X-Git-Url: https://git.ctpug.org.za/?p=erdslangetjie.git;a=blobdiff_plain;f=erdslangetjie%2Fplayer.py;h=841b5097b0f938121059b55625e3bf255bc9918a;hp=5bb6472b1b88fca7b942d28a60e97e8eb35690ff;hb=HEAD;hpb=ae83360a244732dabac64083f6915fc301d583f7 diff --git a/erdslangetjie/player.py b/erdslangetjie/player.py index 5bb6472..841b509 100644 --- a/erdslangetjie/player.py +++ b/erdslangetjie/player.py @@ -1,6 +1,5 @@ # Player and Player-like objects - -from erdslangetjie.data import load_image +from erdslangetjie.data import load_image, load_sound class GameSprite(object): @@ -39,23 +38,70 @@ class ThePlayer(FigureSprite): class Nemesis(FigureSprite): - def __init__(self): + 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): + 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 + return # AI goes here - return True + # 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 = (-10, 0) + 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