Merge pull request 'actually WORKING!!!!! one-direction attack with no ghost-knights (only knights, no monsters and fortress)' (#38) from knights_attack_v2 into master

Reviewed-on: s464965/WMICraft#38
This commit is contained in:
Aleksandra Muczyńska 2022-06-09 22:31:50 +02:00
commit cb9b8e6b2d
4 changed files with 70 additions and 15 deletions

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@ -6,7 +6,7 @@ GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
FPS_COUNT = 60
TURN_INTERVAL = 500
TURN_INTERVAL = 100
GRID_CELL_PADDING = 5
GRID_CELL_SIZE = 36

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@ -10,7 +10,7 @@ class KnightsQueue:
def dequeue_knight(self):
if self.both_teams_alive():
knight = self.queues[self.team_idx_turn].popleft()
if knight.max_hp <= 0:
if knight.health_bar.current_hp <= 0:
return self.dequeue_knight()
else:
self.queues[self.team_idx_turn].append(knight)

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@ -92,13 +92,7 @@ class Level:
self.map[row_index][col_index] = castle
self.list_castles.append(castle)
def handle_turn(self):
current_knight = self.knights_queue.dequeue_knight()
knights_list = self.list_knights_red + self.list_knights_blue
print("next turn " + current_knight.team)
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
positions = []
def attack_knight(self, knights_list, positions, current_knight):
op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
positions.append(op_pos_1)
op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
@ -107,6 +101,53 @@ class Level:
positions.append(op_pos_3)
op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
positions.append(op_pos_4)
for some_knight in knights_list:
for some_position in positions:
if some_knight.position == some_position:
some_knight.health_bar.take_dmg(1)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
positions.clear()
def attack_knight_left(self, knights_list, current_knight):
position_left = current_knight.position[0] - 1, current_knight.position[1]
for some_knight in knights_list:
if some_knight.position == position_left:
some_knight.health_bar.take_dmg(1)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
def attack_knight_right(self, knights_list, current_knight):
position_right = current_knight.position[0] + 1, current_knight.position[1]
for some_knight in knights_list:
if some_knight.position == position_right:
some_knight.health_bar.take_dmg(1)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
def attack_knight_up(self, knights_list, current_knight):
position_up = current_knight.position[0] , current_knight.position[1] - 1
for some_knight in knights_list:
if some_knight.position == position_up:
some_knight.health_bar.take_dmg(1)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
def attack_knight_down(self, knights_list, current_knight):
position_down = current_knight.position[0], current_knight.position[1] + 1
for some_knight in knights_list:
if some_knight.position == position_down:
some_knight.health_bar.take_dmg(1)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
def handle_turn(self):
current_knight = self.knights_queue.dequeue_knight()
knights_list = self.list_knights_red + self.list_knights_blue
print("next turn " + current_knight.team)
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
positions = []
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
monsters=self.list_monsters,
@ -114,6 +155,9 @@ class Level:
if current_knight.team_alias() == 'k_r' else self.list_knights_red,
castle=self.list_castles[0])
if (len(self.list_knights_blue) == 0 or len(self.list_knights_red) == 0):
pygame.quit()
if len(goal_list) == 0:
return
@ -126,10 +170,18 @@ class Level:
return
next_action = action_list.pop(0)
for some_knight in knights_list:
for some_position in positions:
if some_knight.position == some_position:
some_knight.health_bar.take_dmg(1)
#if current_knight.health_bar.current_hp != 0:
#self.attack_knight(knights_list, positions, current_knight)
if current_knight.direction.name == UP:
self.attack_knight_up(knights_list, current_knight)
elif current_knight.direction.name == DOWN:
self.attack_knight_down(knights_list, current_knight)
elif current_knight.direction.name == RIGHT:
self.attack_knight_right(knights_list, current_knight)
elif current_knight.direction.name == LEFT:
self.attack_knight_left(knights_list, current_knight)
if next_action == TURN_LEFT:
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
@ -141,7 +193,7 @@ class Level:
current_knight.step_forward()
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
# update knight on map
# update knight on map
if current_knight.direction.name == UP:
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
@ -163,3 +215,6 @@ class Level:
# update and draw the game
self.sprites.draw(self.screen)
self.sprites.update()

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@ -51,7 +51,7 @@ class Stats:
# texts
draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
draw_text('Rycerze: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
# points
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))