working model with agent collecting gold, having some stats, weapons and armors, fighting with enemies + a random enemy picture
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94
agent2.py
94
agent2.py
@ -1,4 +1,4 @@
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from mesa import Agent, Model
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from mesa import Agent
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import random
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import random
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def dice(number):
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def dice(number):
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@ -8,16 +8,23 @@ class Wall(Agent):
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def __init__(self, unique_id, model):
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def __init__(self, unique_id, model):
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super().__init__(unique_id, model)
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super().__init__(unique_id, model)
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class Chest(Agent):
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def step(self):
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def __init__(self, unique_id, model, loot):
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pass
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class Box(Agent):
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def __init__(self, unique_id, model):
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super().__init__(unique_id, model)
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super().__init__(unique_id, model)
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self.gold = 3*dice(6)
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self.gold=3*dice(6)
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self.loot = loot
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self.isBox=True
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self.isCreature=False
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def step(self):
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pass
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class Weapon():
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class Weapon():
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def __init__(self,name,typ,damage):
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def __init__(self,name,type,damage):
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self.name = name
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self.name = name
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self.typ = typ
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self.type = type
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self.damage = damage
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self.damage = damage
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class Armor():
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class Armor():
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@ -38,6 +45,9 @@ class Creature(Agent):
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self.gold = g
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self.gold = g
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self.weapon1 = weap
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self.weapon1 = weap
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self.armor = arm
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self.armor = arm
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self.isBox = False
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self.isCreature=True
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def meleeAttack(self,opponent):
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def meleeAttack(self,opponent):
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attackValue = self.strength + dice(6)
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attackValue = self.strength + dice(6)
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@ -59,18 +69,17 @@ class Creature(Agent):
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damage = attackValue - defenseValue
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.mag_protection > 0):
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if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.mag_protection > 0):
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opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.mag_protection)
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opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.mag_protection)
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def defaultAttack(self,opponent):
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def defaultAttack(self,opponent):
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if self.weapon1.typ == "Meele":
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if self.weapon1.type == "Meele":
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self.meleeAttack(opponent)
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self.meleeAttack(opponent)
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elif self.weapon1.typ == "Range":
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elif self.weapon1.type == "Range":
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self.rangeAttack(opponent)
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self.rangeAttack(opponent)
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else:
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else:
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self.magicAttack(opponent)
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self.magicAttack(opponent)
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class Player(Creature):
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class Player(Creature):
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def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g, w2, w3):
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def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g, w2, w3):
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super().__init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
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super().__init__(unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
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self.name = n
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self.name = n
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self.strength = s
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self.strength = s
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self.agility = a
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self.agility = a
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@ -82,6 +91,8 @@ class Player(Creature):
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self.weapon2 = w2
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self.weapon2 = w2
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self.weapon3 = w3
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self.weapon3 = w3
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self.armor = arm
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self.armor = arm
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self.isBox = False
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self.isCreature = False
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def move(self):
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def move(self):
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possible_steps = self.model.grid.get_neighborhood(
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possible_steps = self.model.grid.get_neighborhood(
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@ -116,83 +127,94 @@ class Player(Creature):
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combat = True
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combat = True
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while combat:
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while combat:
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choice = dice(4)
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choice = dice(4)
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print("dice rolled:", choice)
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if choice == 1:
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if choice == 1:
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running_speed = self.agility + dice(6)
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running_speed = self.agility + dice(6)
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opponent_speed = opponent.agility + dice(6)
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opponent_speed = opponent.agility + dice(6)
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if running_speed > opponent_speed:
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if running_speed > opponent_speed:
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combat = False
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combat = False
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print("Player ran away")
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self.step()
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self.step()
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else:
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else:
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opponent.defaultAttack(self)
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opponent.defaultAttack(self)
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if self.health <= 0:
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if self.health <= 0:
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combat = False
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combat = False
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print("Player died :/")
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elif choice == 2:
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elif choice == 2:
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self.meleeAttack(opponent)
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self.meleeAttack(opponent)
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if opponent.health > 0:
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if opponent.health > 0:
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opponent.defaultAttack(self)
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opponent.defaultAttack(self)
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if self.health <= 0:
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if self.health <= 0:
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combat = False
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combat = False
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print("Player died :/")
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else:
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else:
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combat = False
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combat = False
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self.gold = self.gold + opponent.gold
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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elif choice == 3:
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elif choice == 3:
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self.rangeAttack(opponent)
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self.rangeAttack(opponent)
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if opponent.health > 0:
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if opponent.health > 0:
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opponent.defaultAttack(self)
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opponent.defaultAttack(self)
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if self.health <= 0:
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if self.health <= 0:
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combat = False
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combat = False
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print("Player died :/")
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else:
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else:
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combat = False
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combat = False
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self.gold = self.gold + opponent.gold
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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else:
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else:
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self.magicAttackAttack(opponent)
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self.magicAttack(opponent)
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if opponent.health > 0:
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if opponent.health > 0:
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opponent.defaultAttack(self)
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opponent.defaultAttack(self)
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if self.health <= 0:
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if self.health <= 0:
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combat = False
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combat = False
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print("Player died :/")
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else:
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else:
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combat = False
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combat = False
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self.gold = self.gold + opponent.gold
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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def openChest(self,chest):
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def openChest(self,chest):
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self.gold = self.gold + chest.gold
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self.gold = self.gold + chest.gold
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print("Chest opened. Gold inside:", chest.gold)
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chest.gold = 0
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chest.gold = 0
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if isinstance(chest.loot,Armor):
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# if isinstance(chest.loot,Armor):
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buffer = self.armor
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# buffer = self.armor
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self.armor = chest.loot
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# self.armor = chest.loot
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chest.loot = buffer
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# chest.loot = buffer
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if isinstance(chest.loot,Weapon):
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# if isinstance(chest.loot,Weapon):
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if chest.loot.typ == "Melee":
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# if chest.loot.type == "Melee":
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buffer = self.weapon1
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# buffer = self.weapon1
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self.weapon1 = chest.loot
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# self.weapon1 = chest.loot
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chest.loot = buffer
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# chest.loot = buffer
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elif chest.loot.typ == "Range":
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# elif chest.loot.type == "Range":
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buffer = self.weapon2
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# buffer = self.weapon2
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self.weapon2 = chest.loot
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# self.weapon2 = chest.loot
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chest.loot = buffer
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# chest.loot = buffer
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elif chest.loot.typ == "Magic":
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# elif chest.loot.type == "Magic":
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buffer = self.weapon3
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# buffer = self.weapon3
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self.weapon3 = chest.loot
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# self.weapon3 = chest.loot
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chest.loot = buffer
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# chest.loot = buffer
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def step(self):
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def step(self):
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if self.health > 0:
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if self.health > 0:
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self.move()
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self.move()
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cellmates = self.model.grid.get_cell_list_contents([self.pos])
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cellmates = self.model.grid.get_cell_list_contents([self.pos])
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if len(cellmates) > 1:
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if len(cellmates) > 1:
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if isinstance(cellmates[1],Chest):
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if isinstance(cellmates[0],Box):
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openChest(cellmates[1])
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self.openChest(cellmates[0])
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else:
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else:
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opponent = cellmates[1]
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opponent = cellmates[0]
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fightOrFlight(opponent)
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print("Fighting")
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print("HP: "+self.health+" / "+self.maxHealth)
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self.fightOrFlight(opponent)
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print("Gold: "+self.gold)
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print("HP: "+str(self.health)+" / "+str(self.maxHealth))
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print("Gold: "+str(self.gold))
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else:
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else:
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print("HP: 0 / "+self.maxHealth)
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print("HP: 0 / "+str(self.maxHealth))
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52
armory.py
52
armory.py
@ -1,6 +1,6 @@
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from mesa import Agent, Model
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from mesa import Agent, Model
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import random
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import random
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import agent2
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from agent2 import Weapon, Armor, Box, Creature, Player, dice
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WM1 = Weapon("Log","Melee",1)
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WM1 = Weapon("Log","Melee",1)
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WM2 = Weapon("Log","Melee",1)
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WM2 = Weapon("Log","Melee",1)
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@ -50,29 +50,29 @@ A14 = Armor("Robe",1,2)
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A15 = Armor("Robe",1,2)
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A15 = Armor("Robe",1,2)
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A16 = Armor("Magical Plate Armor",3,2)
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A16 = Armor("Magical Plate Armor",3,2)
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C1 = Chest(WM6)
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# C1 = Box(WM6)
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C2 = Chest(WR3)
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# C2 = Box(WR3)
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C3 = Chest(WR6)
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# C3 = Box(WR6)
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C4 = Chest(WR7)
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# C4 = Box(WR7)
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C5 = Chest(WR9)
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# C5 = Box(WR9)
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C6 = Chest(WM9)
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# C6 = Box(WM9)
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C7 = Chest(WM10)
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# C7 = Box(WM10)
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C8 = Chest(S4)
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# C8 = Box(S4)
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C9 = Chest(S5)
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# C9 = Box(S5)
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C10 = Chest(A8)
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# C10 = Box(A8)
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C11 = Chest(A12)
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# C11 = Box(A12)
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C12 = Chest(A14)
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# C12 = Box(A14)
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Gracz = Player("Janusz",3,3,3,20,20,WM1,A1,0,WR1,S1)
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#Gracz = Player(1000, self, "Janusz",3,3,3,20,20,WM1,A1,0,WR1,S1)
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# def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g):
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M1 = Creature("Goblin",2,2,1,10,10,WM2,A2,dice(6))
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# M1 = Creature("Goblin",2,2,1,10,10,WM2,A2,dice(6))
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M2 = Creature("Goblin",2,2,1,10,10,WM3,A3,dice(6))
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# M2 = Creature("Goblin",2,2,1,10,10,WM3,A3,dice(6))
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M3 = Creature("Goblin",2,2,1,10,10,WR2,A4,dice(6))
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# M3 = Creature("Goblin",2,2,1,10,10,WR2,A4,dice(6))
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M4 = Creature("Skeleton Archer",2,3,4,15,15,WR4,A5,dice(6))
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# M4 = Creature("Skeleton Archer",2,3,4,15,15,WR4,A5,dice(6))
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M5 = Creature("Skeleton Archer",2,3,4,15,15,WR5,A6,dice(6))
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# M5 = Creature("Skeleton Archer",2,3,4,15,15,WR5,A6,dice(6))
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M6 = Creature("Skeleton",3,2,4,15,15,WM7,A7,dice(6))
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# M6 = Creature("Skeleton",3,2,4,15,15,WM7,A7,dice(6))
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M7 = Creature("Skeleton",3,2,4,15,15,WM8,A7,dice(6))
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# M7 = Creature("Skeleton",3,2,4,15,15,WM8,A7,dice(6))
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M8 = Creature("Bandit",3,3,2,15,15,WM4,A9,2*dice(6))
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# M8 = Creature("Bandit",3,3,2,15,15,WM4,A9,2*dice(6))
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M9 = Creature("Bandit",3,3,2,15,15,WM5,A10,2*dice(6))
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# M9 = Creature("Bandit",3,3,2,15,15,WM5,A10,2*dice(6))
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M10 = Creature("Chieftain",4,4,4,20,20,WR8,A11,3*dice(6))
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# M10 = Creature("Chieftain",4,4,4,20,20,WR8,A11,3*dice(6))
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M11 = Creature("Sorcerer",3,3,6,25,25,S3,A15,3*dice(6))
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# M11 = Creature("Sorcerer",3,3,6,25,25,S3,A15,3*dice(6))
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21
model.py
21
model.py
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from mesa import Model, Agent
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from mesa import Model, Agent
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from agent import Player, Box
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from agent2 import Player, Creature, Box, Wall, dice
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from armory import WM1, A1, WR1, S1, WM2, A2
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from mesa.time import RandomActivation
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from mesa.time import RandomActivation
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from mesa.space import MultiGrid
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from mesa.space import MultiGrid
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#from mesa.datacollection import DataCollector
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#from mesa.datacollection import DataCollector
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@ -7,9 +8,9 @@ import random
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x = 10
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x = 10
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y = 10
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y = 10
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possible_contents = ['gold', 'sword', 'shield', 'potion', 'empty']
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step_counter = 0
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step_counter = 0
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boxes_number = 5
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boxes_number = 5
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creatures_number = 5
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class GameMap(Model):
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class GameMap(Model):
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@ -18,12 +19,15 @@ class GameMap(Model):
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self.schedule = RandomActivation(self) # agenci losowo po kolei wykonują swoje akcje
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self.schedule = RandomActivation(self) # agenci losowo po kolei wykonują swoje akcje
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# to jest potrzebne przy założeniu, że potwory chodzą?
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# to jest potrzebne przy założeniu, że potwory chodzą?
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self.boxes_number = boxes_number
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self.boxes_number = boxes_number
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self.creatures_number = creatures_number
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self.running=True
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self.running=True
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player = Player(1000, self)
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#player = Player(1000, self)
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player = Player(1000, self, "Janusz", 3, 3, 3, 20, 20, WM1,A1,0,WR1,S1)
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self.schedule.add(player)
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self.schedule.add(player)
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x = self.random.randrange(self.grid.width)
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x = self.random.randrange(self.grid.width)
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y = self.random.randrange(self.grid.height)
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y = self.random.randrange(self.grid.height)
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self.grid.place_agent(player, (x, y))
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self.grid.place_agent(player, (x, y))
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for i in range(self.boxes_number):
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for i in range(self.boxes_number):
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box = Box(i, self)
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box = Box(i, self)
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self.schedule.add(box)
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self.schedule.add(box)
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@ -34,6 +38,17 @@ class GameMap(Model):
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except:
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except:
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pass
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pass
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for i in range(self.boxes_number, self.boxes_number+self.creatures_number): #taki range, żeby każdy agent miał poprawne unique_id
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#creature = Creature(i, self)
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creature = Creature(i, self, "Goblin", 0, 0, 0, 1, 1, WM2,A2, dice(6))
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self.schedule.add(creature)
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x = self.random.randrange(self.grid.width)
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y = self.random.randrange(self.grid.height)
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try:
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self.grid.place_agent(creature, (x, y))
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except:
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pass
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# self.datacollector=DataCollector #informacje o stanie planszy, pozycja agenta
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# self.datacollector=DataCollector #informacje o stanie planszy, pozycja agenta
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@ -9,6 +9,8 @@ def player_representation(agent):
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if agent.isBox:
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if agent.isBox:
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portrayal["Shape"] = "sprites/box.png"
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portrayal["Shape"] = "sprites/box.png"
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portrayal["Layer"] = 0
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portrayal["Layer"] = 0
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elif agent.isCreature:
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portrayal["Shape"]='sprites/creature.png'
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return portrayal
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return portrayal
|
||||||
|
|
||||||
grid = CanvasGrid(player_representation, 10, 10, 500, 500)
|
grid = CanvasGrid(player_representation, 10, 10, 500, 500)
|
||||||
|
BIN
sprites/creature.png
Normal file
BIN
sprites/creature.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.8 KiB |
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Reference in New Issue
Block a user