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()