Do nothing on null moves
[erdslangetjie.git] / erdslangetjie / player.py
index 2f8def2976ae4bf0c7e1dabb6d295c2702108996..7c80263243c094b611b432c1ab70053e9510c3be 100644 (file)
@@ -3,33 +3,81 @@
 from erdslangetjie.data import load_image
 
 
-class PlayerSprite(object):
+class GameSprite(object):
 
     def __init__(self):
         self.pos = (0, 0)
         self.sprite = None
 
-    def move(self, direction):
-        self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+    def get_image(self):
+        return self.sprite
+
+    def get_texture(self):
+        return self.sprite.texture
+
+
+class FigureSprite(GameSprite):
 
     def can_move(self, direction, level):
         '''Check if we can move in the given direction'''
         cand_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
         return not level.blocked(cand_pos)
 
-    def get_image(self):
-        return self.sprite
 
-
-class ThePlayer(PlayerSprite):
+class ThePlayer(FigureSprite):
 
     def __init__(self):
         super(ThePlayer, self).__init__()
         self.sprite = load_image('sprites/player.png')
 
+    def move(self, direction, level):
+        if self.can_move(direction, level):
+            self.pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+            return True
+        return False
+
 
-class Nemesis(PlayerSprite):
+class Nemesis(FigureSprite):
 
     def __init__(self):
-        super(ThePlayer, self).__init__()
+        super(Nemesis, self).__init__()
         self.sprite = load_image('sprites/nemesis.png')
+        self.reset_pos()
+        self.deadends = []
+        self.been = []
+
+    def move(self, level, player_pos):
+        if not self.on_board():
+            # Advance towards the map a step at a time
+            self.pos = (self.pos[0] + 1, self.pos[1])
+            if self.on_board():
+                self.pos = level.enter_pos
+            return False
+        # AI goes here
+        # First, if we're standing next to a gate, we attack it
+        neighbours = [(self.pos[0] + 1, self.pos[1]),
+                (self.pos[0] - 1, self.pos[1]),
+                (self.pos[0], self.pos[1] + 1),
+                (self.pos[0], self.pos[1] - 1)]
+        for cand in neighbours:
+            if level.is_gate(cand) and level.blocked(cand):
+                level.damage_gate(cand)
+                return True
+        steps = 0
+        self.been.append(self.pos)
+        for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
+            new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+            if self.can_move(direction, level) and new_pos not in self.been:
+                self.pos = new_pos
+                self.been.append(new_pos)
+                steps += 1
+                break
+        if steps == 0:
+            self.been = []
+        return True
+
+    def reset_pos(self):
+        self.pos = (-10, 0)
+
+    def on_board(self):
+        return self.pos[0] >= 0