public
Description: RubyStein 3d SUPER MEGA ULTRA MEGAZORD UBER UBER ENTERPRISE EDITION
Homepage:
Clone URL: git://github.com/FooBarWidget/rubystein.git
Hongli Lai (Phusion) (author)
Thu May 14 05:33:25 -0700 2009
rubystein / ai_player.rb
100644 581 lines (472 sloc) 17.711 kb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
require 'map'
require 'sprite'
require 'weapon'
require 'sound'
 
module AStar
  Coordinate = Struct.new(:x, :y)
  
  def find_path(map, start, goal)
    start = Coordinate.new(start[0], start[1])
    goal = Coordinate.new(goal[0], goal[1])
    
    closed = []
    open = [start]
    
    g_score = {}
    h_score = {}
    f_score = {}
    came_from = {}
    
    g_score[start] = 0
    h_score[start] = heuristic_estimate_of_distance(start, goal)
    f_score[start] = h_score[start]
    
    while not open.empty?
      x = smallest_f_score(open, f_score)
      return reconstruct_path(came_from, goal) if x == goal
      
      open.delete(x)
      closed << x
      neighbor_nodes = neighbor_nodes(map, x)
      
      neighbor_nodes.each do |y|
        next if closed.include?(y) or not map.walkable?(y.y, y.x)
        
        tentative_g_score = g_score[x] + dist_between(x, y)
        tentative_is_better = false
        if not open.include?(y)
          open << y
          h_score[y] = heuristic_estimate_of_distance(y, goal)
          tentative_is_better = true
        elsif tentative_g_score < g_score[y]
          tentative_is_better = true
        end
        
        if tentative_is_better
          came_from[y] = x
          g_score[y] = tentative_g_score
          f_score[y] = g_score[y] + h_score[y]
        end
      end
    end
    
    # No path found
    return nil
  end
  
  def dist_between(a, b)
    col_a, row_a = Map.matrixify(a.x, a.y)
    col_b, row_b = Map.matrixify(b.x, b.y)
    
    if col_a == col_b && row_a != row_b
      1.0
    elsif col_a != col_b && row_a == row_b
      1.0
    else
      1.4142135623731 # Sqrt(1**2 + 1**2)
    end
  end
  
  def neighbor_nodes(map, node)
    node_x, node_y = node.x, node.y
    result = []
 
    x = node_x - 1
    x_max = node_x + 1
    y_max = node_y + 1
    while(x <= x_max && x < map.width)
      y = node_y - 1
      
      while(y <= y_max && y < map.height)
        result << Coordinate.new(x, y) unless (x == node_x && y == node_y)
        y += 1
      end
      
      x += 1
    end
    
    return result
    
  end
  
  def heuristic_estimate_of_distance(start, goal)
    # Manhattan distance
    (goal.x - start.x).abs + (goal.y - start.y).abs
  end
  
  def reconstruct_path(came_from, current_node)
    #puts "START TRACE"
    
    while came_from[current_node]
      #puts "#{current_node[0]}, #{current_node[1]}"
      parent = came_from[current_node]
      
      if came_from[parent].nil?
        # No more parent for this node, return the current_node
        return current_node
      else
        current_node = parent
      end
    end
    
    #puts "No path found"
  end
  
  def smallest_f_score(list_of_coordinates, f_score)
    x_min = list_of_coordinates[0]
    f_min = f_score[x_min]
    
    list_of_coordinates.each {|x|
      if f_score[x] < f_min
        f_min = f_score[x]
        x_min = x
      end
    }
    
    return x_min
  end
  
end
 
class AIPlayer
  include AStar
  include Sprite
  include Damageable
  
  # Maximum distance (in blocks) that this player can see.
  attr_accessor :sight
  # This enemy must not be closer than the given number of blocks to the main character.
  attr_accessor :min_dinstance
  # Whether the AI for this sprite is active.
  attr_accessor :active
  
  attr_accessor :steps_removed_from_player
  
  def initialize(sight = 10, min_distance = 2)
    @sight = sight
    @min_distance = min_distance
    @active = true
  end
  
  def interact(player, drawn_sprite_x)
    return if @health <= 0 || !@active
    
    self.current_state = :idle if @current_state == :firing && @firing_left == 0
    
    if @firing_left > 0
      if (@current_anim_seq_id == 0)
        self.fire(player)
      end
      @firing_left -= 1
      return
    end
    
    if (drawn_sprite_x.include?(self) && rand > 0.8)
      @firing_left = 1 + rand(5)
    end
    
    #dx = player.x - @x
    #dy = (player.y - @y) * -1
    
    #angle_rad = Math::atan2(dy, dx)
    #dx = @steps_removed_from_player * @step_size * Math::cos(angle_rad)
    #dy = @steps_removed_from_player * @step_size * Math::sin(angle_rad)
    
    dx = 0
    dy = 0
    
    start = Coordinate.new(*Map.matrixify(@x, @y))
    goal = Coordinate.new(*Map.matrixify(player.x - dx, player.y - dy))
    if heuristic_estimate_of_distance(start, goal) > @min_distance
      path = self.find_path(@map, start, goal)
      if path
        self.step_to_adjacent_squarily(path.y, path.x)
      end
    end
  end
end
 
class Enemy < AIPlayer
  FIRING_SOUND_BLOCKS = 2.5
  
  attr_accessor :step_size
  attr_accessor :animation_interval
  
  def initialize(window, kind_tex_paths, map, x, y, death_sound, firing_sound, kill_score = 100, step_size = 4, animation_interval = 0.2)
    super()
    @window = window
    @x = x
    @y = y
    @slices = {}
    @health ||= 100
    @map = map
    @steps_removed_from_player = 22
    @firing_left = 0
    @kill_score = kill_score
    @firing_sounds = load_sounds(firing_sound)
    @death_sounds = load_sounds(death_sound)
    @name ||= self.class.to_s
    #@firing_text = "#{@name}: \"#{SOUND_TO_TEXT[firing_sound]}\"" if SOUND_TO_TEXT.has_key?(firing_sound)
    #@death_text = "#{@name}: \"#{SOUND_TO_TEXT[death_sound]}\"" if SOUND_TO_TEXT.has_key?(death_sound)
    
    kind_tex_paths.each { |kind, tex_paths|
      @slices[kind] = []
      tex_paths.each { |tex_path|
        @slices[kind] << SpritePool::get(window, tex_path, TEX_HEIGHT)
      }
    }
    
    @step_size = step_size
    @animation_interval = animation_interval
    
    self.current_state = :idle
    @last_draw_time = Time.now.to_f
  end
  
  def take_damage_from(player)
    return if @current_state == :dead
    @health -= 5 # TODO: Need to refactor this to take into account different weapons.
    if @health > 0
      self.current_state = :damaged
    else
      self.current_state = :dead
      @firing_sound_sample.stop if @firing_sound_sample
      play_random_sound(@death_sounds)
      player.score += @kill_score
    end
  end
  
  def step_to_adjacent_squarily(target_row, target_column)
    my_column, my_row = Map.matrixify(@x, @y)
    x = my_column
    y = my_row
    
    if my_column == target_column || my_row == target_row
      type = "orthogonal"
      # Orthogonal
      x = target_column # * Map::GRID_WIDTH_HEIGHT
      y = target_row # * Map::GRID_WIDTH_HEIGHT
    else
      # Diagonal
      type = "diagonal"
      x = my_column
      y = target_row
      
      if not @map.walkable?(y, x)
        x = target_column
        y = my_row
      end
    end
    
    x += 0.5
    y += 0.5
    
    x *= Map::GRID_WIDTH_HEIGHT
    y *= Map::GRID_WIDTH_HEIGHT
    
    #puts "#{Time.now} -- (#{x}, #{y})"
    self.step_to(x, y)
    
  end
  
  def step_to(x, y)
    return if @current_state == :dead
    
    if (@x == x && @y == y)
      self.current_state = :idle
      return
    end
    
    self.current_state = :walking if self.current_state != :walking &&
      @current_anim_seq_id + 1 == @slices[@current_state].size
    
    dx = x - @x
    dy = (y - @y) * -1
    
    angle_rad = Math::atan2(dy, dx) * -1
    
    @x += @step_size * Math::cos(angle_rad)
    @y += @step_size * Math::sin(angle_rad)
  end
  
  def current_state
    @current_state
  end
  
  def current_state=(state)
    @current_state = state
    @current_anim_seq_id = 0
    if state == :idle || state == :walking || state == :firing
      @repeating_anim = true
    else
      @repeating_anim = false
    end
  end
  
  def slices
    # Serve up current slice
    now = Time.now.to_f
    
    if @current_state == :dead && @current_anim_seq_id + 1 == @slices[:dead].size && !@on_death_called
      @on_death_called = true
      on_death if respond_to?(:on_death, true)
    end
    
    if not (( @current_state == :dead and @current_anim_seq_id + 1 == @slices[:dead].size ) or (@current_state == :idle))
      if now >= @last_draw_time + @animation_interval
        @current_anim_seq_id += 1
        if @repeating_anim
          @current_anim_seq_id = @current_anim_seq_id % @slices[@current_state].size
        else
          if @current_anim_seq_id >= @slices[@current_state].size
            self.current_state = :idle
          end
        end
        
        @last_draw_time = now
      end
    end
    
    return @slices[@current_state][@current_anim_seq_id]
  end
  
  def fire(player)
    return if @current_status == :dead
    dx = player.x - @x
    dy = player.y - @y
    r_2 = dx * dx + dy * dy
    f_2 = FIRING_SOUND_BLOCKS * FIRING_SOUND_BLOCKS * Map::GRID_WIDTH_HEIGHT * Map::GRID_WIDTH_HEIGHT
    r_2 = f_2 if r_2 < f_2
    
    volume = f_2 / (r_2 * 1.25)
    
    if @firing_sound_sample.nil? || !@firing_sound_sample.playing?
      @firing_sound_sample = play_random_sound(@firing_sounds)
    end
    player.take_damage_from(self)
    
    self.current_state = :firing
  end
  
  private
  
  def load_sounds(sounds)
    sounds = [sounds] if !sounds.is_a?(Array)
    sounds.map do |sound_file|
      { :file => sound_file, :sound => SoundPool.get(@window, sound_file) }
    end
  end
  
  def play_random_sound(sounds)
    sound = sounds[rand(sounds.size)]
    text = SOUND_TO_TEXT[sound[:file]]
    @window.show_text("#{@name}: \"#{text}\"") if text
    sound[:sound].play
  end
end
 
class MeleeEnemy < Enemy
  def interact(player, drawn_sprite_x)
    return if @health <= 0
    
    self.current_state = :idle if @current_state == :firing && @firing_left == 0
    
    if @firing_left > 0
      if (@current_anim_seq_id == 0)
        self.fire(player)
      end
      @firing_left -= 1
      return
    end
    
    start = Coordinate.new(*Map.matrixify(@x, @y))
    goal = Coordinate.new(*Map.matrixify(player.x, player.y))
    
    h = heuristic_estimate_of_distance(start, goal)
    
    if h > @min_distance
      path = self.find_path(@map, start, goal)
      if path
        self.step_to_adjacent_squarily(path.y, path.x)
      end
    elsif h == @min_distance && drawn_sprite_x.include?(self) && rand > 0.5
      @firing_left = 1 + rand(5)
    end
  end
end
 
class Guard < Enemy
  def initialize(window, map, x, y, death_sound = nil, firing_sound = nil, kill_score = 100, step_size = 3, animation_interval = 0.2)
    sprites = {
      :idle => ['guard_idle.png'],
      :walking => ['guard_walking.png', 'guard_walking2.png', 'guard_walking3.png', 'guard_walking4.png'],
      :firing => ['guard_firing.png', 'guard_firing2.png'],
      :damaged => ['guard_damaged.png', 'guard_dead.png'],
      :dead => ['guard_dead.png', 'guard_dead2.png', 'guard_dead3.png', 'guard_dead4.png', 'guard_dead5.png']
    }
    
    sounds = ['long live php.ogg', 'myphplife.ogg', 'my damn php life.ogg', 'phpforever.ogg']
    firing_sound ||= sounds[rand(sounds.size - 1)]
    death_sound ||= sounds[rand(sounds.size - 1)]
    
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 50
  end
end
 
class Hans < Enemy
  def initialize(window, map, x, y, death_sound = nil, firing_sound = 'machine_gun_burst.ogg', kill_score = 1000, step_size = 3, animation_interval = 0.2)
    sprites = {
      :idle => ['hans1.bmp'],
      :walking => ['hans1.bmp', 'hans2.bmp', 'hans3.bmp', 'hans4.bmp'],
      :firing => ['hans5.bmp', 'hans6.bmp', 'hans7.bmp'],
      :damaged => ['hans8.bmp', 'hans9.bmp'],
      :dead => ['hans9.bmp', 'hans10.bmp', 'hans11.bmp']
    }
    
    # Special thanks goes out to Julian Raschke (jlnr on #gosu@irc.freenode.net ) of libgosu.org for recording these samples for us.
    death_sounds = ['mein_spagetthicode.ogg', 'meine_magischen_qpc.ogg', 'meine_sql.ogg', 'meine_sql.ogg']
    death_sound ||= death_sounds[rand(death_sounds.size - 1)]
    
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
  end
end
 
class Ronald < Enemy
  def initialize(window, map, x, y, death_sound = 'balloon.ogg', firing_sound = 'floating.ogg', kill_score = 2000, step_size = 3, animation_interval = 0.2)
    sprites = {
      :idle => ['ronald.png'],
      :walking => ['ronald_moving.png', 'ronald_moving2.png'],
      :firing => ['ronald_attack.png', 'ronald_attack2.png'],
      :damaged => ['ronald_damaged.png'],
      :dead => ['ronald_dead.png', 'ronald_dead2.png', 'ronald_dead3.png', 'ronald_dead4.png',
                   'ronald_dead5.png', 'ronald_dead6.png', 'ronald_dead7.png', 'ronald_dead8.png',
                   'ronald_dead9.png', 'ronald_dead10.png']
    }
    
    @name = "Pennywise McDonalds"
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 250
  end
  
  def on_death
    @map.players.delete(self)
    @map.items << Fries.new(@window, @map, x, y)
  end
end
 
class Hongli < Enemy
  def initialize(window, map, x, y, death_sound = nil, firing_sound = nil, kill_score = 10000, step_size = 3, animation_interval = 0.2, &on_death)
    sprites = {
      :idle => ['hongli.png'],
      :walking => ['hongli.png'],
      :firing => ['hongli_attack.png', 'hongli_attack2.png'],
      :damaged => ['hongli_damaged.png'],
      :dead => ['hongli_dead.png', 'hongli_dead2.png', 'hongli_dead3.png', 'hongli_dead4.png']
    }
    
    death_sound ||= 'impossible.ogg'
    firing_sound ||= ['i_hope_you_catch_swine_flu.ogg', 'i_will_not_be_defeated.ogg', 'your_attack_is_weak.ogg']
    
    @name = "Hongli Lai"
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 350
    @on_death = on_death
  end
  
  private
  
  def on_death
    @on_death.call if @on_death
  end
end
 
class Ninh < Enemy
  def initialize(window, map, x, y, death_sound = nil, firing_sound = nil, kill_score = 10000, step_size = 3, animation_interval = 0.2, &on_death)
    sprites = {
      :idle => ['ninh.png'],
      :walking => ['ninh.png'],
      :firing => ['ninh_attack.png'],
      :damaged => ['ninh_damaged.png'],
      :dead => ['ninh_dead.png', 'ninh_dead2.png', 'ninh_dead3.png', 'ninh_dead4.png']
    }
    
    death_sound ||= 'nooo.ogg'
    firing_sound ||= ['never_gonna_give_you_up.ogg', 'ni.ogg', 'boom_headshot.ogg']
    
    @name = "Ninh Bui"
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 350
    @on_death = on_death
  end
  
  private
  
  def on_death
    @on_death.call if @on_death
  end
end
 
class Zed < Enemy
  def initialize(window, map, x, y, death_sound = 'omgponies.ogg', firing_sound = ['test_all_the_effing_time_is_lame.ogg', 'guitar_weapon.ogg', 'guitar_weapon2.ogg'], kill_score = 10000, step_size = 3, animation_interval = 0.2)
    sprites = {
      :idle => ['rockzed.png'],
      :walking => ['rockzed_moving.png', 'rockzed_moving2.png'],
      :firing => ['rockzed_attacking.png', 'rockzed_attacking2.png', 'rockzed_attacking3.png',
                   'rockzed_attacking4.png', 'rockzed_attacking5.png', 'rockzed_attacking6.png',
                   'rockzed_attacking7.png', 'rockzed_attacking8.png', 'rockzed_attacking9.png'],
      :damaged => ['rockzed_damaged.png'],
      :dead => ['magic_pony.png']
    }
    
    @name = "Zed Shaw"
    @health = 1337 # That way we can hear the nice evil sound sample ;-)
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
  end
end
 
class Thin < Enemy
  def initialize(window, map, x, y, death_sound = nil, firing_sound = nil, kill_score = 500, step_size = 3, animation_interval = 0.5)
    sprites = {
      :idle => ['thin.png'],
      :walking => ['thin.png', 'thin2.png'],
      :firing => ['thin_attacking.png', 'thin_attacking2.png'],
      :damaged => ['thin_damaged.png'],
      :dead => ['thin_dead.png', 'thin_dead2.png', 'thin_dead3.png', 'thin_dead4.png']
    }
    
    sounds = ['connection_broken.ogg', 'long_live_http.ogg', 'too_many_io_errors.ogg']
    death_sound ||= sounds
    firing_sound ||= sounds
    
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 200
    @min_distance = 1
  end
end
 
class Dog < MeleeEnemy
  def initialize(window, map, x, y, death_sound = 'dog_cry.ogg', firing_sound = 'dog_bark.ogg', kill_score = 500, step_size = 7, animation_interval = 0.2)
    sprites = {
      :idle => ['dog_walking.png'],
      :walking => ['dog_walking.png', 'dog_walking2.png', 'dog_walking3.png', 'dog_walking4.png'],
      :firing => ['dog_attacking.png', 'dog_attacking2.png', 'dog_attacking3.png'],
      :damaged => ['dog_dead.png', 'dog_dead2.png'],
      :dead => ['dog_dead.png', 'dog_dead2.png', 'dog_dead3.png', 'dog_dead4.png']
    }
    
    @name = "Mongrel"
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 100
    @min_distance = 1
  end
end
 
class DavidHasslehoff < MeleeEnemy
  def initialize(window, map, x, y, death_sound = 'dog_cry.ogg', firing_sound = 'machine_gun_burst.ogg', kill_score = 500, step_size = 7, animation_interval = 0.2)
    sprites = {
      :idle => ['david_hasselhoff.png'],
      :walking => ['david_hasselhoff.png'],
      :firing => ['david_hasselhoff_attack.png'],
      :damaged => ['david_hasselhoff_damaged.png'],
      :dead => ['david_hasselhoff_damaged.png', 'david_hasselhoff_dead2.png', 'david_hasselhoff_dead3.png', 'david_hasselhoff_dead4.png']
    }
    
    @name = "David Hasslehoff"
    super(window, sprites, map, x, y, death_sound, firing_sound, kill_score, step_size, animation_interval)
    @health = 250
  end
end