added moveFwd() and rotate() to agent
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3917fbf26d
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86
agent2.py
86
agent2.py
@ -1,8 +1,10 @@
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from mesa import Agent
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import random
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def dice(number):
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return random.randint(1,number)
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return random.randint(1, number)
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class Wall(Agent):
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def __init__(self, unique_id, model):
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@ -11,28 +13,32 @@ class Wall(Agent):
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def step(self):
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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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self.gold=3*dice(6)
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self.isBox=True
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self.isCreature=False
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self.gold = 3 * dice(6)
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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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def __init__(self,name,type,damage):
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def __init__(self, name, type, damage):
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self.name = name
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self.type = type
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self.damage = damage
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class Armor():
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def __init__(self,name,defence,mp):
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def __init__(self, name, defence, mp):
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self.name = name
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self.defence = defence
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self.mag_protection = mp
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class Creature(Agent):
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def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g):
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super().__init__(unique_id, model)
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@ -46,31 +52,30 @@ class Creature(Agent):
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self.weapon1 = weap
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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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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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defenseValue = opponent.strength + opponent.armor.defence
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damage = attackValue - defenseValue
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if damage > 0:
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opponent.health = opponent.health - (damage + self.weapon1.damage)
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def rangeAttack(self,opponent):
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def rangeAttack(self, opponent):
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attackValue = self.agility + dice(6)
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defenseValue = opponent.agility
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.defence > 0):
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opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.defence)
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def magicAttack(self,opponent):
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def magicAttack(self, opponent):
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attackValue = self.wisdom + dice(6)
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defenseValue = opponent.wisdom
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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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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.type == "Meele":
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self.meleeAttack(opponent)
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elif self.weapon1.type == "Range":
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@ -78,6 +83,7 @@ class Creature(Agent):
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else:
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self.magicAttack(opponent)
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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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super().__init__(unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
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@ -94,8 +100,26 @@ class Player(Creature):
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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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self.directions = [[0, 1], [1, 0], [0, -1], [-1, 0]]
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self.direction = 0
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def move(self):
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def rotate(self, clockwise=True):
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if clockwise:
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self.direction = (self.direction + 1) % 4
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else:
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self.direction = (self.direction + 3) % 4
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def moveFwd(self):
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possible_steps = self.model.grid.get_neighborhood(
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self.pos,
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moore=False,
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include_center=False)
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new_position = (
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self.pos[0] + self.directions[self.direction][0], self.pos[1] + self.directions[self.direction][1])
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if new_position in possible_steps:
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self.model.grid.move_agent(self, new_position)
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def move(self): # OLD
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possible_steps = self.model.grid.get_neighborhood(
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self.pos,
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moore=True,
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@ -103,27 +127,27 @@ class Player(Creature):
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new_position = self.random.choice(possible_steps)
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self.model.grid.move_agent(self, new_position)
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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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defenseValue = opponent.strength + opponent.armor.defence
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damage = attackValue - defenseValue
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if damage > 0:
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opponent.health = opponent.health - (damage + self.weapon1.damage)
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def rangeAttack(self,opponent):
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def rangeAttack(self, opponent):
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attackValue = self.agility + dice(6)
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defenseValue = opponent.agility
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon2.damage - opponent.armor.defence > 0):
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opponent.health = opponent.health - (damage + self.weapon2.damage - opponent.armor.defence)
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def magicAttack(self,opponent):
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def magicAttack(self, opponent):
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attackValue = self.wisdom + dice(6)
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defenseValue = opponent.wisdom
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon3.damage - opponent.armor.mag_protection > 0):
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opponent.health = opponent.health - (damage + self.weapon3.damage - opponent.armor.mag_protection)
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def fightOrFlight(self, opponent):
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combat = True
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while combat:
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@ -180,8 +204,8 @@ class Player(Creature):
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opponent.gold = 0
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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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print("Chest opened. Gold inside:", chest.gold)
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chest.gold = 0
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@ -202,20 +226,20 @@ class Player(Creature):
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# buffer = self.weapon3
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# self.weapon3 = chest.loot
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# chest.loot = buffer
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def step(self):
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if self.health > 0:
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self.move()
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self.moveFwd()
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self.rotate(False)
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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 isinstance(cellmates[0],Box):
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if isinstance(cellmates[0], Box):
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self.openChest(cellmates[0])
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else:
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opponent = cellmates[0]
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print("Fighting")
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self.fightOrFlight(opponent)
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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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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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print("HP: 0 / "+str(self.maxHealth))
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print("HP: 0 / " + str(self.maxHealth))
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