Fix enemy respawning. Slow rate a bit
[koperkapel.git] / koperkapel / gamelib / level.py
index a754f29c80e996d9be2a238393116c9911805a42..34487af920d67e5ce59f97ddc5b8d0d1bb085fa2 100644 (file)
@@ -1,7 +1,6 @@
 """ Class holding the level info """
 
-from .keypad import Keypad
-from .door import Door
+import random
 
 
 class Level(object):
@@ -16,6 +15,7 @@ class Level(object):
         self.start_pos = (0, 0)
         self.exit = None
         self.enemies = []
+        self.enemy_generators = []
         self.friends = []
 
     def get_neighbors(self, x, y):
@@ -23,8 +23,7 @@ class Level(object):
         return [self.tiles[y][x-1] if x > 0 else None,
                 self.tiles[y][x+1] if x < self.width - 1 else None,
                 self.tiles[y-1][x] if y > 0 else None,
-                self.tiles[y+1][x] if y < self.height- 1 else None,
-               ]
+                self.tiles[y+1][x] if y < self.height - 1 else None]
 
     def can_walk(self, x, y, layer):
         if 'walk' in self.tiles[y][x][layer]['behaviour']:
@@ -66,18 +65,55 @@ class Level(object):
     def get_friends(self):
         return self._friends[:]
 
-    def is_on_friend(self, x, y):
-        return (x, y) in [x.game_pos for x in self.friends]
+    def friend_at(self, x, y):
+        for f in self.friends:
+            if f.game_pos == (x, y):
+                return f
 
-    def remove_friend(self, x, y):
-        for friend in self.friends[:]:
-            if friend.game_pos == (x, y):
-                self.friends.remove(friend)
-                return friend
-        return None
+    def remove_friend(self, friend):
+        self.friends.remove(friend)
+
+    def item_at(self, x, y):
+        for i in self.items:
+            if i.game_pos == (x, y):
+                return i
+
+    def remove_item(self, item):
+        self.items.remove(item)
 
     def is_exit(self, x, y):
         return self.exit and (x, y) == tuple(self.exit["pos"])
 
     def get_exit_level(self):
         return self.exit["next level"]
+
+    def enemy_at(self, x, y):
+        for enemy in self.enemies:
+            if (x, y) == enemy.game_pos:
+                return True
+        return False
+
+    def get_enemy(self, x, y):
+        for enemy in self.enemies:
+            if (x, y) == enemy.game_pos:
+                return enemy
+        return None
+
+    def remove_enemy(self, enemy):
+        self.enemies.remove(enemy)
+        for generator in self.enemy_generators:
+            generator.killed(enemy)
+
+    def add_enemy(self, enemy, x, y):
+        """Add an enemy to an empty floor space near x, y"""
+        added = False
+        while not added:
+            if self.can_walk(x, y, 'floor'):
+                if not self.friend_at(x, y):
+                    if not self.enemy_at(x, y):
+                        added = True
+                        enemy.game_pos = (x, y)
+                        self.enemies.append(enemy)
+                        added = True
+            x += random.randint(-1, 1)
+            y += random.randint(-1, 1)