Make consumption use resources

This commit is contained in:
Kanewersa 2021-06-20 16:27:38 +02:00
parent 40f620b3ec
commit bbfaedf925
6 changed files with 63 additions and 20 deletions

View File

@ -8,6 +8,7 @@ from survival.components.position_component import PositionComponent
from survival.components.resource_component import ResourceComponent
from survival.game.enums import Direction
from survival.esper import World
from survival.systems.consumption_system import ConsumeComponent
class Action(Enum):
@ -35,9 +36,11 @@ class Action(Enum):
if action == Action.ROTATE_LEFT:
world.add_component(entity, DirectionChangeComponent(
Direction.rotate_left(world.component_for_entity(entity, PositionComponent).direction)))
world.add_component(entity, ConsumeComponent(0.2))
elif action == Action.ROTATE_RIGHT:
world.add_component(entity, DirectionChangeComponent(
Direction.rotate_right(world.component_for_entity(entity, PositionComponent).direction)))
world.add_component(entity, ConsumeComponent(0.2))
else:
world.add_component(entity, MovingComponent())
return action

View File

@ -1,5 +1,6 @@
from survival.generators.resource_type import ResourceType
class ConsumptionComponent:
def __init__(self, inventory_state=0):
self.timer_value: float = 2000
self.timer: float = self.timer_value
self.last_inventory_state = inventory_state
def __init__(self):
self.status = {ResourceType.FOOD: 1, ResourceType.WOOD: 1, ResourceType.WATER: 1}

View File

@ -17,6 +17,9 @@ class InventoryComponent:
if self.items[item] < 0:
self.items[item] = 0
def count(self, item):
return self.items[item]
def has_item(self, item):
return item in self.items and self.items[item] != 0

View File

@ -25,7 +25,7 @@ class PlayerGenerator:
inv = InventoryComponent()
for resource in ResourceType:
inv.add_item(resource, STARTING_RESOURCES_AMOUNT)
world.add_component(player, ConsumptionComponent(inv.total_items_count()))
world.add_component(player, ConsumptionComponent())
world.add_component(player, inv)
camera_target = CameraTargetComponent(pos)
world.add_component(player, camera_target)

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@ -5,6 +5,7 @@ from survival.components.on_collision_component import OnCollisionComponent
from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
from survival.game.enums import Direction
from survival.systems.consumption_system import ConsumeComponent
class CollisionSystem(esper.Processor):
@ -34,6 +35,7 @@ class CollisionSystem(esper.Processor):
else:
self.map.move_entity(pos.grid_position, moving.target)
self.world.add_component(ent, ConsumeComponent(self.map.get_cost(moving.target)))
pos.grid_position = moving.target
def check_collision(self, pos):

View File

@ -1,30 +1,64 @@
import random
from survival import esper
from survival.components.consumption_component import ConsumptionComponent
from survival.components.inventory_component import InventoryComponent
from survival.components.learning_component import LearningComponent
from survival.components.moving_component import MovingComponent
from survival.generators.resource_type import ResourceType
class ConsumeComponent:
def __init__(self, cost):
self.cost = cost
class ConsumptionSystem(esper.Processor):
CONSUMPTION_FACTOR = 0.05
CONSUMPTION_RANGE = 0.07
def __init__(self, callback):
self.callback = callback
def process(self, dt):
for ent, (cons, inventory) in self.world.get_components(ConsumptionComponent, InventoryComponent):
cons.timer -= dt
if cons.timer > 0:
continue
cons.timer = cons.timer_value
cons: ConsumptionComponent
inventory: InventoryComponent
c: ConsumeComponent
for ent, (cons, inventory, c) in self.world.get_components(ConsumptionComponent, InventoryComponent,
ConsumeComponent):
for resource in cons.status.keys():
cons.status[resource] -= c.cost * self.CONSUMPTION_FACTOR + random.uniform(-self.CONSUMPTION_RANGE,
self.CONSUMPTION_RANGE)
if cons.status[resource] < 0:
inventory.items[resource] -= 1
cons.status[resource] = 1
if self.world.has_component(ent, LearningComponent):
# If no item was picked up
if cons.last_inventory_state == inventory.total_items_count():
learning: LearningComponent = self.world.component_for_entity(ent, LearningComponent)
learning.reward += -10
learning.done = True
cons.last_inventory_state = inventory.total_items_count()
for resource in cons.status.keys():
if inventory.items[resource] <= 0 and self.world.has_component(ent, LearningComponent):
# If entity has run out of items
learning: LearningComponent = self.world.component_for_entity(ent, LearningComponent)
learning.reward -= 1
learning.done = True
break
else:
if inventory.has_item(ResourceType.FOOD):
inventory.remove_item(ResourceType.FOOD, 1)
else:
self.callback()
self.callback(ent)
self.world.remove_component(ent, ConsumeComponent)
# cons.timer -= dt
# if cons.timer > 0:
# continue
# cons.timer = cons.timer_value
#
# if self.world.has_component(ent, LearningComponent):
# # If no item was picked up
# if cons.last_inventory_state == inventory.total_items_count():
# learning: LearningComponent = self.world.component_for_entity(ent, LearningComponent)
# learning.reward += -10
# learning.done = True
# cons.last_inventory_state = inventory.total_items_count()
# else:
# if inventory.has_item(ResourceType.FOOD):
# inventory.remove_item(ResourceType.FOOD, 1)
# else:
# self.callback()