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Elvenbane/eb_objects.py

139 lines
4.7 KiB
Python
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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