git.fiddlerwoaroof.com
monsters.py
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 import random
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 from main import Game
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 import game
 import objects
 import libtcodpy as libtcod
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 import items
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 from main import game_instance
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 class Monster(object):
 	def take_turn(self): pass
 
 class BasicMonster(Monster):
 	def take_turn(self):
 		monster = self.owner
 		if game_instance.player.can_see(monster.x, monster.y):
 			if monster.distance_to(game_instance.player) > 1:
 				dx,dy = monster.move_towards(game_instance.player.x, game_instance.player.y)
 				counter = 0
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 				while (dx,dy) == (0,0) and counter < 10: # wiggle around if stuck
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 					counter += 1
 					dx,dy = monster.move(random.randrange(-1,2,2), random.randrange(-1,2,2))
 				print 'wiggled %s times' % counter
 			elif game_instance.player.fighter.hp > 0:
 				monster.fighter.attack(game_instance.player)
 
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 class AdvancedMonster(Monster):
 	def perimeter(self, rect):
 		for dx,row in enumerate(rect, -1):
 			for dy, cell in enumerate(row, -1):
 				if (dx in {-1,1}) or (dy in {-1,1}):
 					yield dx,dy, cell
 	def take_turn(self):
 		monster = self.owner
 		if not game_instance.player.can_see(monster.x, monster.y):
 			return
 		elif monster.distance_to(game_instance.player) > 1:
 			x,y = monster.x, monster.y
 			player_x, player_y = game_instance.player.pos
 			neighborhood = [ [0,0,0], [0,0,0], [0,0,0] ]
 			for dx in range(-1,2):
 				for dy in range(-1,2):
 					new_x = x+dx
 					new_y = y+dy
 					neighborhood[dx+1][dy+1] += int(monster.level.is_blocked(x+dx, y+dy))
 			dx, dy = monster.get_step_towards(player_x, player_y)
 			if neighborhood[dx+1][dy+1]:
 				open = []
 				for dx,dy, cell in self.perimeter(neighborhood):
 					if not cell:
 						open.append( (dx,dy) )
 				open = sorted(open, key=lambda (a,b): abs(a-dx)+abs(b-dy))[:3]
 				dx,dy = random.choice(open)
 			monster.move(dx,dy)
 		else:
 			monster.fighter.attack(game_instance.player)
 
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 class ConfusedMonster(Monster):
 	def __init__(self, num_turns=game_instance.CONFUSE_NUM_TURNS):
 		self.num_turns = num_turns
 
 	def attach(self, object):
 		self.old_ai = object.ai
 		self.owner = object
 		object.ai = self
 
 	def take_turn(self):
 		if self.num_turns > 0:
 			game.message('%s is confused' % self.owner.name)
 			op = get_closest_monster(self.owner, game_instance.player)
 			if self.owner.distance_to(op) >= 2:
 				self.owner.move_towards(op.x, op.y)
 			else:
 				game.message('%s attacks %s in his confusion' % (self.owner.name, op.name))
 				if self.owner.fighter:
 					self.owner.fighter.attack(op)
 				if op.fighter:
 					op.fighter.attack(self.owner)
 
 			self.num_turns -= 1
 		else:
 			self.owner.ai = self.old_ai
 			game.message('%s is no longer confused' % self.owner.name)
 
 def monster_death(monster):
 	monster.char = '\x09'
 	monster.color = libtcod.dark_red
 	monster.blocks = False
 	monster.fighter = None
 	monster.ai = None
 	monster.name = 'remains of %s' % monster.name
 	monster.send_to_back()
 
 
 import functools
 monster_at = functools.partial(game_instance.player.object_at,
 	filter=lambda obj: obj.fighter and obj is not game_instance.player
 )
 
 get_closest_monster = functools.partial(game_instance.player.get_closest_object,
 	filter=lambda obj: obj.fighter
 )
 
 get_visible_monsters = functools.partial(game_instance.player.get_visible_objects,
 	filter=lambda obj: obj.fighter
 )
 
 
 #####
 
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 import yaml
 import os.path
 import glob
 import monsters
 class MonsterLoader(object):
 	def __init__(self, dir):
 		self.dir = dir
 
 	def load_monsters(self):
 		for fn in glob.glob(os.path.join(self.dir,'*.yml')):
 			print 'fn', fn
 			for doc in yaml.safe_load_all(file(fn)):
 				self.load_monster(doc)
 
 	def load_monster(self, doc):
 		color = doc.get('color', None)
 		if color is None:
 			color = libtcod.red
 		elif hasattr(color, 'upper'):
 			color = getattr(libtcod, color)
 		else:
 			color = libtcod.Color(*color)
 
 		ai_class = doc.get('ai_class', BasicMonster)
 		if ai_class is not BasicMonster:
 			module, clas = ai_class.rsplit('.',1)
 			module = __import__(module)
 			ai_class = getattr(module, clas)
 
 		print 'loading', doc
 		Game.register_monster_type(
 			(lambda doc:
 				lambda map,level,con,x,y: objects.Object( map, con, x,y,
 					doc['char'],
 					doc.get('name_fmt', '%s the %s') % (libtcod.namegen_generate(doc['namegen_class']).capitalize(), doc['race_name'].capitalize()),
 					color,
 					True,
 					fighter=objects.Fighter(
 						hp=doc['hp'],
 						defense=doc['defense'],
 						power=doc['power'],
 						death_function=monster_death
 					),
 					ai=ai_class(),
 					level=level
 				)
 			)(doc), doc['spawn_chance'])
 
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 Game.register_monster_type(
 	lambda map,level, con,x,y: objects.Object(map, con,
 		x,y, '\x02', '%s the Orc' % libtcod.namegen_generate('Fantasy male'),
 			libtcod.blue, True,
 
 		fighter=objects.Fighter(hp=10, defense=2, power=3, death_function=monster_death),
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 		ai=AdvancedMonster(),
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 		level=level
 ), 8)
 
 Game.register_monster_type(
 	lambda map,level, con,x,y: objects.Object(map, con,
 		x,y, '\x01', '%s the Troll' % libtcod.namegen_generate('Norse male'),
 			libtcod.orange, True,
 
 		fighter=objects.Fighter(hp=16, defense=1, power=4, death_function=monster_death),
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 		ai=AdvancedMonster(),
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 		level=level
 ), 2)
 
 Game.register_monster_type(
 	lambda map,level, con,x,y: objects.Object(map, con,
 		x,y, '\x01', '%s the Olog-Hai' % libtcod.namegen_generate('Norse male'),
 			libtcod.amber, True,
 
 		fighter=objects.Fighter(hp=16, defense=1, power=7, death_function=monster_death),
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 		ai=AdvancedMonster(),
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 		level=level
 ), 1)
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 Game.register_monster_type(None, 7)
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