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entity.py
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import math
from components.item import Item
from render_functions import RenderOrder
class Entity:
"""
A generic object to represent players, enemies, items, etc.
"""
def __init__(self, x, y, char, color, name, blocks=False, render_order=RenderOrder.CORPSE, fighter=None, ai=None,
item=None, inventory=None, stairs=None, level=None, equipment=None, equippable=None):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks = blocks
self.render_order = render_order
self.fighter = fighter
self.ai = ai
self.item = item
self.inventory = inventory
self.stairs = stairs
self.level = level
self.equipment = equipment
self.equippable = equippable
if self.fighter:
self.fighter.owner = self
if self.ai:
self.ai.owner = self
if self.item:
self.item.owner = self
if self.inventory:
self.inventory.owner = self
if self.stairs:
self.stairs.owner = self
if self.level:
self.level.owner = self
if self.equipment:
self.equipment.owner = self
if self.equippable:
self.equippable.owner = self
if not self.item:
item = Item()
self.item = item
self.item.owner = self
def move(self, dx, dy):
# Move the entity by a given amount
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y, game_map, entities):
path = game_map.compute_path(self.x, self.y, target_x, target_y)
if path:
dx = path[0][0] - self.x
dy = path[0][1] - self.y
if game_map.walkable[path[0][0], path[0][1]] and not get_blocking_entities_at_location(entities, self.x + dx,
self.y + dy):
self.move(dx, dy)
def distance(self, x, y):
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def distance_to(self, other):
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