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entity.py
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entity.py
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import math
import tcod as libtcod
from render_functions import RenderOrder
class Entity:
def __init__(self, x, y, char, color, name, blocks=False, fighter=None, ai=None, render_order = RenderOrder.CORPSE):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks = blocks
self.fighter = fighter
self.ai = ai
self.render_order = render_order
if self.fighter:
self.fighter.owner = self
if self.ai:
self.ai.owner = self
def move(self, dx, dy):
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y, game_map, entities):
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
dx = int(round(dx / distance))
dy = int(round(dy / distance))
if not (game_map.is_blocked(self.x + dx, self.y + dy) or
get_blocking_entities_at_location(entities, self.x + dx, self.y + dy)):
self.move(dx, dy)
def move_astar(self, target, entities, game_map):
# Create a FOV map that has the dimensions of the map
fov = libtcod.map_new(game_map.width, game_map.height)
# Scan the current map each turn and set all the walls as unwalkable
for y1 in range(game_map.height):
for x1 in range(game_map.width):
libtcod.map_set_properties(fov, x1, y1, not game_map.tiles[x1][y1].block_sight,
not game_map.tiles[x1][y1].blocked)
# Scan all the objects to see if there are objects that must be navigated around
# Check also that the object isn't self or the target (so that the start and the end points are free)
# The AI class handles the situation if self is next to the target so it will not use this A* function anyway
for entity in entities:
if entity.blocks and entity != self and entity != target:
# Set the tile as a wall so it must be navigated around
libtcod.map_set_properties(fov, entity.x, entity.y, True, False)
# Allocate a A* path
# The 1.41 is the normal diagonal cost of moving, it can be set as 0.0 if diagonal moves are prohibited
my_path = libtcod.path_new_using_map(fov, 1.41)
# Compute the path between self's coordinates and the target's coordinates
libtcod.path_compute(my_path, self.x, self.y, target.x, target.y)
# Check if the path exists, and in this case, also the path is shorter than 25 tiles
# The path size matters if you want the monster to use alternative longer paths (for example through other rooms) if for example the player is in a corridor
# It makes sense to keep path size relatively low to keep the monsters from running around the map if there's an alternative path really far away
if not libtcod.path_is_empty(my_path) and libtcod.path_size(my_path) < 25:
# Find the next coordinates in the computed full path
x, y = libtcod.path_walk(my_path, True)
if x or y:
# Set self's coordinates to the next path tile
self.x = x
self.y = y
else:
# Keep the old move function as a backup so that if there are no paths (for example another monster blocks a corridor)
# it will still try to move towards the player (closer to the corridor opening)
self.move_towards(target.x, target.y, game_map, entities)
# Delete the path to free memory
libtcod.path_delete(my_path)
def distance_to(self, other):
x2 = self.x
x1 = other.x
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def get_blocking_entities_at_location(entities, destination_x, destination_y):
for entity in entities:
if entity.blocks and entity.x == destination_x and entity.y == destination_y:
return entity
return None