import random from survival import GameMap from survival.components.OnCollisionComponent import OnCollisionComponent from survival.components.inventory_component import InventoryComponent from survival.components.position_component import PositionComponent from survival.components.resource_component import ResourceComponent from survival.components.sprite_component import SpriteComponent from survival.decision_tree import DecisionTree from survival.esper import World from survival.generators.resource_type import ResourceType from survival.settings import RESOURCES_AMOUNT class ResourceGenerator: def __init__(self, world, game_map): self.world = world self.map = game_map self.decision_tree = DecisionTree() self.built_tree = self.decision_tree.build(10) def generate_resources(self, player: int): for x in range(RESOURCES_AMOUNT): obj = self.world.create_entity() sprites = { ResourceType.FOOD: 'apple.png', ResourceType.WATER: 'water.png', ResourceType.WOOD: 'wood.png' } empty_grid_pos = self.get_empty_grid_position() empty_pos = [empty_grid_pos[0] * 32, empty_grid_pos[1] * 32] pos = PositionComponent(empty_pos, empty_grid_pos) resource_type = random.choice(list(ResourceType)) sprite = SpriteComponent(sprites[resource_type]) col = OnCollisionComponent() col.addCallback(self.remove_resource, world=self.world, game_map=self.map, resource_ent=obj, player=player, decision_tree=self.decision_tree) self.world.add_component(obj, pos) self.world.add_component(obj, sprite) self.world.add_component(obj, col) self.world.add_component(obj, ResourceComponent(resource_type)) self.map.add_entity(obj, pos) def get_empty_grid_position(self): free_pos = [random.randrange(self.map.width), random.randrange(self.map.height)] while self.map.is_colliding(free_pos): free_pos = [random.randrange(self.map.width), random.randrange(self.map.height)] return free_pos @staticmethod def remove_resource(world: World, game_map: GameMap, resource_ent: int, player: int, decision_tree: DecisionTree): pos = world.component_for_entity(resource_ent, PositionComponent) resource = world.component_for_entity(resource_ent, ResourceComponent) inventory = world.component_for_entity(player, InventoryComponent) answer = decision_tree.predict_answer(resource) # print(answer) inventory.add_item(ResourceType.get_from_string(answer), 1) game_map.remove_entity(pos.grid_position) world.delete_entity(resource_ent, immediate=True)