added moveFwd() and rotate() to agent

This commit is contained in:
Mateusz Drabek 2021-04-12 23:42:09 +02:00
parent 3917fbf26d
commit d77f74ca59

View File

@ -1,8 +1,10 @@
from mesa import Agent
import random
def dice(number):
return random.randint(1,number)
return random.randint(1, number)
class Wall(Agent):
def __init__(self, unique_id, model):
@ -11,28 +13,32 @@ class Wall(Agent):
def step(self):
pass
class Box(Agent):
def __init__(self, unique_id, model):
super().__init__(unique_id, model)
self.gold=3*dice(6)
self.isBox=True
self.isCreature=False
self.gold = 3 * dice(6)
self.isBox = True
self.isCreature = False
def step(self):
pass
class Weapon():
def __init__(self,name,type,damage):
def __init__(self, name, type, damage):
self.name = name
self.type = type
self.damage = damage
class Armor():
def __init__(self,name,defence,mp):
def __init__(self, name, defence, mp):
self.name = name
self.defence = defence
self.mag_protection = mp
class Creature(Agent):
def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g):
super().__init__(unique_id, model)
@ -46,31 +52,30 @@ class Creature(Agent):
self.weapon1 = weap
self.armor = arm
self.isBox = False
self.isCreature=True
self.isCreature = True
def meleeAttack(self,opponent):
def meleeAttack(self, opponent):
attackValue = self.strength + dice(6)
defenseValue = opponent.strength + opponent.armor.defence
damage = attackValue - defenseValue
if damage > 0:
opponent.health = opponent.health - (damage + self.weapon1.damage)
def rangeAttack(self,opponent):
def rangeAttack(self, opponent):
attackValue = self.agility + dice(6)
defenseValue = opponent.agility
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.defence > 0):
opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.defence)
def magicAttack(self,opponent):
def magicAttack(self, opponent):
attackValue = self.wisdom + dice(6)
defenseValue = opponent.wisdom
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon1.damage - opponent.armor.mag_protection > 0):
opponent.health = opponent.health - (damage + self.weapon1.damage - opponent.armor.mag_protection)
def defaultAttack(self,opponent):
def defaultAttack(self, opponent):
if self.weapon1.type == "Meele":
self.meleeAttack(opponent)
elif self.weapon1.type == "Range":
@ -78,6 +83,7 @@ class Creature(Agent):
else:
self.magicAttack(opponent)
class Player(Creature):
def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g, w2, w3):
super().__init__(unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
@ -94,8 +100,26 @@ class Player(Creature):
self.armor = arm
self.isBox = False
self.isCreature = False
self.directions = [[0, 1], [1, 0], [0, -1], [-1, 0]]
self.direction = 0
def move(self):
def rotate(self, clockwise=True):
if clockwise:
self.direction = (self.direction + 1) % 4
else:
self.direction = (self.direction + 3) % 4
def moveFwd(self):
possible_steps = self.model.grid.get_neighborhood(
self.pos,
moore=False,
include_center=False)
new_position = (
self.pos[0] + self.directions[self.direction][0], self.pos[1] + self.directions[self.direction][1])
if new_position in possible_steps:
self.model.grid.move_agent(self, new_position)
def move(self): # OLD
possible_steps = self.model.grid.get_neighborhood(
self.pos,
moore=True,
@ -103,27 +127,27 @@ class Player(Creature):
new_position = self.random.choice(possible_steps)
self.model.grid.move_agent(self, new_position)
def meleeAttack(self,opponent):
def meleeAttack(self, opponent):
attackValue = self.strength + dice(6)
defenseValue = opponent.strength + opponent.armor.defence
damage = attackValue - defenseValue
if damage > 0:
opponent.health = opponent.health - (damage + self.weapon1.damage)
def rangeAttack(self,opponent):
def rangeAttack(self, opponent):
attackValue = self.agility + dice(6)
defenseValue = opponent.agility
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon2.damage - opponent.armor.defence > 0):
opponent.health = opponent.health - (damage + self.weapon2.damage - opponent.armor.defence)
def magicAttack(self,opponent):
def magicAttack(self, opponent):
attackValue = self.wisdom + dice(6)
defenseValue = opponent.wisdom
damage = attackValue - defenseValue
if (damage > 0) and (damage + self.weapon3.damage - opponent.armor.mag_protection > 0):
opponent.health = opponent.health - (damage + self.weapon3.damage - opponent.armor.mag_protection)
def fightOrFlight(self, opponent):
combat = True
while combat:
@ -180,8 +204,8 @@ class Player(Creature):
opponent.gold = 0
opponent.model.grid.remove_agent(opponent)
print("Fight won")
def openChest(self,chest):
def openChest(self, chest):
self.gold = self.gold + chest.gold
print("Chest opened. Gold inside:", chest.gold)
chest.gold = 0
@ -202,20 +226,20 @@ class Player(Creature):
# buffer = self.weapon3
# self.weapon3 = chest.loot
# chest.loot = buffer
def step(self):
if self.health > 0:
self.move()
self.moveFwd()
self.rotate(False)
cellmates = self.model.grid.get_cell_list_contents([self.pos])
if len(cellmates) > 1:
if isinstance(cellmates[0],Box):
if isinstance(cellmates[0], Box):
self.openChest(cellmates[0])
else:
opponent = cellmates[0]
print("Fighting")
self.fightOrFlight(opponent)
print("HP: "+str(self.health)+" / "+str(self.maxHealth))
print("Gold: "+str(self.gold))
print("HP: " + str(self.health) + " / " + str(self.maxHealth))
print("Gold: " + str(self.gold))
else:
print("HP: 0 / "+str(self.maxHealth))
print("HP: 0 / " + str(self.maxHealth))