rogueliketutorials/components/ai.py

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from __future__ import annotations
from typing import List, Tuple, TYPE_CHECKING
import numpy as np # type: ignore
import tcod
from actions import Action, MeleeAction, MovementAction, WaitAction
from components.base_components import BaseComponent
if TYPE_CHECKING:
from entity import Actor
class BaseAI(Action, BaseComponent):
entity: Actor
def perform(self) -> None:
raise NotImplementedError()
def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
"""computer and return path"""
cost = np.array(self.entity.game_map.tiles["walkable"], dtype=np.int8)
for entity in self.entity.game_map.entities:
# Check that an enitiy blocks movement and the cost isn't zero (blocking.)
if entity.blocks_movement and cost[entity.x, entity.y]:
# Add to the cost of a blocked position.
# A lower number means more enemies will crowd behind each other in
# hallways. A higher number means enemies will take longer paths in
# order to surround the player.
cost[entity.x, entity.y] += 10
graph = tcod.path.SimpleGraph(cost=cost, cardinal=2, diagonal=3)
pathfinder = tcod.path.Pathfinder(graph)
pathfinder.add_root((self.entity.x, self.entity.y))
path: List[List[int]] = pathfinder.path_to((dest_x, dest_y))[1:].tolist()
return [(index[0], index[1]) for index in path]
class HostileEnemy(BaseAI):
def __init__(self, entity: Actor):
super().__init__(entity)
self.path: List[Tuple[int, int]] = []
def perform(self) -> None:
target = self.engine.player
dx = target.x - self.entity.x
dy = target.y - self.entity.y
distance = max(abs(dx), abs(dy))
if self.engine.game_map.visible[self.entity.x, self.entity.y]:
if distance <= 1:
return MeleeAction(self.entity, dx, dy).perform()
self.path = self.get_path_to(target.x, target.y)
if self.path:
dest_x, dest_y = self.path.pop(0)
return MovementAction(
self.entity,
dest_x - self.entity.x,
dest_y - self.entity.y,
).perform()
return WaitAction(self.entity).perform()