AI-Project/survival/systems/collision_system.py

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import operator
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from survival import esper
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from survival.components.on_collision_component import OnCollisionComponent
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from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
from survival.game.enums import Direction
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from survival.systems.consumption_system import ConsumeComponent
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class CollisionSystem(esper.Processor):
def __init__(self, game_map):
self.map = game_map
def process(self, dt):
for ent, (pos, moving, onCol) in self.world.get_components(PositionComponent, MovingComponent,
OnCollisionComponent):
if moving.target is not None:
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continue
moving.checked_collision = True
vector = Direction.get_vector(pos.direction)
moving.target = tuple(map(operator.add, vector, pos.grid_position))
moving.direction_vector = vector
if self.check_collision(moving.target):
self.world.remove_component(ent, MovingComponent)
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onCol.call_all()
colliding_object: int = self.map.get_entity(moving.target)
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if colliding_object is None or not self.world.entity_exists(colliding_object):
continue
if self.world.has_component(colliding_object, OnCollisionComponent):
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self.world.component_for_entity(colliding_object, OnCollisionComponent).call_all()
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else:
self.map.move_entity(pos.grid_position, moving.target)
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self.world.add_component(ent, ConsumeComponent(self.map.get_cost(moving.target)))
pos.grid_position = moving.target
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def check_collision(self, pos):
return self.map.is_colliding(pos)