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missileaction.py
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missileaction.py
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import random
from action import Action, SOURCE_ENTITY, GAME_STATE
from actor import ParalyzedActor
from animation import animate_flight
from attacker import DamageTypes, UndodgeableAttack
from entityeffect import Heal, AddSpoofChild
import gametime
import geometry
from graphic import GraphicChar
from messenger import STARE_PARALYZE_MESSAGE
from monsteractor import MonsterWeightedAction
from mover import RandomStepper
from rng import coin_flip
import shoot
import colors
import icon
from util import get_path
class PlayerMissileAction(Action):
def __init__(self, missile_graphic=None):
super(PlayerMissileAction, self).__init__()
self._missile_graphic = missile_graphic
@property
def missile_graphic(self):
return self._missile_graphic
def act(self, **kwargs):
source_entity = kwargs[SOURCE_ENTITY]
game_state = kwargs[GAME_STATE]
max_missile_distance = \
self.max_missile_distance(source_entity=source_entity)
path = shoot.player_select_missile_path(source_entity,
max_missile_distance,
game_state)
if path is None or path[-1] == source_entity.position.value:
return False
dungeon_level = source_entity.dungeon_level.value
hit_detector = shoot.MissileHitDetection(False, False)
path_taken = hit_detector.get_path_taken(path, dungeon_level)
if path_taken is None or len(path_taken) < 1:
return False
animate_flight(game_state, path_taken, self.missile_graphic.icon, self.missile_graphic.color_fg)
self.missile_hit_effect(dungeon_level, path_taken[-1], game_state, source_entity)
self.add_energy_spent_to_entity(source_entity)
def max_missile_distance(self, **kwargs):
pass
def missile_hit_effect(self, dungeon_level, path, game_state, source_entity):
pass
class PlayerThrowItemAction(PlayerMissileAction):
"""
This action will prompt the player to throw the parent item.
"""
@property
def missile_graphic(self):
return self.parent.graphic_char
def __init__(self):
super(PlayerThrowItemAction, self).__init__()
self.component_type = "player_throw_item_action"
self.name = "Throw"
self.display_order = 95
# todo: will be handled properly by triggered effect. This whole file needs refactoring, ill deal with it then.
def add_energy_spent_to_entity(self, entity):
pass
def max_missile_distance(self, **kwargs):
"""
The distance the item can be thrown by the player.
"""
source_entity = kwargs[SOURCE_ENTITY]
return source_entity.strength.value * 4 - self.parent.weight.value
def remove_from_inventory(self, source_entity):
"""
Removes the parent item from the inventory.
"""
source_entity.inventory.remove_item(self.parent)
def handle_hit_ground(self, game_state, position, source_entity):
self.handle_item_hit("hit_floor_action_tag", game_state, position, source_entity)
def handle_hit_chasm(self, game_state, position, source_entity):
self.handle_item_hit("hit_chasm_action_tag", game_state, position, source_entity)
def handle_item_hit(self, tag, game_state, position, source_entity):
for c in self.parent.get_children_with_tag(tag):
if c.can_trigger(source_entity=source_entity, target_entity=self.parent,
game_state=game_state, target_position=position):
c.trigger(source_entity=source_entity, target_entity=self.parent,
game_state=game_state, target_position=position)
def missile_hit_effect(self, dungeon_level, position, game_state, source_entity):
if is_hitting_ground(dungeon_level, position):
self.handle_hit_ground(game_state, position, source_entity)
else:
self.handle_hit_chasm(game_state, position, source_entity)
def is_hitting_ground(dungeon_level, position):
return not dungeon_level.get_tile_or_unknown(position).get_terrain().has("is_chasm")
class PlayerThrowStoneAction(PlayerMissileAction):
def __init__(self):
super(PlayerThrowStoneAction, self).__init__(GraphicChar(None, colors.GRAY, icon.STONE))
self.component_type = "throw_stone_action"
self.name = "Throw Stone"
self.display_order = 95
def add_energy_spent_to_entity(self, entity):
entity.actor.newly_spent_energy += entity.throw_speed.value
def missile_hit_effect(self, dungeon_level, position, game_state, source_entity):
rock_hit_position(dungeon_level, position, source_entity)
def max_missile_distance(self, **kwargs):
source_entity = kwargs[SOURCE_ENTITY]
return max_throw_distance(source_entity.strength.value)
def rock_hit_position(dungeon_level, position, source_entity):
target_entity = dungeon_level.get_tile(position).get_first_entity()
if target_entity is None:
return
# TODO cant be sure range attack is thrown rock, could possibly be a gun. Refactoring needed
source_entity.ranged_attacker.hit(target_entity)
def max_throw_distance(strength):
return strength + 1
class PlayerSlingStoneAction(PlayerMissileAction):
def __init__(self, sling_weapon):
super(PlayerSlingStoneAction, self).__init__(GraphicChar(None, colors.GRAY, icon.STONE))
self.component_type = "sling_stone_action"
self.name = "Throw Stone"
self.display_order = 95
self.sling_weapon = sling_weapon
def add_energy_spent_to_entity(self, entity):
"""
Help method for spending energy for the act performing entity.
"""
entity.actor.newly_spent_energy += entity.throw_speed.value
def missile_hit_effect(self, dungeon_level, position, game_state, source_entity):
self.hit_position(dungeon_level, position, source_entity)
def hit_position(self, dungeon_level, position, source_entity):
target_entity = dungeon_level.get_tile(position).get_first_entity()
if target_entity is None:
return
source_entity.ranged_attacker.hit(target_entity)
def can_act(self, **kwargs):
return True
def max_missile_distance(self, **kwargs):
source_entity = kwargs[SOURCE_ENTITY]
return max_throw_distance(source_entity.strength.value) + self.sling_weapon.weapon_range.value
class PlayerCastMissileSpellAction(PlayerMissileAction):
def __init__(self, item, missile_graphic):
super(PlayerCastMissileSpellAction, self).__init__(missile_graphic)
self.component_type = "cast_spell_action"
self.name = "Cast Spell"
self.display_order = 95
self.item = item
def add_energy_spent_to_entity(self, entity):
"""
Help method for spending energy for the act performing entity.
"""
entity.actor.newly_spent_energy += entity.cast_speed.value
def missile_hit_effect(self, dungeon_level, position, game_state, source_entity):
self.hit_position(dungeon_level, position, source_entity)
def hit_position(self, dungeon_level, position, source_entity):
target_entity = dungeon_level.get_tile(position).get_first_entity()
if target_entity is None:
return
source_entity.ranged_attacker.try_hit(target_entity)
def can_act(self, **kwargs):
return True
def max_missile_distance(self, **kwargs):
return self.item.weapon_range.value
class PlayerShootWeaponAction(PlayerMissileAction):
def __init__(self, ranged_weapon):
super(PlayerShootWeaponAction, self).__init__()
self.name = "Shoot"
self.display_order = 85
self.ranged_weapon = ranged_weapon
self._missile_graphic = GraphicChar(None, colors.WHITE, icon.BIG_CENTER_DOT)
@property
def missile_graphic(self):
return self._missile_graphic
def add_energy_spent_to_entity(self, entity):
"""
Help method for spending energy for the act performing entity.
"""
entity.actor.newly_spent_energy += entity.shoot_speed.value
def missile_hit_effect(self, dungeon_level, position, game_state, source_entity):
self.remove_ammo_from_inventory(source_entity.inventory)
self.hit_position(dungeon_level, position, source_entity)
def can_act(self, **kwargs):
source_entity = kwargs[SOURCE_ENTITY]
ammo_items = [item for item in source_entity.inventory.items
if item.has("is_ammo")]
return len(ammo_items) > 0
def hit_position(self, dungeon_level, position, source_entity):
target_entity = dungeon_level.get_tile(position).get_first_entity()
if target_entity is None:
return
source_entity.ranged_attacker.hit(target_entity)
def max_missile_distance(self, **kwargs):
return self.ranged_weapon.weapon_range.value
def remove_ammo_from_inventory(self, inventory):
ammo_items = [item for item in inventory.items if item.has("is_ammo")]
ammo_item_with_least_ammo = min(ammo_items, key=lambda e: e.stacker.size)
inventory.remove_one_item_from_stack(ammo_item_with_least_ammo)
class MonsterTargetAction(MonsterWeightedAction):
def __init__(self, min_range, max_range, weight=100):
super(MonsterTargetAction, self).__init__(weight)
self.tags.add("monster_target_action")
self.weight = weight
self.min_range = min_range
self.max_range = max_range
self.target_chooser_function = GetSuitableEnemyTarget()
def get_target_options(self):
return self.target_chooser_function(self.parent)
# TODO Introduce Gaze effect super class?
class ParalyzeOnStare(MonsterTargetAction):
def __init__(self, min_range, max_range, weight=100):
super(ParalyzeOnStare, self).__init__(min_range, max_range, weight)
self.component_type = "monster_paralyze_on_stare"
def can_act(self, **kwargs):
possible_targets = self.get_target_options()
return any([target for target in possible_targets
if target.dungeon_mask.can_see_point(self.parent.position.value)])
def act(self, destination):
if not self.parent.dungeon_mask.can_see_point(destination):
return
if coin_flip(): # Should be replaced by spell resist.
return
targets = self.parent.dungeon_level.value.get_tile_or_unknown(destination).get_entities()
if not any(targets):
return
for target_entity in targets:
if target_entity.dungeon_mask.can_see_point(self.parent.position.value):
target_entity.effect_queue.add(self.effect_factory())
self.add_energy_spent_to_entity(self.parent)
def effect_factory(self):
min_turns = 1
max_turns = 3
turns = random.randrange(min_turns, max_turns + 1)
return AddSpoofChild(self.parent, ParalyzedActor(), turns * gametime.single_turn,
message_effect=STARE_PARALYZE_MESSAGE, effect_id="paralyze")
class MonsterMissileAction(MonsterTargetAction):
def __init__(self, min_range, max_range, missile_graphic, weight=100):
super(MonsterMissileAction, self).__init__(min_range, max_range, weight)
self.missile_graphic = missile_graphic
def can_act(self, **kwargs):
possible_targets = self.get_target_options()
return any([target for target in possible_targets
if self.is_destination_within_range(target.position.value)
and not self.is_something_blocking(target.position.value)])
def is_destination_within_range(self, destination):
return self.min_range <= geometry.chess_distance(self.parent.position.value, destination) <= self.max_range
def is_something_blocking(self, destination):
"""
What about selfish creatures? that don't care about other creatures. Must know what kind of obstacle is blocking
"""
path = get_path(self.parent.position.value, destination)
hit_detector = shoot.MissileHitDetection(False, False)
dungeon_level = self.parent.dungeon_level.value
path_taken = hit_detector.get_path_taken(path, dungeon_level)
return geometry.chess_distance(self.parent.position.value, destination) != len(path_taken)
def act(self, destination):
path = get_path(self.parent.position.value, destination)
if path is None or path[-1] == self.parent.position.value:
return False
dungeon_level = self.parent.dungeon_level.value
hit_detector = shoot.MissileHitDetection(False, False)
path_taken = hit_detector.get_path_taken(path, dungeon_level)
if path_taken is None or len(path_taken) < 1:
return False
animate_flight(self.parent.game_state.value, path_taken, self.missile_graphic.icon, self.missile_graphic.color_fg)
self.missile_hit_effect(dungeon_level, path[-1])
self.add_energy_spent_to_entity(self.parent)
#TODO: Most of content has moved to super class and should be removed.
class MonsterThrowStoneAction(MonsterMissileAction):
def __init__(self, weight=100):
super(MonsterThrowStoneAction, self).__init__(2, 4, GraphicChar(None, colors.GRAY, icon.STONE), weight)
self.component_type = "monster_throw_stone_action"
def add_energy_spent_to_entity(self, entity):
"""
Help method for spending energy for the act performing entity.
"""
entity.actor.newly_spent_energy += entity.throw_speed.value
def missile_hit_effect(self, dungeon_level, position):
rock_hit_position(dungeon_level, position, self.parent)
class MonsterThrowRockAction(MonsterThrowStoneAction):
def __init__(self, weight):
super(MonsterThrowRockAction, self).__init__(weight=weight)
self.component_type = "monster_throw_rock_action"
self.missile_graphic = GraphicChar(None, colors.GRAY, icon.DUNGEON_WALLS_ROW)
class MonsterMagicRangeAction(MonsterMissileAction):
def __init__(self, damage, graphic_char, weight=100):
super(MonsterMagicRangeAction, self).__init__(2, 4, graphic_char, weight)
self.component_type = "monster_range_attack_action"
self.damage = damage
def missile_hit_effect(self, dungeon_level, position):
magic_hit_position(self.damage, dungeon_level, position, self.parent)
def is_destination_within_range(self, destination):
return (1 < geometry.chess_distance(self.parent.position.value, destination) <=
self.parent.sight_radius.value)
class SpiritMissile(MonsterMagicRangeAction):
def __init__(self, weight=100):
super(SpiritMissile, self).__init__(1, GraphicChar(None, colors.LIGHT_BLUE, icon.BIG_CENTER_DOT), weight)
self.component_type = "monster_range_attack_action"
def magic_hit_position(damage, dungeon_level, position, source_entity):
target_entity = dungeon_level.get_tile(position).get_first_entity()
if target_entity is None:
return
damage_types = [DamageTypes.MAGIC]
thrown_damage = UndodgeableAttack(damage, damage, damage_types)
thrown_damage.damage_entity(source_entity, target_entity)
class MonsterMissileApplyEntityEffect(MonsterMissileAction):
def __init__(self, min_range, max_range, missile_graphic, weight=100):
super(MonsterMissileApplyEntityEffect, self).__init__(min_range, max_range, missile_graphic, weight)
def effect_factory(self):
pass
def missile_hit_effect(self, dungeon_level, position):
target_entity = dungeon_level.get_tile_or_unknown(position).get_first_entity()
target_entity.effect_queue.add(self.effect_factory())
def hit_animation(self, dungeon_level, position):
pass
class MonsterHealTargetEntityEffect(MonsterMissileApplyEntityEffect):
def __init__(self, weight=100):
heart_graphic = GraphicChar(None, colors.RED, icon.HEART)
super(MonsterHealTargetEntityEffect, self).__init__(2, 4, heart_graphic, weight)
self.component_type = "monster_range_heal_action"
self.target_chooser_function = GetSuitableHealingTarget()
def effect_factory(self):
return Heal(self.parent, random.randrange(1, 3))
class MonsterTripTargetEffect(MonsterMissileApplyEntityEffect):
def __init__(self, weight=100):
missile_graphic = GraphicChar(None, colors.YELLOW, icon.MAGIC_SHOT)
super(MonsterTripTargetEffect, self).__init__(2, 4, missile_graphic, weight)
self.component_type = "monster_range_trip_action"
def effect_factory(self):
return AddSpoofChild(self.parent, RandomStepper(), gametime.single_turn)
def get_suitable_enemy_target(my_faction, seen_entities):
return [entity for entity in seen_entities if seen_entities.faction.value == my_faction]
class GetSuitableEnemyTarget(object):
def __call__(self, source_entity):
seen_entities = source_entity.vision.get_seen_entities()
my_faction = source_entity.faction.value
return [entity for entity in seen_entities if entity.faction.value != my_faction]
class GetSuitableHealingTarget(object):
def __call__(self, source_entity):
seen_entities = source_entity.vision.get_seen_entities()
my_faction = source_entity.faction.value
return [entity for entity in seen_entities
if entity.faction.value == my_faction and
entity.health.is_damaged()]