137 lines
5.2 KiB
Python
137 lines
5.2 KiB
Python
import pygame
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import uuid
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import random
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from globals import *
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from utilities import *
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from player import *
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from blocks import *
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def findClosestPlayer(x, y):
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closestPlayerPosition = {"difference": (1,1), "distance": 9999}
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for id, player in players.items():
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difference = (player.x - x, player.y - y)
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distance = max(abs(difference[0]), abs(difference[1]))
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if distance > closestPlayerPosition["distance"]:
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continue
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closestPlayerPosition = {"difference": difference, "distance": distance, "player": player}
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return closestPlayerPosition
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def randomizeMovement(weightsx, weightsy, diff, wrongChance):
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weightsx = [-diff[0], abs(diff[1]), diff[0]]
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if weightsx[0] < 0:
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weightsx[0] = weightsx[2]*wrongChance
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elif weightsx[2] < 0:
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weightsx[2] = weightsx[0]*wrongChance
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else:
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weightsx[0] = max(weightsx[1]/(15.1-weightsx[1]*0.5), 1)
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weightsx[2] = weightsx[0]
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weightsy = [-diff[1], abs(diff[0]), diff[1]]
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if weightsy[0] < 0:
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weightsy[0] = weightsy[2]*wrongChance
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elif weightsy[2] < 0:
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weightsy[2] = weightsy[0]*wrongChance
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else:
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weightsy[0] = max(weightsy[1]/(15.1-weightsy[1]*0.5), 1)
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weightsy[2] = weightsy[0]
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return (weightsx, weightsy)
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class Enemy:
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def __init__(self, id, x, y):
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self.id = id
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self.ENEMY = True
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self.x = x
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self.y = y
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self.renderPos = (x,y)
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# self.AITime = random.randint(350, 600)
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self.AITime = random.randint(10, 50)
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self.deathColor = white
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self.sprite = pygame.Surface((32,32), pygame.SRCALPHA)
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pygame.draw.circle(self.sprite, white, (16,16), 10)
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def die(self):
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del enemies[self.id]
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def pushed(self, x, y, caller, pusher):
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if hasattr(pusher, "PLAYER") and hasattr(caller, "BLOCK"):
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if checkOOBounds((self.x + x, self.y + y)) or hasattr(gameMap[self.x + x][self.y + y], "BLOCK"):
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pusher.kills += 1
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caller.color = self.deathColor
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self.die()
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return
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raise Exception("Not crushing enemy!")
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def move(self, x, y):
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try:
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if checkOOBounds((self.x + x, self.y + y)):
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raise Exception("Cannot move off edge!")
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if gameMap[self.x + x][self.y + y]:
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if hasattr(gameMap[self.x + x][self.y + y], "PLAYER"):
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gameMap[self.x + x][self.y + y].die()
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else:
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raise Exception("Path is blocked.")
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gameMap[self.x][self.y] = False
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self.x += x
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self.y += y
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gameMap[self.x][self.y] = self
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except Exception as error:
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raise error
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def runAI(self):
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self.AITime -= 1
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if self.AITime < 1:
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try:
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diff = findClosestPlayer(self.x, self.y)["difference"]
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weightsx = [1,1,1]
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weightsy = [1,1,1]
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randomWeights = randomizeMovement(weightsx, weightsy, diff, 0.15)
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print(randomWeights, diff)
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weightsx = randomWeights[0]
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weightsy = randomWeights[1]
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movementx = random.choices([-1, 0, 1], weightsx)[0]
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movementy = random.choices([-1, 0, 1], weightsy)[0]
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self.move(movementx, movementy)
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self.AITime = random.randint(150, 200)
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except Exception as error:
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pass
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class Smart(Enemy):
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def __init__(self, id, x, y):
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Enemy.__init__(self, id, x, y)
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self.deathColor = red
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self.trackedPlayer = False
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self.trackingCounter = 0
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self.sprite = pygame.Surface((32,32), pygame.SRCALPHA)
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pygame.draw.circle(self.sprite, red, (16,16), 12)
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def runAI(self):
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self.AITime -= 1
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if self.AITime < 1:
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try:
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if self.trackingCounter < 1:
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self.AITime = random.randint(150, 250)
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self.trackingCounter = 9
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self.trackedPlayer = False
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elif self.trackedPlayer and self.trackedPlayer["player"].alive:
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pathMap = self.trackedPlayer["player"].pathMap
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weightsx = [1,1,1]
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weightsy = [1,1,1]
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if pathMap[self.x][self.y]:
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fastDir = pathMap[self.x][self.y][2]
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weightsx[1 + fastDir[0]] = 30
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weightsy[1 + fastDir[1]] = 30
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else:
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randomWeights = randomizeMovement(weightsx, weightsy, self.trackedPlayer["difference"], 0.32)
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weightsx = randomWeights[0]
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weightsy = randomWeights[1]
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movementx = random.choices([-1, 0, 1], weightsx)[0]
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movementy = random.choices([-1, 0, 1], weightsy)[0]
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self.move(movementx, movementy)
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self.trackingCounter -= 1
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self.AITime = random.randint(10, 15)
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else:
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closestPlayer = findClosestPlayer(self.x, self.y)
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self.trackedPlayer = closestPlayer
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self.AITime = random.randint(10, 15)
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except Exception as error:
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pass |