Less buggy Kivy 1.7 hackery
[erdslangetjie.git] / erdslangetjie / player.py
index 6fc26e887dcd2a4e057293e3dbe204b49024acd3..841b5097b0f938121059b55625e3bf255bc9918a 100644 (file)
 # Player and Player-like objects
+from erdslangetjie.data import load_image, load_sound
 
-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):
 
-class ThePlayer(PlayerSprite):
+    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)
+
+
+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):
 
-    def __init__(self):
-        super(ThePlayer, self).__init__()
+class Nemesis(FigureSprite):
+
+    def __init__(self, config):
+        super(Nemesis, self).__init__()
         self.sprite = load_image('sprites/nemesis.png')
+        self.reset_pos()
+        self._config = config
+        self._deadends = set([])
+        self._been = {}
+        self._bend = load_sound('sounds/bend.ogg')
+
+    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
+        # 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)
+                if self._config.getdefault('bane', 'sound', '0') != '0':
+                    self._bend.play()
+                return
+        # check for dead-ends
+        if self._in_dead_end(level):
+            self._deadends.add(self.pos)
+        self._been.setdefault(self.pos, 0)
+        mindist = 999999
+        best_pos = None
+        for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
+            new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+            if new_pos in self._deadends:
+                continue
+            if self.can_move(direction, level):
+                # We weigh stuff by the number of times we've stepped there, to
+                # avoid certain types of loop
+                dist = (level.calc_dist(new_pos, player_pos)
+                        + self._been.get(new_pos, 0))
+                if dist < mindist:
+                    mindist = dist
+                    best_pos = new_pos
+        if best_pos:
+            self._been[self.pos] += 1
+            self.pos = best_pos
+
+    def reset_pos(self):
+        self.pos = (-7, 0)
+        self._deadends = set([])
+        self._been = {}
+
+    def on_board(self):
+        return self.pos[0] >= 0
+
+    def _in_dead_end(self, level):
+        # Check if this is a dead end
+        blocked = 0
+        for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
+            new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+            if level.is_wall(new_pos) or new_pos in self._deadends:
+                blocked += 1
+        # A dead end has only 1 exit, and recurse back from there
+        return blocked >= 3