Kayne Ruse 6a42bb8c59 Added confusion, fireball, and various utils
While the scrolls themselves won't be around forever, the tools used to
make them work will be.
2025-04-06 17:20:08 +10:00

125 lines
2.9 KiB
Python

from __future__ import annotations
from typing import List, Tuple, TYPE_CHECKING
import random
import numpy as np
import tcod
from actions import (
BaseAction,
MeleeAction,
MovementAction,
BumpAction,
WaitAction,
)
if TYPE_CHECKING:
from entity import Entity
class BaseAI:
"""Base type for creature AI, with various utilities."""
entity: Entity
def __init__(self, entity: Entity):
#grab the entity
self.entity = entity
#utilities
self.path: List[Tuple[int, int]] = []
def process(self) -> BaseAction:
"""Allow the AI to think."""
raise NotImplementedError()
#utils
def generate_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
#copy the walkables
cost = np.array(self.entity.floor_map.tiles["walkable"], dtype=np.int8)
#higher numbers deter path-finding this way
for entity in self.entity.floor_map.entities:
if not entity.walkable and cost[entity.x, entity.y]:
cost[entity.x, entity.y] += 100
graph = tcod.path.SimpleGraph(cost=cost, cardinal=10, diagonal=14)
pathfinder = tcod.path.Pathfinder(graph)
pathfinder.add_root((self.entity.x, self.entity.y)) #start pos
#make the path, omitting the start pos
path: List[List[int]] = pathfinder.path_to((dest_x, dest_y))[1:].tolist()
#return the path, after mapping it to a list of tuples
return [(index[0], index[1]) for index in path]
class AggressiveWhenSeen(BaseAI):
"""
If I'm close enough to the player, attack.
If I see where the player is, approach that point.
If I know where the player has been, approach that point.
If all else fails, idle.
"""
def process(self) -> BaseAction:
target = self.entity.floor_map.player #TODO: friendly fire?
xdir = target.x - self.entity.x
ydir = target.y - self.entity.y
distance = max(abs(xdir), abs(ydir))
#if the player can see me, create or update my path
if self.entity.floor_map.visible[self.entity.x, self.entity.y]:
#if I'm close enough to attack
if distance <= 1:
return MeleeAction(self.entity, xdir, ydir)
self.path = self.generate_path_to(target.x, target.y)
#if I have a path to follow, regardless of current visability
if self.path:
dest_x, dest_y = self.path.pop(0)
return MovementAction(
entity = self.entity,
xdir = dest_x - self.entity.x,
ydir = dest_y - self.entity.y,
)
#idle
return WaitAction(self.entity)
class ConfusedAI(BaseAI):
"""
"""
parent_ai: BaseAI
duration: int
def __init__(self, entity: Entity, duration: int):
super().__init__(entity)
self.parent_ai = entity.ai
self.duration = duration
def process(self) -> BaseAction:
if self.duration <= 0:
self.entity.ai = self.parent_ai
return self.entity.ai.process()
self.duration -= 1
xdir, ydir = random.choice(
[
[ -1, -1],
[ -1, 0],
[ -1, 1],
[ 0, -1],
#[ 0, 0],
[ 0, 1],
[ 1, -1],
[ 1, 0],
[ 1, 1],
]
)
#Oh, this allows for friendly fire!
return BumpAction(self.entity, xdir, ydir)