forked from Cryz/battle_royale_sim
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13
README.md
13
README.md
@@ -7,7 +7,9 @@ You can find the Official Bot here:
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Feel free to fork the project and make your own Bot
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Feel free to fork the project and make your own Bot
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# Bot Instrictions
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This game is inspired to this Hunger Games Simulator: https://brantsteele.net/hungergames/reaping.php
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# Bot Instructions (Telegram)
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1. start a chat with the bot: https://t.me/Brsimgen_Bot
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1. start a chat with the bot: https://t.me/Brsimgen_Bot
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2. open the bot keyboard
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2. open the bot keyboard
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@@ -24,6 +26,13 @@ Feel free to fork the project and make your own Bot
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|||||||
- Get Alive Players: (list of alive players)
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- Get Alive Players: (list of alive players)
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- Get Death Players: (list of death players)
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- Get Death Players: (list of death players)
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- Get Ranking Players: (this is the leaderboard, based on number of kills)
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- Get Ranking Players: (this is the leaderboard, based on number of kills)
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- Show Map UTF8 or Show Map Image (show Players/Items position on the map)
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# Bot Instructions (CLI)
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1. open a python shell
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2. `import debug`
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3. `debug.init_debug_simulation()`
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# Fork Instructions
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# Fork Instructions
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@@ -45,6 +54,8 @@ TOKEN = 'your-bot-token'
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BOT_PATH= '/the/path/of/the/project'
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BOT_PATH= '/the/path/of/the/project'
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LOG_PATH= '/the/path/where/you/want/put/game/daily/logs'
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BOT_EXEC_CMD= 'python3 bot.py' # or any other way you start the bot
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BOT_EXEC_CMD= 'python3 bot.py' # or any other way you start the bot
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SUPER_USERS= [ your_chat_id ]
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SUPER_USERS= [ your_chat_id ]
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@@ -7,8 +7,21 @@ EVENTS = [
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'success_percentage' : 80,
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'success_percentage' : 80,
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'fail_percentage' : 19,
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'fail_percentage' : 19,
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'extreme_fail_percentage' : 1,
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'extreme_fail_percentage' : 1,
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'required_items' : [],
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'requirements' : {},
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'weight' : 1,
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'weight' : 1,
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'number_of_players' : 2,
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'affected_players' : 1,
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},
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{
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'id' : 'BOMB_EXPLOSION',
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'text' : '{Player1} ha attacato {player2}',
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'resolve_text' : '{Player1} ha causato {effetto_collaterale}',
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'fail_text' : '{Player1} ha fallito, {player2} è indenne',
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'success_percentage' : 80,
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'fail_percentage' : 19,
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'extreme_fail_percentage' : 1,
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'requirements' : {
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'weapons' : ['BOMB']
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},
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'affected_players' : [2,3,4],
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},
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},
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]
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]
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18
bot.py
18
bot.py
@@ -24,7 +24,7 @@ async def bot_start(update, context):
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['Init/Restart'],
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['Init/Restart'],
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['Add Player', 'Add random Players', 'Add random color Players'],
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['Add Player', 'Add random Players', 'Add random color Players'],
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['Get Players', 'Get Alive Players', 'Get Death Players', 'Get Ranking Players',],
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['Get Players', 'Get Alive Players', 'Get Death Players', 'Get Ranking Players',],
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['Simulate Day', 'Run Periodically']
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['Simulate Day', 'Run Periodically', 'Show Map UTF8', 'Show Map Image']
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]
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]
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reply_markup= ReplyKeyboardMarkup(keyboard, one_time_keyboard=False, resize_keyboard=True)
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reply_markup= ReplyKeyboardMarkup(keyboard, one_time_keyboard=False, resize_keyboard=True)
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@@ -38,8 +38,18 @@ async def bot_start(update, context):
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async def bot_commands(update, context):
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async def bot_commands(update, context):
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text= update.message.text
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text= update.message.text
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chat_id = update.effective_chat.id
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chat_id = update.effective_chat.id
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username= update.effective_chat.username
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first_name= update.effective_chat.first_name
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last_name= update.effective_chat.last_name
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chat_type= update.effective_chat.type.name # PRIVAT|BOT|ETC..
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_log.log_info(f'bot_command: {chat_id} - text received: {text}')
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_log.log_info(f'bot_command: \
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user id="{chat_id}" \
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username="{username}" \
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first_name="{first_name}" \
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last_name="{last_name}" \
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chat_type="{chat_type}"')
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# init or restart the game
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# init or restart the game
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if text == 'Init/Restart':
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if text == 'Init/Restart':
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@@ -64,6 +74,10 @@ async def bot_commands(update, context):
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return await _cmd.cmd_add_random_players(context, update, chat_id)
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return await _cmd.cmd_add_random_players(context, update, chat_id)
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if text == 'Add random color Players':
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if text == 'Add random color Players':
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return await _cmd.cmd_add_random_color_players(context, update, chat_id)
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return await _cmd.cmd_add_random_color_players(context, update, chat_id)
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if text == 'Show Map UTF8':
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return await _cmd.cmd_show_game_map_unicode(context, update, chat_id)
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if text == 'Show Map Image':
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return await _cmd.cmd_show_game_map_image(context, update, chat_id)
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# special commands
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# special commands
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if text == 'upstart': return await _scmd.update_bot(update, context)
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if text == 'upstart': return await _scmd.update_bot(update, context)
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@@ -1,4 +1,5 @@
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from utils import logs as _log
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from utils import logs as _log
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from bot_libs import syms as _bot_syms
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from bot_libs import player_handling as _bot_player
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from bot_libs import player_handling as _bot_player
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from bot_libs import simulation as _bot_simulation
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from bot_libs import simulation as _bot_simulation
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from bot_libs import repeating as _bot_repeat
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from bot_libs import repeating as _bot_repeat
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@@ -61,6 +62,21 @@ async def cmd_get_ranking_players(context, update, chat_id):
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async def cmd_simulate_day(context, update, chat_id):
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async def cmd_simulate_day(context, update, chat_id):
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return await _bot_simulation.simulate_day(context, chat_id)
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return await _bot_simulation.simulate_day(context, chat_id)
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async def cmd_show_game_map_unicode(context, update, chat_id):
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Arena= context.application.bot_data['arena']
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Gamemap= Arena.get_map()
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rendered_map= Gamemap.get_renderized_map()
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await update.message.reply_text(rendered_map)
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return await update.message.reply_text(_bot_syms.MAP_UTF8_LEGEND, parse_mode='MarkdownV2')
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async def cmd_show_game_map_image(context, update, chat_id):
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Arena= context.application.bot_data['arena']
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Gamemap= Arena.get_map()
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image_map= Gamemap.get_image_map()
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bot= update.get_bot()
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await bot.send_photo(chat_id= chat_id, photo= image_map)
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return await update.message.reply_text(_bot_syms.MAP_IMAGE_LEGEND, parse_mode='MarkdownV2')
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async def cmd_simulate_day_cron(context, update, chat_id):
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async def cmd_simulate_day_cron(context, update, chat_id):
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context.application.bot_data['ask_seconds'] = 1
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context.application.bot_data['ask_seconds'] = 1
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if 'ask_name' in context.application.bot_data:
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if 'ask_name' in context.application.bot_data:
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@@ -5,7 +5,8 @@ from bot_libs import syms as _bot_syms
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async def add_player(update, context, chat_id, name):
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async def add_player(update, context, chat_id, name):
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_log.log_info(f'add_player: {chat_id} - {name}')
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_log.log_info(f'add_player: {chat_id} - {name}')
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Arena= context.application.bot_data['arena']
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Arena= context.application.bot_data['arena']
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if len(Arena.get_players()) >= 70: return # prevent message too long error
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#if len(Arena.get_players()) >= 70: return # prevent message too long error
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if len(Arena.get_players()) >= 20: return # maybe this should depend on the map dimension
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Arena.add_player(name)
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Arena.add_player(name)
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async def add_random_players(update, context, chat_id, colors_names= False):
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async def add_random_players(update, context, chat_id, colors_names= False):
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@@ -1,4 +1,5 @@
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import os as _os
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import os as _os
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from utils import logs as _logs
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_MISSING_LOCAL_SETTINGS= """
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_MISSING_LOCAL_SETTINGS= """
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=============== ERROR ===============
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=============== ERROR ===============
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@@ -20,7 +21,7 @@ _MISSING_LOCAL_SETTINGS= """
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try:
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try:
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from local_settings import TOKEN as _token
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from local_settings import TOKEN as _token
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TOKEN= _token
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TOKEN= _token
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except: print(_MISSING_LOCAL_SETTINGS)
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except: _logs.log_debug(_MISSING_LOCAL_SETTINGS)
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try:
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try:
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from local_settings import BOT_PATH as _bot_path
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from local_settings import BOT_PATH as _bot_path
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BOT_PATH= _os.path.expanduser(_bot_path)
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BOT_PATH= _os.path.expanduser(_bot_path)
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@@ -75,3 +76,40 @@ COLORS_NAMES= [
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"Pearl", "Pumpkin", "Navy", "Ultramarine", "Sapphire", "Desert", "Cherry",
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"Pearl", "Pumpkin", "Navy", "Ultramarine", "Sapphire", "Desert", "Cherry",
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"Tulip",
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"Tulip",
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]
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]
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MAP_UTF8_FIELD= '🟩'
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MAP_UTF8_MOUNTAIN= '⛰️'
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MAP_UTF8_PLAYER_MALE= '👨'
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MAP_UTF8_PLAYER_FEMALE= '👧🏻'
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MAP_UTF8_PLAYER_NONBINARY= '⚧️'
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MAP_UTF8_DEATH_PLAYER= '💀'
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MAP_UTF8_ITEM= '📦'
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MAP_UTF8_LEGEND= f"""*Legenda*:
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- *{MAP_UTF8_FIELD}*: Cella *libera* per muoversi
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- *{MAP_UTF8_MOUNTAIN}*: Bordo della mappa, *non raggiungibile*
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- *{MAP_UTF8_PLAYER_MALE}*: Posizione di un *giocatore Maschio*
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- *{MAP_UTF8_PLAYER_FEMALE}*: Posizione di una *giocatorice Femmina*
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- *{MAP_UTF8_PLAYER_NONBINARY}*: Posizione di un *giocatore non binario*
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- *{MAP_UTF8_DEATH_PLAYER}*: Posizione di un *giocatore morto*
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- *{MAP_UTF8_ITEM}*: Posizione di un *oggetto* (non ancora implementato)
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"""
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MAP_IMAGE_FIELD= (0, 255, 0) # green
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MAP_IMAGE_MOUNTAIN= (0, 0, 0) # black
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MAP_IMAGE_PLAYER_MALE= (0, 0, 255) # blue
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MAP_IMAGE_PLAYER_FEMALE= (255, 0, 0) # red
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MAP_IMAGE_PLAYER_NONBINARY= (255, 255, 0) # yellow
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MAP_IMAGE_DEATH_PLAYER= (160, 160, 160) # grey
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MAP_IMAGE_ITEM= (255, 255, 255) # white
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MAP_IMAGE_LEGEND= r"""*Legenda*:
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- *Verde*: Cella *libera* per muoversi
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- *Nero*: Bordo della mappa, *non raggiungibile*
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- *Blue*: Posizione di un *giocatore Maschio*
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- *Rosso*: Posizione di una *giocatorice Femmina*
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- *Giallo*: Posizione di un *giocatore non binario*
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- *Grigio*: Posizione di un *giocatore morto*
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- *Bianco*: Posizione di un *oggetto* (non ancora implementato)
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"""
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96
debug.py
96
debug.py
@@ -1,44 +1,60 @@
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import time as _time
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import time as _time
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import random as _rand
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import random as _rand
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import main as _main
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import main as _main
|
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from utils import logs as _logs
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from bot_libs import syms as _syms
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def _debug_data():
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def _debug_data():
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players= [
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players= _syms.COLORS_NAMES
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{
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|
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'name': 'Elara',
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|
||||||
},
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|
||||||
{
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|
||||||
'name': 'Kaelen',
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|
||||||
},
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||||||
{
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|
||||||
'name': 'Zephyr',
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||||||
},
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||||||
{
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|
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'name': 'Lyra',
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|
||||||
},
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|
||||||
{
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|
||||||
'name': 'Orion',
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|
||||||
},
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|
||||||
{
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|
||||||
'name': 'Seraphina',
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|
||||||
},
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|
||||||
]
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|
||||||
weapons= []
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weapons= []
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||||||
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|
||||||
Arena= _main.init_arena(players, weapons)
|
Arena= _main.init_arena()
|
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print(f'Players: {Arena.get_players()}')
|
for player in players:
|
||||||
print(f'Weapons: {Arena.get_weapons()}')
|
Arena.add_player(player)
|
||||||
return Arena
|
return Arena
|
||||||
|
|
||||||
def _end_game_debug(alive_players, day):
|
def _end_game_debug(alive_players, day):
|
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last_player= alive_players[0]
|
last_player= alive_players[0]
|
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msg= f'{last_player.get_name()} sopravvive e vince dopo {day} lunghi Giorni, conquistando l\'amore eterno di Guarino'
|
msg= f'{last_player.get_name()} sopravvive e vince dopo {day} lunghi Giorni, conquistando l\'amore eterno di Guarino'
|
||||||
print(msg)
|
_logs.log_debug(msg)
|
||||||
|
return msg
|
||||||
|
|
||||||
|
def _random_action(Arena, Player_one):
|
||||||
|
_RANDOM_ACTIONS= {
|
||||||
|
1: 'attack',
|
||||||
|
2: 'move',
|
||||||
|
}
|
||||||
|
Map= Arena.get_map()
|
||||||
|
avail_actions= Map.get_player_available_actions(Player_one)
|
||||||
|
_logs.log_debug(f'{Player_one.get_name()}:{Player_one.get_coordinates()}, avail_actions: {avail_actions}')
|
||||||
|
msg= ''
|
||||||
|
if 1 in avail_actions:
|
||||||
|
# XXX maybe in future this action is available only if you are near to another player
|
||||||
|
# so Player_two is no more random, but will be a random near player
|
||||||
|
preys= avail_actions[1]
|
||||||
|
Player_two= _rand.sample(preys, 1)[0]
|
||||||
|
while Player_one.get_id() == Player_two.get_id() and not Player_two.is_alive():
|
||||||
|
Player_two= _rand.sample(preys, 1)[0]
|
||||||
|
_dmg, msg= Player_one.attack(Player_two)
|
||||||
|
elif 2 in avail_actions:
|
||||||
|
Map= Arena.get_map()
|
||||||
|
available_movements= Map.get_player_available_directions(Player_one)
|
||||||
|
_logs.log_debug(f'{Player_one.get_name()}:{Player_one.get_coordinates()}, avail_movements: {available_movements}')
|
||||||
|
if not available_movements:
|
||||||
|
# XXX probably should skip this action and look for another action
|
||||||
|
return f'{Player_one.get_name()} Pensa a Guarino tutto il giorno'
|
||||||
|
_rand.shuffle(available_movements)
|
||||||
|
x, y, direction= available_movements[0]
|
||||||
|
Player_one.move(x, y)
|
||||||
|
Map.init_map_matrix()
|
||||||
|
_logs.log_debug(Map.get_renderized_map())
|
||||||
|
msg= f'{Player_one.get_name()} Si muove verso »»» {direction}'
|
||||||
|
|
||||||
return msg
|
return msg
|
||||||
|
|
||||||
def play_one_day_debug(Arena):
|
def play_one_day_debug(Arena):
|
||||||
if not Arena.get_players(): return
|
if not Arena.get_players(): return
|
||||||
print(f'Giorno #{Arena.day}')
|
_logs.log_debug(f'Giorno #{Arena.day}')
|
||||||
alive_players= Arena.get_alive_players()
|
alive_players= Arena.get_alive_players()
|
||||||
if len(alive_players) == 1:
|
if len(alive_players) == 1:
|
||||||
day= Arena.day
|
day= Arena.day
|
||||||
@@ -46,12 +62,13 @@ def play_one_day_debug(Arena):
|
|||||||
|
|
||||||
daily_events= []
|
daily_events= []
|
||||||
_rand.shuffle(alive_players)
|
_rand.shuffle(alive_players)
|
||||||
for p_one in alive_players:
|
for Player_one in alive_players:
|
||||||
if not p_one.is_alive(): continue # he could be dead during this day cycle
|
if not Player_one.is_alive(): continue # he could be dead during this day cycle
|
||||||
p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
|
msg= _random_action(Arena, Player_one)
|
||||||
while p_one.get_id() == p_two.get_id():
|
#p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
|
||||||
p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
|
#while Player_one.get_id() == p_two.get_id():
|
||||||
_dmg, msg= p_one.attack(p_two)
|
#p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
|
||||||
|
#_dmg, msg= Player_one.attack(p_two)
|
||||||
daily_events.append(msg)
|
daily_events.append(msg)
|
||||||
|
|
||||||
Arena.next_day()
|
Arena.next_day()
|
||||||
@@ -61,6 +78,19 @@ def play_one_day_debug(Arena):
|
|||||||
#_dmg, msg= p_one.attack(p_two)
|
#_dmg, msg= p_one.attack(p_two)
|
||||||
#return msg
|
#return msg
|
||||||
|
|
||||||
|
def init_debug_simulation():
|
||||||
|
Arena= _debug_data()
|
||||||
|
while (len(Arena.get_alive_players()) > 1):
|
||||||
|
events= play_one_day_debug(Arena)
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_logs.log_debug(events)
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_logs.log_debug('#################')
|
||||||
|
_time.sleep(0.3)
|
||||||
|
|
||||||
def init_debug_loop():
|
def init_debug_loop():
|
||||||
Arena= _debug_data()
|
Arena= _debug_data()
|
||||||
while (len(Arena.get_alive_players()) > 1):
|
while (len(Arena.get_alive_players()) > 1):
|
||||||
@@ -76,14 +106,14 @@ def init_debug_loop():
|
|||||||
#End of day
|
#End of day
|
||||||
|
|
||||||
last_player= Arena.get_alive_players()[0]
|
last_player= Arena.get_alive_players()[0]
|
||||||
print(f'{last_player.get_name()} sopravvive e vince dopo {Arena.day} lunghi Giorni, conquistando l\'amore eterno di Guarino')
|
_logs.log_debug(f'{last_player.get_name()} sopravvive e vince dopo {Arena.day} lunghi Giorni, conquistando l\'amore eterno di Guarino')
|
||||||
|
|
||||||
def debug_random_map():
|
def debug_random_map():
|
||||||
from entities import map as _map;
|
from entities import map as _map;
|
||||||
from entities import player;
|
from entities import player;
|
||||||
M= _map.BrSimMap(players= [player.BrSimPlayer(i) for i in range(20)]);
|
M= _map.BrSimMap(players= [player.BrSimPlayer(i) for i in range(20)]);
|
||||||
res= M.get_renderized_map()
|
res= M.get_renderized_map()
|
||||||
print(res)
|
_logs.log_debug(res)
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
init_debug()
|
init_debug()
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
from entities import player as _player
|
from entities import player as _player
|
||||||
from entities import event_picker as _events
|
from entities import event_picker as _events
|
||||||
|
from entities import gamemap as _map
|
||||||
from entities.items import weapons as _weapons
|
from entities.items import weapons as _weapons
|
||||||
|
from utils import logs as _logs
|
||||||
|
|
||||||
class BrSimArena():
|
class BrSimArena():
|
||||||
|
|
||||||
@@ -14,6 +16,7 @@ class BrSimArena():
|
|||||||
self.eventClass = _events.ArenaEventPicker(self.players)
|
self.eventClass = _events.ArenaEventPicker(self.players)
|
||||||
self.init_players(players)
|
self.init_players(players)
|
||||||
self.init_weapons(weapons)
|
self.init_weapons(weapons)
|
||||||
|
self.Map= _map.BrSimMap(self.players, self.weapons)
|
||||||
|
|
||||||
def init_players(self, players):
|
def init_players(self, players):
|
||||||
if not players: return
|
if not players: return
|
||||||
@@ -28,13 +31,13 @@ class BrSimArena():
|
|||||||
|
|
||||||
def next_day(self):
|
def next_day(self):
|
||||||
self.day+= 1
|
self.day+= 1
|
||||||
print(f'Giorno: {self.day}')
|
_logs.log_debug(f'Giorno: {self.day}')
|
||||||
alive_players_str= ', '.join([p.get_name() for p in self.get_alive_players()])
|
alive_players_str= ', '.join([p.get_name() for p in self.get_alive_players()])
|
||||||
print(f'Giocatori vivi: {alive_players_str}')
|
_logs.log_debug(f'Giocatori vivi: {alive_players_str}')
|
||||||
death_players= self.get_death_players()
|
death_players= self.get_death_players()
|
||||||
if (death_players):
|
if (death_players):
|
||||||
death_players_str= ', '.join([p.get_name() for p in death_players])
|
death_players_str= ', '.join([p.get_name() for p in death_players])
|
||||||
print(f'Giocatori morti: {death_players_str}')
|
_logs.log_debug(f'Giocatori morti: {death_players_str}')
|
||||||
|
|
||||||
def get_alive_players(self):
|
def get_alive_players(self):
|
||||||
res= []
|
res= []
|
||||||
@@ -110,10 +113,12 @@ class BrSimArena():
|
|||||||
def add_player(self, name, inventory= None):
|
def add_player(self, name, inventory= None):
|
||||||
player= _player.BrSimPlayer(name, inventory)
|
player= _player.BrSimPlayer(name, inventory)
|
||||||
self.players.append(player)
|
self.players.append(player)
|
||||||
|
self.Map.add_player_to_map(player)
|
||||||
|
|
||||||
def add_weapon(self, weapon_type):
|
def add_weapon(self, weapon_type):
|
||||||
weapon= _weapons.BrSimWeapon(weapon_type)
|
weapon= _weapons.BrSimWeapon(weapon_type)
|
||||||
self.weapons.append(weapon)
|
self.weapons.append(weapon)
|
||||||
|
self.Map.add_item_to_map(item)
|
||||||
|
|
||||||
def get_players(self):
|
def get_players(self):
|
||||||
return self.players
|
return self.players
|
||||||
@@ -124,3 +129,6 @@ class BrSimArena():
|
|||||||
#XXX implement me
|
#XXX implement me
|
||||||
res.append(w)
|
res.append(w)
|
||||||
return res
|
return res
|
||||||
|
|
||||||
|
def get_map(self):
|
||||||
|
return self.Map
|
||||||
|
|||||||
5
entities/event.py
Normal file
5
entities/event.py
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
class Event():
|
||||||
|
def __init__(self, event_settings, the_player, affected_players = []):
|
||||||
|
# this will be the class that manage the event, so the result and what ahppens to the players
|
||||||
|
# will do it later
|
||||||
|
pass
|
||||||
@@ -7,7 +7,75 @@ class ArenaEventPicker():
|
|||||||
self.event_list = EVENTS
|
self.event_list = EVENTS
|
||||||
self.already_picked_players = []
|
self.already_picked_players = []
|
||||||
|
|
||||||
def pick_event():
|
def pick_a_player():
|
||||||
pass
|
the_player = _random.choice(self.players)
|
||||||
|
the_player_id = the_player.get('id')
|
||||||
|
|
||||||
|
self.players = list(filter(lambda x : x.get('id') != the_player_id))
|
||||||
|
|
||||||
|
self.already_picked_players.append(the_player)
|
||||||
|
|
||||||
|
return the_player
|
||||||
|
|
||||||
|
def pick_event(the_player):
|
||||||
|
|
||||||
|
player_inventory = the_player.get('inventory') or []
|
||||||
|
status = the_player['health']
|
||||||
|
reputation = the_player['reputation']
|
||||||
|
|
||||||
|
elegible_events = []
|
||||||
|
for event in EVENTS:
|
||||||
|
requirements = event['requirements']
|
||||||
|
|
||||||
|
keys_to_check = ['item', 'weapon', 'status', 'reputation', 'affected_players']
|
||||||
|
|
||||||
|
for check in keys_to_check:
|
||||||
|
if requirements.get(check) and check == 'item':
|
||||||
|
needed_items = requirements.get('check')
|
||||||
|
if needed_items in player_inventory:
|
||||||
|
elegible_events.append(event)
|
||||||
|
|
||||||
|
if requirements.get(check) and check == 'weapon':
|
||||||
|
needed_weapons = requirements.get('check')
|
||||||
|
if needed_items in player_inventory:
|
||||||
|
elegible_events.append(event)
|
||||||
|
|
||||||
|
if requirements.get(check) and check == 'status':
|
||||||
|
needed_health = requirements.get('check')
|
||||||
|
if '>' in requirements.get(check) and requirements.get(check) > needed_health:
|
||||||
|
elegible_events.append(event)
|
||||||
|
if '<' in requirements.get(check) and requirements.get(check) < needed_health:
|
||||||
|
elegible_events.append(event)
|
||||||
|
|
||||||
|
if requirements.get(check) and check == 'reputation':
|
||||||
|
needed_reputation = requirements.get('reputation')
|
||||||
|
if '>' in requirements.get(check) and requirements.get(check) > needed_reputation:
|
||||||
|
elegible_events.append(event)
|
||||||
|
if '<' in requirements.get(check) and requirements.get(check) < needed_reputation:
|
||||||
|
elegible_events.append(event)
|
||||||
|
|
||||||
|
if check == 'affected_players':
|
||||||
|
needed_players = event.get('affected_players')
|
||||||
|
if needed_players < len(self.players):
|
||||||
|
elegible_events.append(event)
|
||||||
|
|
||||||
|
the_event = _random.choice(elegible_events)
|
||||||
|
return the_event
|
||||||
|
|
||||||
|
def pick_targets(number_of_targets):
|
||||||
|
random.shuffle(self.players)
|
||||||
|
return list(self.players[0:number_of_targets])
|
||||||
|
|
||||||
|
def resolve_event():
|
||||||
|
playing_player = self.pick_a_player()
|
||||||
|
assigned_event = self.pick_event(playing_player)
|
||||||
|
|
||||||
|
affected_players = assigned_event['affected_players']
|
||||||
|
if isinstance(affected_players,list):
|
||||||
|
affected_players = _random.choice(affected_players)
|
||||||
|
|
||||||
|
targeted_players = self.pick_targets(affected_players)
|
||||||
|
|
||||||
|
event_instance = _event.Event(assigned_event, playing_player)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
235
entities/gamemap.py
Normal file
235
entities/gamemap.py
Normal file
@@ -0,0 +1,235 @@
|
|||||||
|
import random as _random
|
||||||
|
import copy as _copy
|
||||||
|
import io as _io
|
||||||
|
from PIL import Image as _Image
|
||||||
|
from PIL import ImageDraw as _ImageDraw
|
||||||
|
from utils import logs as _logs
|
||||||
|
from bot_libs import syms as _bot_syms
|
||||||
|
from entities import resource as _resource
|
||||||
|
from utils import logs as _logs
|
||||||
|
|
||||||
|
|
||||||
|
class BrSimMap():
|
||||||
|
|
||||||
|
def __init__(self, players= None, items= None):
|
||||||
|
self.players= players or []
|
||||||
|
self.items= items or []
|
||||||
|
self.world_width= 10 #seems a reasonable width for smartphones larger maps would go on a new line
|
||||||
|
self.world_height= 10
|
||||||
|
self.game_map= []
|
||||||
|
self.field_sym= _bot_syms.MAP_UTF8_FIELD
|
||||||
|
self.player_male_sym= _bot_syms.MAP_UTF8_PLAYER_MALE
|
||||||
|
self.player_female_sym= _bot_syms.MAP_UTF8_PLAYER_FEMALE
|
||||||
|
self.player_nonbinary_sym= _bot_syms.MAP_UTF8_PLAYER_NONBINARY
|
||||||
|
self.dead_player_sym= _bot_syms.MAP_UTF8_DEATH_PLAYER
|
||||||
|
self.item_sym= _bot_syms.MAP_UTF8_ITEM
|
||||||
|
self.mountain_sym = _bot_syms.MAP_UTF8_MOUNTAIN
|
||||||
|
self.init_map_matrix()
|
||||||
|
self.init_players_coordinates()
|
||||||
|
self.init_items_coordinates()
|
||||||
|
self.populate_map()
|
||||||
|
|
||||||
|
def init_map_matrix(self):
|
||||||
|
# show a matrix representing the game's map
|
||||||
|
# 🟩 is and empty cell
|
||||||
|
# (tomorrow we can choose different colors for different locations
|
||||||
|
# 🟠 this is a player (we could use different colors for different genders)
|
||||||
|
# 📦 this is an item (weapon or another item)
|
||||||
|
# 💀 this is icon when the player is dead
|
||||||
|
# ⛰️ this is icon for the mountain (We can prevent players from passing through the mountains and thus use them for map boundaries.)
|
||||||
|
self.game_map= []
|
||||||
|
|
||||||
|
width= []
|
||||||
|
#mon = []
|
||||||
|
#for i in range(self.world_width):
|
||||||
|
#mon.append(self.mountain_sym)
|
||||||
|
for i in range(self.world_width):
|
||||||
|
#if i == 0 or i == self.world_width - 1: width.append(self.mountain_sym)
|
||||||
|
#else: width.append(self.field_sym)
|
||||||
|
width.append(None)
|
||||||
|
#width.append(self.field_sym)
|
||||||
|
for i in range(self.world_height):
|
||||||
|
#if i == 0 or i == self.world_height - 1: self.game_map.append(mon)
|
||||||
|
#else: self.game_map.append(_copy.deepcopy(width))
|
||||||
|
self.game_map.append(_copy.deepcopy(width))
|
||||||
|
_logs.log_debug(f'init_map_matrix: {self.game_map}')
|
||||||
|
|
||||||
|
def populate_map(self):
|
||||||
|
for player in self.players:
|
||||||
|
p_coord_x, p_coord_y= player.get_coordinates()
|
||||||
|
self.game_map[p_coord_y][p_coord_x]= player
|
||||||
|
#if not player.is_alive(): self.game_map[p_coord_y][p_coord_x]= self.dead_player_sym
|
||||||
|
#elif player.player_gender_is_male(): self.game_map[p_coord_y][p_coord_x]= self.player_male_sym
|
||||||
|
#elif player.player_gender_is_female(): self.game_map[p_coord_y][p_coord_x]= self.player_female_sym
|
||||||
|
#else: self.game_map[p_coord_y][p_coord_x]= self.player_nonbinary_sym
|
||||||
|
for item in self.items:
|
||||||
|
i_coord_x, i_coord_y= item.get_coordinates()
|
||||||
|
self.game_map[p_coord_y][p_coord_x]= item
|
||||||
|
#self.game_map[i_coord_y][i_coord_x]= self.item_sym
|
||||||
|
|
||||||
|
def _put_resource_on_map(self, target):
|
||||||
|
#x= _random.randint(1, self.world_width -2) # from 1 to width-2 because 1 cell is occupied by the mountain
|
||||||
|
#y= _random.randint(1, self.world_height -2)
|
||||||
|
x= _random.randint(0, self.world_width -1)
|
||||||
|
y= _random.randint(0, self.world_height -1)
|
||||||
|
resource= self.get_map_matrix()[y][x]
|
||||||
|
while resource:
|
||||||
|
#while self.get_map_matrix()[y][x] != self.field_sym:
|
||||||
|
_logs.log_debug('_put_resource_on_map: collision, regenerate coordinates')
|
||||||
|
x= _random.randint(0, self.world_width -1)
|
||||||
|
y= _random.randint(0, self.world_height -1)
|
||||||
|
resource= self.get_map_matrix()[y][x]
|
||||||
|
_logs.log_debug(f'{target.get_name()} >>> ({x},{y})')
|
||||||
|
target.set_coordinates(x, y)
|
||||||
|
self.get_map_matrix()[y][x]= target
|
||||||
|
|
||||||
|
def init_players_coordinates(self):
|
||||||
|
for player in self.players:
|
||||||
|
self._put_resource_on_map(player)
|
||||||
|
|
||||||
|
def init_items_coordinates(self):
|
||||||
|
for item in self.items:
|
||||||
|
self._put_resource_on_map(item)
|
||||||
|
|
||||||
|
def add_player_to_map(self, player):
|
||||||
|
self.players.append(player)
|
||||||
|
self._put_resource_on_map(player)
|
||||||
|
|
||||||
|
def add_item_to_map(self, item):
|
||||||
|
self.items.append(item)
|
||||||
|
self._put_resource_on_map(item)
|
||||||
|
|
||||||
|
def get_map_matrix(self):
|
||||||
|
return self.game_map
|
||||||
|
|
||||||
|
def get_player_available_directions(self, Player):
|
||||||
|
coord_x, coord_y= Player.get_coordinates()
|
||||||
|
avail_directions= []
|
||||||
|
#XXX for now move only on available cells, no over other players/items
|
||||||
|
for shift in [-1, 1]:
|
||||||
|
x= coord_x + shift
|
||||||
|
if x < 0 or x > self.world_width -1: continue
|
||||||
|
resource= self.get_map_matrix()[coord_y][x]
|
||||||
|
direction= shift == -1 and 'sinistra' or 'destra'
|
||||||
|
if not resource: avail_directions.append((shift, 0, direction))
|
||||||
|
for shift in [-1, 1]:
|
||||||
|
y= coord_y + shift
|
||||||
|
if y < 0 or y > self.world_height -1: continue
|
||||||
|
resource= self.get_map_matrix()[y][coord_x]
|
||||||
|
direction= shift == -1 and 'su' or 'giu\''
|
||||||
|
if not resource: avail_directions.append((0, shift, direction))
|
||||||
|
return avail_directions
|
||||||
|
|
||||||
|
def check_near_players(self, Player):
|
||||||
|
# TODO Implement me
|
||||||
|
# 1. range weapons like arch can attack from distance
|
||||||
|
# 2. knife, sword and punch can attack only on immediate near cell
|
||||||
|
|
||||||
|
coord_x, coord_y= Player.get_coordinates()
|
||||||
|
attackable_players= []
|
||||||
|
for shift in [-1, 1]:
|
||||||
|
x= coord_x + shift
|
||||||
|
if x < 0 or x >= self.world_width -1: continue
|
||||||
|
resource= self.get_map_matrix()[coord_y][x]
|
||||||
|
if resource and resource.is_player() and resource.is_alive(): attackable_players.append(resource)
|
||||||
|
for shift in [-1, 1]:
|
||||||
|
y= coord_y + shift
|
||||||
|
if y < 0 or y >= self.world_height -1: continue
|
||||||
|
resource= self.get_map_matrix()[y][coord_x]
|
||||||
|
if resource and resource.is_player() and resource.is_alive(): attackable_players.append(resource)
|
||||||
|
|
||||||
|
return attackable_players
|
||||||
|
|
||||||
|
def check_near_items(self, Player):
|
||||||
|
# TODO Implement me
|
||||||
|
return []
|
||||||
|
|
||||||
|
def get_player_available_actions(self, Player):
|
||||||
|
# TODO: define actions list
|
||||||
|
coord_x, coord_y= Player.get_coordinates()
|
||||||
|
avail_actions= {}
|
||||||
|
|
||||||
|
attack= self.check_near_players(Player)
|
||||||
|
if attack:
|
||||||
|
_logs.log_debug(f'{Player.get_name()} can attack {[a.get_name() for a in attack]}')
|
||||||
|
#avail_actions.append(1) #XXX replace with attack action (or maybe other actions on players)
|
||||||
|
avail_actions[1]= attack #XXX replace with attack action (or maybe other actions on players)
|
||||||
|
if self.get_player_available_directions(Player):
|
||||||
|
avail_actions[2]= True #XXX replace with action move
|
||||||
|
items= self.check_near_items(Player)
|
||||||
|
if items:
|
||||||
|
avail_actions[3]= items #XXX replace with get item action
|
||||||
|
|
||||||
|
return avail_actions
|
||||||
|
|
||||||
|
def get_renderized_map(self):
|
||||||
|
res= ''
|
||||||
|
self.populate_map()
|
||||||
|
game_map= self.get_map_matrix()
|
||||||
|
for y in game_map:
|
||||||
|
for x in y:
|
||||||
|
if not x: el= self.field_sym
|
||||||
|
#XXX how to manage mountains?
|
||||||
|
elif x.is_player():
|
||||||
|
if not x.is_alive(): el= self.dead_player_sym
|
||||||
|
elif x.player_gender_is_male(): el= self.player_male_sym
|
||||||
|
elif x.player_gender_is_female(): el= self.player_female_sym
|
||||||
|
else: el= self.player_nonbinary_sym
|
||||||
|
elif x.is_item():
|
||||||
|
el= self.item_sym
|
||||||
|
res+= el
|
||||||
|
res+= '\n'
|
||||||
|
return res
|
||||||
|
|
||||||
|
def get_image_map(self):
|
||||||
|
self.populate_map()
|
||||||
|
scale_x= 20
|
||||||
|
scale_y= 20
|
||||||
|
final_x= self.world_width * scale_x
|
||||||
|
final_y= self.world_height * scale_y
|
||||||
|
image = _Image.new('RGB', (final_x, final_y))
|
||||||
|
draw = _ImageDraw.Draw(image)
|
||||||
|
outline= '#000000'
|
||||||
|
|
||||||
|
for y in range(self.world_height):
|
||||||
|
for x in range(self.world_width):
|
||||||
|
resource= self.game_map[y][x]
|
||||||
|
if not resource:
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_FIELD
|
||||||
|
# XXX how to manage mountains? maybe another class?
|
||||||
|
#elif resource == self.mountain_sym:
|
||||||
|
#pixel_color= _bot_syms.MAP_IMAGE_MOUNTAIN
|
||||||
|
elif resource.is_item():
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_ITEM
|
||||||
|
elif resource.is_player():
|
||||||
|
if not resource.is_alive():
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_DEATH_PLAYER
|
||||||
|
elif resource.player_gender_is_male():
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_MALE
|
||||||
|
elif resource.player_gender_is_female():
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_FEMALE
|
||||||
|
elif resource.player_gender_is_not_binary():
|
||||||
|
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_NONBINARY
|
||||||
|
|
||||||
|
scaled_x_coord= x * scale_x
|
||||||
|
scaled_y_coord= y * scale_y
|
||||||
|
# if x == 1 distance from top-right is 20 (because everything is 20x bigger)
|
||||||
|
# then we want to draw a rectanghe 20x20 (instead of 1x1)
|
||||||
|
# this mean that if x == 1 (20px from top-right), x+1 == 2 (40px from top-right)
|
||||||
|
# the same for y
|
||||||
|
# this means that i keep the same factor proportions but 20x bigger
|
||||||
|
scaled_x_width= (x + 1) * scale_x
|
||||||
|
scaled_y_height= (y + 1) * scale_y
|
||||||
|
|
||||||
|
draw.rectangle([scaled_x_coord, scaled_y_coord, scaled_x_width, scaled_y_height],
|
||||||
|
fill= pixel_color, outline= outline
|
||||||
|
)
|
||||||
|
|
||||||
|
# debug
|
||||||
|
#image.save('/tmp/battle_royale_map.png')
|
||||||
|
#image.show()
|
||||||
|
|
||||||
|
bio = _io.BytesIO()
|
||||||
|
image.save(bio, 'PNG')
|
||||||
|
bio.seek(0)
|
||||||
|
return bio
|
||||||
@@ -1,11 +1,16 @@
|
|||||||
import random as _random
|
import random as _random
|
||||||
|
from entities import resource as _resource
|
||||||
|
|
||||||
class BrSimItem():
|
class BrSimItem(_resource.BrSimResource):
|
||||||
|
|
||||||
|
# test
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.coord_x= 0
|
self.coord_x= 0
|
||||||
self.coord_y= 0
|
self.coord_y= 0
|
||||||
|
|
||||||
|
def is_item(self):
|
||||||
|
return True
|
||||||
|
|
||||||
def get_name(self):
|
def get_name(self):
|
||||||
return self.name
|
return self.name
|
||||||
|
|
||||||
@@ -20,10 +25,3 @@ class BrSimItem():
|
|||||||
|
|
||||||
def is_cure(self):
|
def is_cure(self):
|
||||||
return False
|
return False
|
||||||
|
|
||||||
def get_item_coordinates(self):
|
|
||||||
return self.coord_x, self.coord_y
|
|
||||||
|
|
||||||
def set_item_coordinates(self, x, y):
|
|
||||||
self.coord_x= x
|
|
||||||
self.coord_y= y
|
|
||||||
|
|||||||
@@ -1,91 +0,0 @@
|
|||||||
import random as _random
|
|
||||||
import copy as _copy
|
|
||||||
from utils import logs as _logs
|
|
||||||
|
|
||||||
|
|
||||||
class BrSimMap():
|
|
||||||
|
|
||||||
def __init__(self, players= None, items= None):
|
|
||||||
self.players= players or []
|
|
||||||
self.items= items or []
|
|
||||||
self.world_width= 10 #seems a reasonable width for smartphones larger maps would go on a new line
|
|
||||||
self.world_height= 25
|
|
||||||
self.game_map= []
|
|
||||||
self.field_sym= '🟩'
|
|
||||||
self.player_male_sym= '♂️'
|
|
||||||
self.player_female_sym= '♀️'
|
|
||||||
self.player_nonbinary_sym= '⚧️'
|
|
||||||
self.dead_player_sym= '💀'
|
|
||||||
self.item_sym= '📦'
|
|
||||||
self.mountain_sym = '⛰️'
|
|
||||||
self.init_map_matrix()
|
|
||||||
self.init_players_coordinates()
|
|
||||||
self.init_items_coordinates()
|
|
||||||
self.populate_map()
|
|
||||||
|
|
||||||
def init_map_matrix(self):
|
|
||||||
# show a matrix representing the game's map
|
|
||||||
# 🟩 is and empty cell
|
|
||||||
# (tomorrow we can choose different colors for different locations
|
|
||||||
# 🟠 this is a player (we could use different colors for different genders)
|
|
||||||
# 📦 this is an item (weapon or another item)
|
|
||||||
# 💀 this is icon when the player is dead
|
|
||||||
# ⛰️ this is icon for the mountain (We can prevent players from passing through the mountains and thus use them for map boundaries.)
|
|
||||||
|
|
||||||
width= []
|
|
||||||
mon = []
|
|
||||||
for i in range(self.world_width):
|
|
||||||
mon.append(self.mountain_sym)
|
|
||||||
for i in range(self.world_width):
|
|
||||||
if i == 0 or i == self.world_width - 1: width.append(self.mountain_sym)
|
|
||||||
else: width.append(self.field_sym)
|
|
||||||
for i in range(self.world_height):
|
|
||||||
if i == 0 or i == self.world_height - 1: self.game_map.append(mon)
|
|
||||||
else: self.game_map.append(_copy.deepcopy(width))
|
|
||||||
_logs.log_debug(f'init_map_matrix: {self.game_map}')
|
|
||||||
|
|
||||||
def populate_map(self):
|
|
||||||
for player in self.players:
|
|
||||||
p_coord_x, p_coord_y= player.get_player_coordinates()
|
|
||||||
if player.player_gender_is_male(): self.game_map[p_coord_y][p_coord_x]= self.player_male_sym
|
|
||||||
elif player.player_gender_is_female(): self.game_map[p_coord_y][p_coord_x]= self.player_female_sym
|
|
||||||
else: self.game_map[p_coord_y][p_coord_x]= self.player_nonbinary_sym
|
|
||||||
for item in self.items:
|
|
||||||
i_coord_x, i_coord_y= item.get_item_coordinates()
|
|
||||||
self.game_map[i_coord_y][i_coord_x]= self.item_sym
|
|
||||||
|
|
||||||
def get_map_matrix(self):
|
|
||||||
return self.game_map
|
|
||||||
|
|
||||||
def get_renderized_map(self):
|
|
||||||
res= ''
|
|
||||||
game_map= self.get_map_matrix()
|
|
||||||
for y in game_map:
|
|
||||||
for x in y:
|
|
||||||
res+= x
|
|
||||||
res+= '\n'
|
|
||||||
return res
|
|
||||||
|
|
||||||
def init_players_coordinates(self):
|
|
||||||
# XXX init random player.coord_x and player.coord_y (of course not already used coords)
|
|
||||||
# parse all self.players and define random coordinates (player.coord_x, and player.coord_y)
|
|
||||||
for player in self.players:
|
|
||||||
x= _random.randint(1, self.world_width -2) # -2 because 1 cell is occupied by the mountain
|
|
||||||
y= _random.randint(1, self.world_height -2)
|
|
||||||
while self.get_map_matrix()[y][x] != self.field_sym:
|
|
||||||
print('init_players_coordinates: collision, regenerate coordinates')
|
|
||||||
x= _random.randint(1, self.world_width -2)
|
|
||||||
y= _random.randint(1, self.world_height -2)
|
|
||||||
player.set_player_coordinates(x, y)
|
|
||||||
|
|
||||||
def init_items_coordinates(self):
|
|
||||||
# XXX init random item.coord_x and item.coord_y (of course not already used coords)
|
|
||||||
# parse all self.items and define random coordinates (item.coord_x, and item.coord_y)
|
|
||||||
for item in self.items:
|
|
||||||
x= _random.randint(1, self.world_width -2) # -2 because 1 cell is occupied by the mountain
|
|
||||||
y= _random.randint(1, self.world_height -2)
|
|
||||||
while self.get_map_matrix()[y][x] != self.field_sym:
|
|
||||||
print('init_items_coordinates: collision, regenerate coordinates')
|
|
||||||
x= _random.randint(1, self.world_width -2)
|
|
||||||
y= _random.randint(1, self.world_height -2)
|
|
||||||
item.set_item_coordinates(x, y)
|
|
||||||
@@ -1,13 +1,16 @@
|
|||||||
import random as _random
|
import random as _random
|
||||||
import uuid as _uuid
|
import uuid as _uuid
|
||||||
|
from entities import resource as _resource
|
||||||
|
from utils import logs as _logs
|
||||||
|
|
||||||
class BrSimPlayer():
|
class BrSimPlayer(_resource.BrSimResource):
|
||||||
|
|
||||||
def __init__(self, name, inventory= None):
|
def __init__(self, name, inventory= None):
|
||||||
|
super()
|
||||||
self.id= str(_uuid.uuid4())
|
self.id= str(_uuid.uuid4())
|
||||||
self.name= name
|
self.name= name
|
||||||
self.stats= ''
|
self.stats= ''
|
||||||
self.health= _random.randint(1,3)
|
self.health= _random.randint(1,1)
|
||||||
self.inventory= inventory or []
|
self.inventory= inventory or []
|
||||||
self.damage= _random.randint(1,2) # this is the punch damage amount
|
self.damage= _random.randint(1,2) # this is the punch damage amount
|
||||||
self.max_weight= 5 # this is the max inventory weight
|
self.max_weight= 5 # this is the max inventory weight
|
||||||
@@ -19,18 +22,12 @@ class BrSimPlayer():
|
|||||||
self.equipped_weapon= None
|
self.equipped_weapon= None
|
||||||
self.gender= _random.sample(['m', 'f', '-'], 1)[0] # for now get a random gender
|
self.gender= _random.sample(['m', 'f', '-'], 1)[0] # for now get a random gender
|
||||||
self.reputation= 50 #Like RDR2 the player can be evil(0) or good(100). This should influence the sponsors and internal alliance
|
self.reputation= 50 #Like RDR2 the player can be evil(0) or good(100). This should influence the sponsors and internal alliance
|
||||||
self.coord_x= 0
|
|
||||||
self.coord_y= 0
|
def is_player(self):
|
||||||
|
return True
|
||||||
|
|
||||||
### control methods
|
### control methods
|
||||||
|
|
||||||
def get_player_coordinates(self):
|
|
||||||
return self.coord_x, self.coord_y
|
|
||||||
|
|
||||||
def set_player_coordinates(self, x, y):
|
|
||||||
self.coord_x= x
|
|
||||||
self.coord_y= y
|
|
||||||
|
|
||||||
def get_name_and_stats(self):
|
def get_name_and_stats(self):
|
||||||
health= '♥️' * self.health or '☠️'
|
health= '♥️' * self.health or '☠️'
|
||||||
strength= '⚔️' * self.damage
|
strength= '⚔️' * self.damage
|
||||||
@@ -141,11 +138,11 @@ class BrSimPlayer():
|
|||||||
|
|
||||||
self.health= 0
|
self.health= 0
|
||||||
if self.player_gender_is_male():
|
if self.player_gender_is_male():
|
||||||
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morto x.x')
|
_logs.log_debug(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morto x.x')
|
||||||
elif self.player_gender_is_female():
|
elif self.player_gender_is_female():
|
||||||
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morta x.x')
|
_logs.log_debug(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono morta x.x')
|
||||||
else:
|
else:
|
||||||
print(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono mort* x.x')
|
_logs.log_debug(f'[{self.get_name_and_stats()}]: Guarino, perdonami se sono mort* x.x')
|
||||||
return damage
|
return damage
|
||||||
|
|
||||||
def attack(self, target):
|
def attack(self, target):
|
||||||
@@ -164,20 +161,42 @@ class BrSimPlayer():
|
|||||||
weapon= self.get_equipped_weapon()
|
weapon= self.get_equipped_weapon()
|
||||||
if weapon: msg+= f' con un {weapon.get_name}'
|
if weapon: msg+= f' con un {weapon.get_name}'
|
||||||
else: msg+= f' con un pugno'
|
else: msg+= f' con un pugno'
|
||||||
self.kills+= 1
|
if not target.is_alive(): self.kills+= 1
|
||||||
return self.damage, msg
|
return self.damage, msg
|
||||||
|
|
||||||
def get_item(self, item):
|
def get_item(self, item):
|
||||||
if self.get_inventory_weight() + item.get_weight() >= self.get_max_weight():
|
if self.get_inventory_weight() + item.get_weight() >= self.get_max_weight():
|
||||||
if self.player_gender_is_male():
|
if self.player_gender_is_male():
|
||||||
print(f'Sono sovraccarico, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
_logs.log_debug(f'Sono sovraccarico, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
||||||
elif self.player_gender_is_female():
|
elif self.player_gender_is_female():
|
||||||
print(f'Sono sovraccarica, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
_logs.log_debug(f'Sono sovraccarica, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
||||||
else:
|
else:
|
||||||
print(f'Sono sovraccaric#, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
_logs.log_debug(f'Sono sovraccaric#, {self.get_name_and_stats} non puo\' prendere questo oggetto')
|
||||||
return False
|
return False
|
||||||
self.inventory.append(item)
|
self.inventory.append(item)
|
||||||
|
|
||||||
|
def move(self, delta_x, delta_y):
|
||||||
|
# XXX maps limits:
|
||||||
|
# probably this isn't player's business
|
||||||
|
# game orchestror should manage it
|
||||||
|
# to avoid that the player can go out from the map
|
||||||
|
# or can reach unaccessible points
|
||||||
|
# also because the player doens't know the Map (entities/gamemap.py)
|
||||||
|
self.coord_x += delta_x
|
||||||
|
self.coord_y += delta_y
|
||||||
|
|
||||||
|
def move_right(self):
|
||||||
|
self._move(1, 0)
|
||||||
|
|
||||||
|
def move_left(self):
|
||||||
|
self._move(-1, 0)
|
||||||
|
|
||||||
|
def move_top(self):
|
||||||
|
self._move(0, -1)
|
||||||
|
|
||||||
|
def move_bottom(self):
|
||||||
|
self._move(0, 1)
|
||||||
|
|
||||||
def escape(self):
|
def escape(self):
|
||||||
# TODO It can run away from the fighting
|
# TODO It can run away from the fighting
|
||||||
return
|
return
|
||||||
|
|||||||
18
entities/resource.py
Normal file
18
entities/resource.py
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
class BrSimResource():
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.coord_x= 0
|
||||||
|
self.coord_y= 0
|
||||||
|
|
||||||
|
def is_player(self):
|
||||||
|
return False
|
||||||
|
|
||||||
|
def is_item(self):
|
||||||
|
return False
|
||||||
|
|
||||||
|
def get_coordinates(self):
|
||||||
|
return self.coord_x, self.coord_y
|
||||||
|
|
||||||
|
def set_coordinates(self, x, y):
|
||||||
|
self.coord_x= x
|
||||||
|
self.coord_y= y
|
||||||
@@ -1 +1,2 @@
|
|||||||
python-telegram-bot[job-queue]==22.3
|
python-telegram-bot[job-queue]==22.3
|
||||||
|
pillow==11.3.0
|
||||||
|
|||||||
@@ -19,17 +19,16 @@ def get_log_name():
|
|||||||
|
|
||||||
def _create_file_handler():
|
def _create_file_handler():
|
||||||
global file_handler
|
global file_handler
|
||||||
print('### create file handler')
|
|
||||||
current_log_file = get_log_name()
|
current_log_file = get_log_name()
|
||||||
file_handler = _logging.FileHandler(current_log_file, encoding='utf-8')
|
file_handler = _logging.FileHandler(current_log_file, encoding='utf-8')
|
||||||
formatter = _logging.Formatter('%(asctime)s - %(levelname)s - %(message)s')
|
formatter = _logging.Formatter('%(asctime)s - %(levelname)s - %(message)s')
|
||||||
file_handler.setFormatter(formatter)
|
file_handler.setFormatter(formatter)
|
||||||
logger.addHandler(file_handler)
|
logger.addHandler(file_handler)
|
||||||
logger.setLevel(_logging.INFO)
|
#logger.setLevel(_logging.INFO)
|
||||||
|
logger.setLevel(_logging.DEBUG)
|
||||||
return file_handler
|
return file_handler
|
||||||
|
|
||||||
def _setup_logging_file():
|
def _setup_logging_file():
|
||||||
print('### setup logging')
|
|
||||||
current_log_file = get_log_name()
|
current_log_file = get_log_name()
|
||||||
|
|
||||||
if not file_handler: return _create_file_handler()
|
if not file_handler: return _create_file_handler()
|
||||||
@@ -40,6 +39,7 @@ def _setup_logging_file():
|
|||||||
_create_file_handler()
|
_create_file_handler()
|
||||||
|
|
||||||
def log_debug(txt):
|
def log_debug(txt):
|
||||||
|
print(txt)
|
||||||
_setup_logging_file()
|
_setup_logging_file()
|
||||||
logger.debug(txt)
|
logger.debug(txt)
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user