dy = int(round(dy/distance))
return dx,dy
def move_towards(self, x,y):
dx,dy = self.get_step_towards(x,y)
return self.move(dx, dy)
def draw(self, player=None):
if player is None or self.always_visible or player.can_see(self.x, self.y):
libtcod.console_set_default_foreground(self.con, self.color)
libtcod.console_put_char(self.con, self.x,self.y, self.char, libtcod.BKGND_NONE)
return self
def clear(self):
libtcod.console_put_char(self.con, self.x,self.y, ' ', libtcod.BKGND_NONE)
def get_visible_objects(cls, fov_map, filter=lambda _: True):
return [
object for object in cls.objects
if filter(object) and libtcod.map_is_in_fov(fov_map, object.x, object.y)
]
def get_closest_object(cls, char, *nots, **kwargs):
filter = kwargs.pop('filter', lambda _: True)
dist = 100
cur = None
for object in cls.level.iter_objects():
if object is not char and object not in nots and filter(object):
ndist = char.distance_to(object)
if ndist < dist:
dist = ndist
cur = object
return cur
def object_at(self, x,y, filter=lambda _:True):
for object in self.level.iter_objects():
if (x,y) == (object.x, object.y) and filter(object):
return object
def choose_object(cls):
names = [
x.name for x in cls.level.iter_objects() if x is not game.Game.player and x.fighter
]
idx = game.menu('Which Monster?', names, max(len(x) for x in names)+10)
return objects[idx]
import debug
class Fighter(object):
def __init__(self, hp, defense, power, death_function = None):
self.death_function = death_function
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.timers = []
def heal(self, amount):
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
def stat_adjust(self, time, adjustment_func):
odefense, opower = self.defense, self.power
cb, self.defense, self.power = adjustment_func(self.owner)
self.timers.append(
(time, self.defense-odefense, self.power-opower, cb)
)
def tick(self):
timers = []
for timer, ddef, dpow, cb in self.timers:
timer -= 1
if timer == 0:
self.defense -= ddef
self.power -= dpow
cb(self.owner)
else:
timers.append( (timer,ddef,dpow,cb) )
self.timers = timers
def take_damage(self, damage):
if damage > 0:
self.hp -= damage
if self.hp <= 0:
function = self.death_function
if function is not None:
try:
function(self.owner)
except TypeError:
function(self.owner.ai)
def attack(self, target):
damage = self.power - target.fighter.defense
if damage > 0:
game.message(
'%s attacks %s for %s hitpoints' % (
self.owner.name.capitalize(), target.name, str(damage)
)
)
target.fighter.take_damage(damage)
else:
game.message(
'%s attacks but it has no effect' % self.owner.name.capitalize()
)
from player import Player
import game