fixed knights_hp + basic attack ^<>v (improvement in progress)
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@ -94,9 +94,19 @@ class Level:
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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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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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positions.append(op_pos_2)
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op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
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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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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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@ -116,6 +126,11 @@ 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 next_action == TURN_LEFT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
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current_knight.rotate_left()
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@ -37,7 +37,7 @@ class Knight(pygame.sprite.Sprite):
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self.attack = random.randint(4, 7)
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self.defense = random.randint(1, 4)
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self.points = 1
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self.health_bar = HealthBar(screen, self.rect, current_hp=random.randint(1, self.max_hp), max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def rotate_left(self):
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self.direction = self.direction.left()
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