forked from s464965/WMICraft
actually WORKING!!!!! one-direction attack with no ghost-knights (only knights, no monsters and fortress)
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5f7fea24fb
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@ -6,7 +6,7 @@ GAME_TITLE = 'WMICraft'
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WINDOW_HEIGHT = 800
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WINDOW_WIDTH = 1360
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FPS_COUNT = 60
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TURN_INTERVAL = 500
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TURN_INTERVAL = 100
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GRID_CELL_PADDING = 5
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GRID_CELL_SIZE = 36
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@ -10,7 +10,7 @@ class KnightsQueue:
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def dequeue_knight(self):
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if self.both_teams_alive():
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knight = self.queues[self.team_idx_turn].popleft()
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if knight.max_hp <= 0:
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if knight.health_bar.current_hp <= 0:
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return self.dequeue_knight()
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else:
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self.queues[self.team_idx_turn].append(knight)
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@ -92,13 +92,7 @@ class Level:
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self.map[row_index][col_index] = castle
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self.list_castles.append(castle)
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def handle_turn(self):
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current_knight = self.knights_queue.dequeue_knight()
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knights_list = self.list_knights_red + self.list_knights_blue
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print("next turn " + current_knight.team)
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knight_pos_x = current_knight.position[0]
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knight_pos_y = current_knight.position[1]
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positions = []
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def attack_knight(self, knights_list, positions, current_knight):
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op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
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positions.append(op_pos_1)
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op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
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@ -107,6 +101,53 @@ class Level:
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positions.append(op_pos_3)
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op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
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positions.append(op_pos_4)
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for some_knight in knights_list:
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for some_position in positions:
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if some_knight.position == some_position:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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positions.clear()
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def attack_knight_left(self, knights_list, current_knight):
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position_left = current_knight.position[0] - 1, current_knight.position[1]
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for some_knight in knights_list:
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if some_knight.position == position_left:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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def attack_knight_right(self, knights_list, current_knight):
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position_right = current_knight.position[0] + 1, current_knight.position[1]
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for some_knight in knights_list:
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if some_knight.position == position_right:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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def attack_knight_up(self, knights_list, current_knight):
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position_up = current_knight.position[0] , current_knight.position[1] - 1
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for some_knight in knights_list:
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if some_knight.position == position_up:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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def attack_knight_down(self, knights_list, current_knight):
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position_down = current_knight.position[0], current_knight.position[1] + 1
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for some_knight in knights_list:
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if some_knight.position == position_down:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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def handle_turn(self):
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current_knight = self.knights_queue.dequeue_knight()
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knights_list = self.list_knights_red + self.list_knights_blue
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print("next turn " + current_knight.team)
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knight_pos_x = current_knight.position[0]
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knight_pos_y = current_knight.position[1]
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positions = []
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goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
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monsters=self.list_monsters,
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@ -114,6 +155,9 @@ class Level:
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if current_knight.team_alias() == 'k_r' else self.list_knights_red,
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castle=self.list_castles[0])
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if (len(self.list_knights_blue) == 0 or len(self.list_knights_red) == 0):
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pygame.quit()
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if len(goal_list) == 0:
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return
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@ -126,10 +170,18 @@ class Level:
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return
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next_action = action_list.pop(0)
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for some_knight in knights_list:
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for some_position in positions:
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if some_knight.position == some_position:
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some_knight.health_bar.take_dmg(1)
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#if current_knight.health_bar.current_hp != 0:
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#self.attack_knight(knights_list, positions, current_knight)
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if current_knight.direction.name == UP:
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self.attack_knight_up(knights_list, current_knight)
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elif current_knight.direction.name == DOWN:
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self.attack_knight_down(knights_list, current_knight)
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elif current_knight.direction.name == RIGHT:
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self.attack_knight_right(knights_list, current_knight)
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elif current_knight.direction.name == LEFT:
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self.attack_knight_left(knights_list, current_knight)
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if next_action == TURN_LEFT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
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@ -141,7 +193,7 @@ class Level:
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current_knight.step_forward()
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self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
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# update knight on map
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# update knight on map
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if current_knight.direction.name == UP:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
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@ -163,3 +215,6 @@ class Level:
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# update and draw the game
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self.sprites.draw(self.screen)
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self.sprites.update()
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@ -51,7 +51,7 @@ class Stats:
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# texts
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draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
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draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
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draw_text('Rycerze: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
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# points
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pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
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