import random import pygame from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD, UP, DOWN, LEFT, RIGHT from common.constants import * from common.helpers import castle_neighbors from logic.knights_queue import KnightsQueue from logic.spawner import Spawner from models.castle import Castle from models.knight import Knight from models.monster import Monster from models.tile import Tile class Level: def __init__(self, screen, logs): self.screen = screen self.logs = logs # sprite group setup self.sprites = pygame.sprite.LayeredUpdates() self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)] self.list_knights_blue = [] self.list_knights_red = [] self.list_monsters = [] self.list_castles = [] self.knights_queue = None def create_map(self): self.generate_map() self.setup_base_tiles() self.setup_objects() self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red) def generate_map(self): spawner = Spawner(self.map) spawner.spawn_where_possible(['w' for _ in range(NBR_OF_WATER)]) spawner.spawn_where_possible(['t' for _ in range(NBR_OF_TREES)]) spawner.spawn_where_possible(['s' for _ in range(NBR_OF_SANDS)]) spawner.spawn_in_area(['k_b' for _ in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT) spawner.spawn_in_area(['k_r' for _ in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT) spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT, 2) spawner.spawn_where_possible(['m' for _ in range(NBR_OF_MONSTERS)]) def setup_base_tiles(self): textures = [] for texture_path in TILES: converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha() converted_texture = pygame.transform.scale(converted_texture, (40, 40)) textures.append((texture_path, converted_texture)) for row_index, row in enumerate(self.map): for col_index, col in enumerate(row): # add base tiles, e.g. water, tree, grass if col == "w": texture_index = 5 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites, 'w') elif col == "t": texture_index = 6 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites, 't') elif col == "s": texture_index = 4 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites) else: texture_index = random.randint(0, 3) texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites) def setup_objects(self): castle_count = 0 # TODO: find some smarter method to print castle for row_index, row in enumerate(self.map): print(row) for col_index, col in enumerate(row): # add objects, e.g. knights, monsters, castle if col == "k_b": knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue") self.map[row_index][col_index] = knight self.list_knights_blue.append(knight) elif col == "k_r": knight = Knight(self.screen, (col_index, row_index), self.sprites, "red") self.map[row_index][col_index] = knight self.list_knights_red.append(knight) elif col == "m": monster = Monster(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = monster self.list_monsters.append(monster) elif col == "c": castle_count += 1 if castle_count == 4: castle = Castle(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = castle self.list_castles.append(castle) def handle_turn(self): print("next turn") current_knight = self.knights_queue.dequeue_knight() knight_pos_x = current_knight.position[0] knight_pos_y = current_knight.position[1] castle_cords = (self.list_castles[0].position[0], self.list_castles[0].position[1]) goal_list = castle_neighbors(self.map, castle_cords[0], castle_cords[1]) # list of castle neighbors state = State((knight_pos_y, knight_pos_x), current_knight.direction.name) action_list = a_star(state, self.map, goal_list) print(action_list) if len(action_list) == 0: return next_action = action_list.pop(0) if next_action == TURN_LEFT: self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.') current_knight.rotate_left() elif next_action == TURN_RIGHT: self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.') current_knight.rotate_right() elif next_action == FORWARD: current_knight.step_forward() self.map[knight_pos_y][knight_pos_x] = 'g' # 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() elif current_knight.direction.name == RIGHT: self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.') self.map[knight_pos_y][knight_pos_x + 1] = current_knight.team_alias() elif current_knight.direction.name == DOWN: self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w dół.') self.map[knight_pos_y + 1][knight_pos_x] = current_knight.team_alias() elif current_knight.direction.name == LEFT: self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.') self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias() def update(self): bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS) # update and draw the game self.sprites.draw(self.screen) self.sprites.update()