from common import deepcopy, dataclass, field, random @dataclass class Action: sprite_name: str func: function duration: float progress: float = 0.0 #status: str = "pending" #взаимодействие с инвентарем #взять предмет #бросить предмет #передать предмет #собрать ресурс #активное действие с оружием #колдовство #class Task @dataclass class Object: id: str name: str sprite_name: str sprite_state: int = 0 grid_pos: tuple = None # current_map # pos # weight # effects = {} def draw(self, draw_data): if draw_data["spr_up"] == 0: if self.sprite_state == len(draw_data["sprites"][self.sprite_name]) - 1: self.sprite_state = 0 else: self.sprite_state += 1 sp = draw_data["sprites"][self.sprite_name][self.sprite_state] rect = sp.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2)) draw_data["screen"].blit(sp, rect) def update(self): pass @dataclass class Terrain(Object): pass @dataclass class Creature(Object): direction: int = 0 # tuple? move_progress: float = 0.0 # 0.0 = старт клетки, 1.0 = конец клетки current_target: tuple = None # (row, col) следующая клетка final_goal: tuple = None move_speed: float = 0.02 # пикселей/кадр render_offset: tuple = (0.0, 0.0) start_pos: tuple = None # (row, col) начальная позиция сегмента пути replan_counter: int = 0 REPLAN_INTERVAL: int = 30000 waypoints: list = field(default_factory = list) walkable_matrix: list = field(default_factory = list) rocks_matrix: list = field(default_factory = list) inventory: dict = field(default_factory = dict) quick_actions: list = field(default_factory = list) tasks: list = field(default_factory = list) action: Action = None action_time: float = 0.0 action_counter: int = 0 task_counter: int = 0 new_task: list = field(default_factory = list) interrupt_task: list = field(default_factory = list) interrupt_action_status: str = "completed" def replan(self, cells, pos): from common import find_way path = find_way(cells, pos, self.final_goal, self.walkable_matrix, self.rocks_matrix) if path and len(path) > 1: self.waypoints = path[1:] self.current_target = self.waypoints[0] else: self.waypoints.clear() self.current_target = None self.final_goal = None def calc_step(self, time_delta, cell_size, map_obj): if self.current_target is None or not self.waypoints: self.render_offset = (0.0, 0.0) return #self.replan_counter += 1 #if self.replan_counter >= self.REPLAN_INTERVAL: # self.replan_counter = 0 # self.replan(map_obj.cells, self.start_pos) if self.current_target is None: return #target_row, target_col = self.current_target #if (target_row in map_obj.cells and # target_col < len(map_obj.cells[target_row])): # target_cell = map_obj.cells[target_row][target_col] #if target_cell.creature_obj is not None: # self.current_target = None # self.waypoints.clear() # self.render_offset = (0.0, 0.0) # self.replan(map_obj.cells, self.start_pos) # return self.move_progress += self.move_speed * time_delta * 60 self.move_progress = min(self.move_progress, 1.0) if self.move_progress >= 1.0: if (map_obj.move_obj('creature_obj', self.start_pos, self.current_target)): self.grid_pos = self.current_target else: self.current_target = None self.waypoints.clear() self.render_offset = (0.0, 0.0) #если в матрице не считаем объекты, то: #добавляем клетку в матрицу, матрицу периодически чистим #посчитать как дорого обходится просчёт матрицы self.replan(map_obj.cells, self.start_pos) #тут сделать красивый переход в одну из соседних клеток return if self.waypoints: self.waypoints.pop(0) if self.waypoints: self.start_pos = self.current_target self.current_target = self.waypoints[0] self.move_progress = 0.0 self.render_offset = (0.0, 0.0) else: #print(111111111111111) self.current_target = None self.final_goal = None self.render_offset = (0.0, 0.0) return if self.current_target is None: self.render_offset = (0.0, 0.0) return start_row, start_col = self.start_pos target_row, target_col = self.current_target offset_x = (target_col - start_col) * cell_size * self.move_progress offset_y = (target_row - start_row) * cell_size * self.move_progress self.render_offset = (offset_x, offset_y) def move(self, cells, goal): from common import find_way self.final_goal = goal path = find_way(cells, self.grid_pos, self.final_goal, self.walkable_matrix, self.rocks_matrix) if path and len(path) > 1: self.waypoints = path[1:] self.current_target = self.waypoints[0] self.move_progress = 0.0 self.start_pos = self.grid_pos self.render_offset = (0.0, 0.0) else: self.final_goal = None def create_task(self): self.new_task = [] #add actions_default_durations dict {func1: dur1, ...} def add_action(self, sprite_name: str, func: function, duration: float): self.new_task.append(Action(sprite_name, func, duration)) def add_task(self): self.tasks.append(self.new_task) def add_interr_task(self): pass #param resume_on_interrupt, Bool #if True # save goal to buffer #if False # action/task_counter = 0 #clear goal/wp def update(self, time_delta, cell_size, map_obj): self.walkable_matrix = map_obj.walkable_matrix self.rocks_matrix = map_obj.rocks_matrix #quick_actions? here? #print(self.waypoints, self.final_goal, self.action_counter, self.task_counter) if self.final_goal is not None: #print(2) self.calc_step(time_delta, cell_size, map_obj) return if self.interrupt_task and self.interrupt_action_status == "completed": #print(3) self.action_time = 0.0 self.action = self.interrupt_task.pop(0) self.interrupt_action_status = "active" #print(f" DEBUG: tasks={len(self.tasks)}, " # f"task_len={len(self.tasks[self.task_counter]) if self.tasks else 0}, " # f"action={self.action is not None}") if self.action: #print(self.action_counter, self.task_counter) self.action_time += time_delta self.action.progress = min(1.0, self.action_time / self.action.duration) if self.action_time >= self.action.duration: self.action.func() if self.interrupt_action_status == "active": self.interrupt_action_status == "completed" #if not self.inter_task and goal: move to buff_goal from self.pos (add to Object) self.action = None self.action_time = 0.0 elif self.tasks: #print(6) if self.action_counter < len(self.tasks[self.task_counter]): self.action = self.tasks[self.task_counter][self.action_counter] self.action_counter += 1 else: self.task_counter += 1 self.action_counter = 0 if self.task_counter == len(self.tasks): self.task_counter = 0 self.action = self.tasks[self.task_counter][self.action_counter] self.action_counter += 1 self.action_time = 0.0 #elif self.tasks: # if self.action_counter >= len(self.tasks[self.task_counter]): # self.task_counter += 1 # self.action_counter = 0 # if self.task_counter >= len(self.tasks): # self.task_counter = 0 # # self.action = self.tasks[self.task_counter][self.action_counter] # self.action_counter += 1 # self.action_time = 0.0 def patrol(self, cells, area): goal = (random.randint(self.grid_pos[0] - area, self.grid_pos[0] + area), random.randint(self.grid_pos[1] - area, self.grid_pos[1] + area)) while goal == self.grid_pos: goal = (random.randint(self.grid_pos[0] - area, self.grid_pos[0] + area), random.randint(self.grid_pos[1] - area, self.grid_pos[1] + area)) self.move(cells, goal) def move_rand(self, cells, area_start, area_end): goal = (random.randint(area_start, area_end), random.randint(area_start, area_end)) while goal == self.grid_pos: goal = (random.randint(area_start, area_end), random.randint(area_start, area_end)) self.move(cells, goal) @dataclass class Item(Object): # passive_abilities = {} # active_abilities = {} pass @dataclass class Container(Item): # content = {} pass @dataclass class Building(Object): pass