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