Added a familiar class that follows the player around and hits monsters when it sees one. Added a trumpet, an instance of familiar. Closes #46.

This commit is contained in:
eichhornchen
2020-12-18 17:29:59 +01:00
parent 8ecbf13eae
commit dadafc84eb
5 changed files with 100 additions and 17 deletions

View File

@ -1,8 +1,9 @@
from ..interfaces import FriendlyEntity, InventoryHolder
from ..interfaces import FriendlyEntity, InventoryHolder, FightingEntity, Map
from ..translations import gettext as _
from .player import Player
from .monsters import Monster
from .items import Item
from random import choice
from random import choice, shuffle
class Merchant(InventoryHolder, FriendlyEntity):
@ -11,7 +12,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
"""
def keys(self) -> list:
"""
Returns a friendly entitie's specific attributes
Returns a friendly entitie's specific attributes.
"""
return super().keys() + ["inventory", "hazel"]
@ -20,7 +21,6 @@ class Merchant(InventoryHolder, FriendlyEntity):
super().__init__(name=name, *args, **kwargs)
self.inventory = self.translate_inventory(inventory or [])
self.hazel = hazel
if not self.inventory:
for i in range(5):
self.inventory.append(choice(Item.get_all_items())())
@ -41,7 +41,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
class Sunflower(FriendlyEntity):
"""
A friendly sunflower
A friendly sunflower.
"""
def __init__(self, maxhealth: int = 15,
*args, **kwargs) -> None:
@ -53,3 +53,64 @@ class Sunflower(FriendlyEntity):
Lists all that a sunflower can say to the player.
"""
return [_("Flower power!!"), _("The sun is warm today")]
class Familiar(FightingEntity):
"""
A friendly familiar that helps the player defeat monsters.
"""
def __init__(self, maxhealth: int = 25,
*args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self.target = None
def act(self, p: Player, m : Map) :
"""
By default, the familiar tries to stay at distance at most 2 of the
player and if a monster comes in range 3, it focuses on the monster
and attacks it.
"""
if self.target == None:
self.target = p
if self.target == p:
for entity in m.entities:
if (self.y - entity.y) ** 2 + (self.x - entity.x) ** 2 <= 9 and \
isinstance(entity, Monster):
self.target = entity
entity.paths = dict() #Allows the paths to be calculated.
break
# Familiars move according to a Dijkstra algorithm
# that targets their target.
# If they can not move and are already close to their target,
# they hit, except if their target is the player.
if self.target and (self.y, self.x) in self.target.paths:
# Moves to target player by choosing the best available path
for next_y, next_x in self.target.paths[(self.y, self.x)]:
moved = self.check_move(next_y, next_x, True)
if moved:
break
if self.distance_squared(self.target) <= 1 and \
not isinstance(self.target, Player):
self.map.logs.add_message(self.hit(self.target))
if self.target.dead :
self.target.paths = None
self.target = None
break
else:
# Moves in a random direction
# If the direction is not available, tries another one
moves = [self.move_up, self.move_down,
self.move_left, self.move_right]
shuffle(moves)
for move in moves:
if move():
break
class Trumpet(Familiar) :
"""
A class of familiars.
"""
def __init__(self, name: str = "trumpet", strength: int = 3,
maxhealth: int = 20, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)