generated from mwc/project_game
added char attributes, enemies, combat
I used the strategy/movement system for NPCs from Beast and added in some of my own mechanics for melee and projectile combat. A leveling system has also been established which modifies damage as the player levels up. Next order of business is level design, monster spawning, and game progression.
This commit is contained in:
parent
95bb89f422
commit
12d0763a95
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from retro.game import Game
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from player import Player
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from dungeon import Dungeon
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from random import sample
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from wall import Wall
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from map import (
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board_edges,
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inner_board,
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level_one,
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random_empty_position
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)
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from enemies import (
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Orc,
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Rat,
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Spider
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)
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print("Welcome to AngBAD (a poor representation of Angband)!\n")
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race = input("Choose your race (Human, Elf, Dwarf): ").capitalize()
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while race not in ["Human", "Elf", "Dwarf"]:
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print("Invalid race. Please choose Human, Elf, or Dwarf.")
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race = input("Choose your race (Human, Elf, Dwarf): ").capitalize()
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class_ = input("Choose your class (Warrior, Mage, Rogue): ").capitalize()
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while class_ not in ["Warrior", "Mage", "Rogue"]:
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print("Invalid class. Please choose Warrior, Mage, or Rogue.")
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class_ = input("Choose your class (Warrior, Mage, Rogue): ").capitalize()
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print(f"\nYou've chosen to play as a {race} {class_}.")
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input("Press Enter to continue. Good luck!")
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board_size = (50,25)
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x,y = board_size
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walls = [Wall(position) for position in board_edges(board_size)]
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level = [Wall(position) for position in level_one(board_size)]
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game = Game(walls + level, {"Race":race, "Class":class_,}, board_size = board_size)
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game.add_agent(Player((x//2,y//2),race,class_))
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game.add_agent(Orc(random_empty_position(game)))
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game.add_agent(Rat(random_empty_position(game)))
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game.add_agent(Spider(random_empty_position(game)))
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game.play()
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# dungeon.py
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# ------------
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# By Pat Wick
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# This module defines a dungeon generation algorithm. I
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# still need to figure out what that might actually mean
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class Dungeon:
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board_size = (10,10)
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board_width = 10
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board_height = 10
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position = (0,0)
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dungeon_map = [["."] * board_width] * board_height
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for row in range(board_height):
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for col in range(board_width):
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if row == 0 or row == board_height-1:
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dungeon_map[row][col] = "#"
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else:
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if col == 0 or col == board_width-1:
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dungeon_map[row][col] = "#"
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else:
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dungeon_map[row][col] = "."
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def __init__(self, position):
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self.position = position
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self.name = "dungeon"
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from strategy import (
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random_move,
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move_toward_player,
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)
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class Orc:
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character = "O"
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hp = 20
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deadly = True
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speed = 25
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def __init__(self,position):
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self.position = position
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def play_turn(self, game):
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if game.turn_number % self.speed == 0:
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move = move_toward_player(self.position, game)
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if move:
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x, y = self.position
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dx, dy = move
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self.position = (x + dx, y + dy)
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if self.position == game.get_agent_by_name("player").position:
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game.state['message'] = "Yum."
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game.end()
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if self.hp <= 0:
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game.remove_agent(self)
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class Rat:
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character = "R"
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hp = 2
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deadly = True
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speed = 15
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def __init__(self, position):
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self.position = position
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def play_turn(self, game):
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if game.turn_number % self.speed == 0:
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move = random_move(self.position, game)
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if move:
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x, y = self.position
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dx, dy = move
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self.position = (x + dx, y + dy)
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if self.position == game.get_agent_by_name("player").position:
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game.state['message'] = "Eep."
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game.end()
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if self.hp <= 0:
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game.remove_agent(self)
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class Spider:
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character = "S"
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hp = 5
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deadly = True
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speed = 5
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def __init__(self,position):
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self.position = position
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def play_turn(self, game):
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if game.turn_number % self.speed == 0:
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move = random_move(self.position, game)
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if move:
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x, y = self.position
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dx, dy = move
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self.position = (x + dx, y + dy)
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if self.position == game.get_agent_by_name("player").position:
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game.state['message'] = "Hsssss."
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game.end()
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if self.hp <= 0:
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game.remove_agent(self)
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from retro.game import Game
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from random import sample
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from player import Player
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from wall import Wall
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from random import randint
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def board_edges(board_size):
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x,y = board_size
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positions = []
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top = [(i,0) for i in range(x)]
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bottom = [(i,y-1) for i in range(x)]
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left = [(0,j) for j in range(1,y-1)]
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right = [(x-1,j) for j in range(1,y-1)]
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return top + bottom + left + right
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def inner_board(board_size):
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x,y = board_size
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positions = []
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for i in range(1,x-1):
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for j in range(1,y-1):
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positions.append((i,j))
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return positions
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def random_empty_position(game):
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"""Returns a random empty position.
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"""
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agents_by_position = game.get_agents_by_position()
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while True:
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x, y = game.board_size
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i = randint(1, x-2)
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j = randint(1, y-2)
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if not agents_by_position[(i,j)]:
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return (i,j)
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def level_one(board_size):
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x,y = board_size
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positions = []
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for i in range(1,x-1):
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for j in range(1,y//4):
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if i <= x // 4 or i >= x - (x // 4):
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positions.append((i,j))
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for i in range(1,x//4):
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for j in range((y - (y // 4)), y-1):
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positions.append((i,j))
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# for i in range(1,x-1):
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# for j in range(1,y-1):
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# if i >=4 and i <= 7 or i >= 13 and i <= 16:
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# if j >= 4 and j <= 7 or j >= 13 and j <= 16:
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# positions.append((i,j))
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return positions
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def level_two(board_size):
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x,y = board_size
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positions = []
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for i in range(1,x-1):
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for j in range(1,y-1):
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if i >=4 and i <= 7 or i >= 13 and i <= 16:
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if j >= 4 and j <= 7 or j >= 13 and j <= 16:
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positions.append((i,j))
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return positions
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# player.py
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# ------------
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# By Pat Wick
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# This module defines a player agent class. This is intended
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# to be used in an implementation of an adventure game but could
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# generally be adapted for other player character uses.
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from retro.agent import ArrowKeyAgent
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from retro.game import Game
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from projectile import Projectile
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class Player:
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name = "player"
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level = 1
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xp = 0
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direction = (1,0)
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class_ = ""
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speed = 0
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damage = 0
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def __init__(self, position, race, class_):
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"""Class and race will determine player stats and abilities."""
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self.position = position
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self.race = race
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self.class_ = class_
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if class_.capitalize() == "Warrior":
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self.color = "red"
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self.class_ == class_
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elif class_.capitalize() == "Rogue":
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self.color = "green"
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self.class_ == class_
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else:
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self.color = "blue"
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self.class_ == class_
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if race.capitalize() == "Human":
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self.character = "H"
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self.speed = 3
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self.damage = int(2 + (self.level / 3))
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elif race.capitalize() == "Elf":
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self.character = "E"
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self.speed = 1
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self.damage = int(1 + (self.level / 4))
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else:
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self.character = "D"
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self.speed = 6
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self.damage = int(3 + (self.level / 2))
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def attack(self,game):
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if self.class_ == "Warrior":
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if game.turn_number % self.speed == 0:
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agent = self.get_agent_in_position((self.position[0] + self.direction[0],self.position[1] + self.direction[1]),game)
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if agent:
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if agent.deadly:
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agent.hp -= game.get_agent_by_name("player").damage * 2
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else:
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projectile = Projectile((self.position[0] + self.direction[0],self.position[1] + self.direction[1]), self.direction, self.speed, game)
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game.add_agent(projectile)
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#print("pew pew pew")
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def handle_keystroke(self, keystroke, game):
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x, y = self.position
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT"):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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self.direction = (-1,0)
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else:
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new_position = (x + 1, y)
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self.direction = (1,0)
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if game.on_board(new_position):
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self.try_to_move(new_position,game)
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if game.is_empty(new_position):
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self.position = new_position
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if keystroke.name in ("KEY_DOWN", "KEY_UP"):
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if keystroke.name == "KEY_DOWN":
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new_position = (x, y + 1)
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self.direction = (0,1)
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else:
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new_position = (x, y - 1)
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self.direction = (0,-1)
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if game.on_board(new_position):
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self.try_to_move(new_position,game)
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if game.is_empty(new_position):
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self.position = new_position
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if keystroke == " ":
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self.attack(game)
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def try_to_move(self, position, game):
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agent = self.get_agent_in_position(position,game)
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if agent:
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if agent.deadly:
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game.state['message'] = "Monsters can be deadly..."
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game.end()
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def get_agent_in_position(self, position, game):
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agents = game.get_agents_by_position()[position]
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if agents:
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return agents[0]
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def level_up(self):
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xpToLevel = (self.level + self.level - 1) * 30
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if self.xp >= xpToLevel:
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self.xp -= xpToLevel
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self.level += 1
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def play_turn(self,game):
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self.level_up()
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# This file is automatically @generated by Poetry 1.5.1 and should not be changed by hand.
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package = []
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[metadata]
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lock-version = "2.0"
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python-versions = "^3.10"
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content-hash = "53f2eabc9c26446fbcc00d348c47878e118afc2054778c3c803a0a8028af27d9"
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from retro.game import Game
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class Projectile:
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character = "*"
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deadly = False
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def __init__(self, position, direction, speed, game):
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self.position = position
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self.direction = direction
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self.speed = speed
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if game.get_agent_by_name("player").class_ == "Rogue":
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if self.direction in [(1,0), (-1,0)]:
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self.character = "-"
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elif self.direction in [(0,1), (0,-1)]:
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self.character = "|"
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def move(self, game):
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"""Try to move in direction set by player when launched. If blocked,
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disappear."""
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dx, dy = self.direction
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new_position = (self.position[0] + dx, self.position[1] + dy)
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if game.on_board(new_position):
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if game.is_empty(new_position):
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self.position = new_position
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else:
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agent = self.get_agent_in_position(new_position,game)
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if agent:
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if agent.deadly:
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agent.hp -= game.get_agent_by_name("player").damage
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game.remove_agent(self)
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else:
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game.remove_agent(self)
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else:
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game.remove_agent(self)
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def play_turn(self,game):
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if game.turn_number % self.speed == 0:
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self.move(game)
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def get_agent_in_position(self, position, game):
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"""Returns an agent at the position, or returns None.
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game.get_agents_by_position always returns a list, which may
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contain zero, one, or multiple agents at the given position.
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In the Beast game, we never allow more than one agent to be in
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a position.
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"""
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agents = game.get_agents_by_position()[position]
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if agents:
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return agents[0]
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def handle_collision(self, game):
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# need to fix this at some point
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pass
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from random import choice
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direction_vectors = [(0, 1), (1, 0), (0, -1), (-1, 0)]
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def possible_moves(position, game):
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"Returns a list of vectors to empty spaces"
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agents_by_position = game.get_agents_by_position()
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possible_moves = []
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for vector in direction_vectors:
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x, y = position
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dx, dy = vector
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new_position = (x + dx, y + dy)
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if not agents_by_position[new_position]:
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possible_moves.append(vector)
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return possible_moves
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def random_move(position, game):
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"Returns a random vector representing a move to an empty space from position"
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moves = possible_moves(position, game)
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if moves:
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return choice(moves)
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def distance(p0, p1):
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"""Returns the 'manhattan distance' from one position to another
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The 'manhattan distance' describes the distance from one point to another
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on a city grid, where you can only go horizontally and vertically, not
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diagonally.
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"""
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x0, y0 = p0
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x1, y1 = p1
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return abs(x1 - x0) + abs(y1 - y0)
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def move_toward_player(position, game):
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"Returns a move which will come closest to the player"
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player_position = game.get_agent_by_name("player").position
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moves = possible_moves(position, game)
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moves_with_distance = []
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for vector in moves:
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x, y = position
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dx, dy = vector
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new_position = (x + dx, y + dy)
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distance_to_player = distance(new_position, player_position)
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moves_with_distance.append((distance_to_player, vector))
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if moves_with_distance:
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shortest_distance, best_move = sorted(moves_with_distance)[0]
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return best_move
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def move_to_player(position, game):
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player_position = game.get_agent_by_name("player").position
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for vector in direction_vectors:
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x, y = position
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dx, dy = vector
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new_position = (x + dx, y + dy)
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if new_position == player_position:
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return vector
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