2024-01-03 10:21:19 +00:00
|
|
|
import math
|
2024-01-03 18:46:00 +00:00
|
|
|
import random
|
2024-01-03 10:21:19 +00:00
|
|
|
|
2024-01-02 14:55:40 +00:00
|
|
|
from src.engine.entity import Entity
|
2024-01-03 10:21:19 +00:00
|
|
|
from src.engine.entity_manager import EntityManager
|
|
|
|
from src.engine.map_manager import MapManager
|
2024-01-02 14:55:40 +00:00
|
|
|
from src.engine.mobs_AI import MobAI
|
|
|
|
|
|
|
|
|
|
|
|
class WolfAI(MobAI):
|
2024-01-03 10:21:19 +00:00
|
|
|
def __init__(self, entity: 'Entity', entity_manager: 'EntityManager', map_manager: 'MapManager'):
|
|
|
|
super().__init__(entity, entity_manager, map_manager)
|
2024-01-02 14:55:40 +00:00
|
|
|
|
2024-01-03 18:46:00 +00:00
|
|
|
self.ATTACK_DISTANCE = 160
|
|
|
|
self.timer = 0
|
|
|
|
self.walk_x = 0
|
|
|
|
self.walk_y = 0
|
|
|
|
self.comportment = 0 # 0 : waiting, 1: walking
|
2024-01-03 10:21:19 +00:00
|
|
|
|
2024-01-03 18:46:00 +00:00
|
|
|
def update(self, delta: float):
|
|
|
|
"""Fonction executée à chaque tick pour chaque loup et qui gère l'IA."""
|
|
|
|
|
|
|
|
# On récupère l'entité joueur
|
2024-01-03 10:21:19 +00:00
|
|
|
player: Entity = self.entity_manager.get_by_name(self.entity_manager.player_entity_name)
|
|
|
|
|
2024-01-03 18:46:00 +00:00
|
|
|
# On calcule la distance en x et en y entre le loup et le joueur
|
2024-01-03 10:21:19 +00:00
|
|
|
x_distance = (player.x - self.entity.x)
|
|
|
|
y_distance = (player.y - self.entity.y)
|
|
|
|
|
2024-01-03 18:46:00 +00:00
|
|
|
# On calcule la distance
|
2024-01-03 10:21:19 +00:00
|
|
|
player_distance = math.sqrt(x_distance ** 2 + y_distance ** 2)
|
|
|
|
|
2024-01-03 18:46:00 +00:00
|
|
|
# On vérifie que le loup peut voir le joueur
|
|
|
|
if player_distance <= self.ATTACK_DISTANCE:
|
|
|
|
# On rétablit la vitesse du loup à 1
|
|
|
|
self.entity.max_speed = 1.
|
|
|
|
|
|
|
|
# Si le loup touche le joueur, il lui inflige des dégats
|
|
|
|
if player.get_collisions_with_entity(self.entity):
|
|
|
|
player.take_damages(1)
|
|
|
|
|
|
|
|
# Si le loup n'est pas déja sur le joueur, on le fait s'en raprocher
|
|
|
|
if player_distance > self.entity.max_speed:
|
|
|
|
self.entity.move(x_distance / player_distance*self.entity.max_speed,
|
|
|
|
y_distance / player_distance*self.entity.max_speed, self.map_manager)
|
|
|
|
|
|
|
|
else:
|
|
|
|
# Comportement d'attente
|
2024-01-03 19:17:16 +00:00
|
|
|
|
|
|
|
# On diminue la vitesse
|
2024-01-03 18:46:00 +00:00
|
|
|
self.entity.max_speed = 0.5
|
|
|
|
|
|
|
|
self.timer -= delta
|
2024-01-03 19:17:16 +00:00
|
|
|
# Si le timer est fini et que le loup était en train d'attendre, il commence à marcher
|
2024-01-03 18:46:00 +00:00
|
|
|
if self.timer <= 0 and self.comportment == 0:
|
|
|
|
self.comportment = 1
|
|
|
|
self.timer = random.random() * 5.
|
2024-01-03 19:17:16 +00:00
|
|
|
|
|
|
|
# On choisit la direction
|
2024-01-03 18:46:00 +00:00
|
|
|
self.walk_x = (random.random()-0.5)*2
|
|
|
|
self.walk_y = (random.random()-0.5)*2
|
2024-01-03 19:17:16 +00:00
|
|
|
# Si le timer est fini et que le loup était de marcher, il commence à attendre
|
2024-01-03 18:46:00 +00:00
|
|
|
elif self.timer <= 0 and self.comportment == 1:
|
|
|
|
self.comportment = 0
|
|
|
|
self.timer = random.random() * 3
|
|
|
|
|
2024-01-03 19:17:16 +00:00
|
|
|
# On fait avancer le loup quand il le doit
|
|
|
|
if self.comportment == 1:
|
|
|
|
self.entity.move(self.walk_x, self.walk_y, self.map_manager)
|