rpg-szi/model.py

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from mesa import Model
from hero import Player
from othercharacters import Creature, Box, Wall, dice
from armory import WM1, A1, WR1, S1, WM2, A2
from mesa.time import RandomActivation
from mesa.space import MultiGrid
# from mesa.datacollection import DataCollector
import random
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x = 10
y = 10
step_counter = 0
boxes_number = 4
creatures_number = 5
class GameMap(Model):
def __init__(self, x, y):
self.grid = MultiGrid(x, y, False)
self.schedule = RandomActivation(self) # agenci losowo po kolei wykonują swoje akcje
# to jest potrzebne przy założeniu, że potwory chodzą?
self.boxes_number = boxes_number
self.creatures_number = creatures_number
self.running = True
# player = Player(1000, self)
player = Player(1000, self, "Janusz", 3, 3, 3, 20, 20, WM1, A1, 0, WR1, S1)
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self.schedule.add(player)
x = self.random.randrange(self.grid.width)
y = self.random.randrange(self.grid.height)
self.grid.place_agent(player, (x, y))
for i in range(self.boxes_number):
box = Box(i, self)
# self.schedule.add(box)
x = self.random.randrange(self.grid.width)
y = self.random.randrange(self.grid.height)
if self.grid.is_cell_empty((x, y)):
self.grid.place_agent(box, (x, y))
self.schedule.add(box)
else:
pass
for i in range(self.boxes_number,
self.boxes_number + self.creatures_number): # taki range, żeby każdy agent miał poprawne unique_id
# creature = Creature(i, self)
creature = Creature(i, self, "Goblin", 1, 1, 1, 1, 1, WM2, A2, dice(6))
x = self.random.randrange(self.grid.width)
y = self.random.randrange(self.grid.height)
if self.grid.is_cell_empty((x, y)):
self.grid.place_agent(creature, (x, y))
self.schedule.add(creature)
else:
pass
# self.datacollector=DataCollector #informacje o stanie planszy, pozycja agenta
def step(self):
self.schedule.step()
# self.datacollector.collect(self) #na razie niepotrzebne