from common import deepcopy, dataclass, field @dataclass class Object: id: str name: str sprite_name: str sprite_state: int = 0 # 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): waypoints: list = field(default_factory = list) quick_actions: list = field(default_factory = list) tasks: list = field(default_factory = list) inventory: dict = field(default_factory = dict) 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 (настройте) render_offset: tuple = (0.0, 0.0) start_pos: tuple = None # (row, col) начальная позиция сегмента пути replan_counter: int = 0 REPLAN_INTERVAL: int = 300 def replan(self, cells, pos): from common import find_way path = find_way(cells, pos, self.final_goal) if path and len(path) > 1: self.waypoints = path[1:] self.current_target = self.waypoints[0] else: self.waypoints.clear() self.current_target = None def move(self, cells, start, goal): from common import find_way self.final_goal = goal self.start_pos = start path = find_way(cells, start, goal) if path and len(path) > 1: self.waypoints = path[1:] # Убираем текущую позицию self.current_target = self.waypoints[0] self.move_progress = 0.0 self.start_pos = start # ★ ТУТ - текущая позиция как стартовая для первого шага ★ self.render_offset = (0.0, 0.0) def update(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: map_obj.move_obj('creature_obj', self.start_pos, self.current_target) if self.waypoints: self.waypoints.pop(0) if self.waypoints: self.start_pos = self.current_target # Новая клетка как старт self.current_target = self.waypoints[0] self.move_progress = 0.0 self.render_offset = (0.0, 0.0) # ← ДОБАВИТЬ! else: self.current_target = None self.render_offset = (0.0, 0.0) return # ★ ТОЛЬКО интерполяция offset ★ start_row, start_col = self.start_pos #or (0, 0) if self.current_target is None: self.render_offset = (0.0, 0.0) return 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) @dataclass class Item(Object): # passive_abilities = {} # active_abilities = {} pass @dataclass class Container(Item): # content = {} pass @dataclass class Building(Object): pass