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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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