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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# 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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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 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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- 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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@@ -45,6 +54,8 @@ TOKEN = 'your-bot-token'
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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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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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'fail_percentage' : 19,
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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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'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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12
bot.py
12
bot.py
@@ -38,8 +38,18 @@ async def bot_start(update, context):
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async def bot_commands(update, context):
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text= update.message.text
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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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if text == 'Init/Restart':
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@@ -1,4 +1,5 @@
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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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=============== ERROR ===============
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@@ -20,7 +21,7 @@ _MISSING_LOCAL_SETTINGS= """
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try:
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from local_settings import TOKEN as _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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from local_settings import BOT_PATH as _bot_path
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BOT_PATH= _os.path.expanduser(_bot_path)
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@@ -86,13 +87,13 @@ 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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- *{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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@@ -104,11 +105,11 @@ 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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- *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 random as _rand
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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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players= [
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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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'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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players= _syms.COLORS_NAMES
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weapons= []
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Arena= _main.init_arena(players, weapons)
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print(f'Players: {Arena.get_players()}')
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print(f'Weapons: {Arena.get_weapons()}')
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Arena= _main.init_arena()
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for player in players:
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Arena.add_player(player)
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return Arena
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def _end_game_debug(alive_players, day):
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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'
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print(msg)
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_logs.log_debug(msg)
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return msg
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def _random_action(Arena, Player_one):
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_RANDOM_ACTIONS= {
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1: 'attack',
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2: 'move',
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}
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Map= Arena.get_map()
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avail_actions= Map.get_player_available_actions(Player_one)
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_logs.log_debug(f'{Player_one.get_name()}:{Player_one.get_coordinates()}, avail_actions: {avail_actions}')
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msg= ''
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if 1 in avail_actions:
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# XXX maybe in future this action is available only if you are near to another player
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# so Player_two is no more random, but will be a random near player
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preys= avail_actions[1]
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Player_two= _rand.sample(preys, 1)[0]
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while Player_one.get_id() == Player_two.get_id() and not Player_two.is_alive():
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Player_two= _rand.sample(preys, 1)[0]
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_dmg, msg= Player_one.attack(Player_two)
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elif 2 in avail_actions:
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Map= Arena.get_map()
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available_movements= Map.get_player_available_directions(Player_one)
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_logs.log_debug(f'{Player_one.get_name()}:{Player_one.get_coordinates()}, avail_movements: {available_movements}')
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if not available_movements:
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# XXX probably should skip this action and look for another action
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return f'{Player_one.get_name()} Pensa a Guarino tutto il giorno'
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_rand.shuffle(available_movements)
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x, y, direction= available_movements[0]
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Player_one.move(x, y)
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Map.init_map_matrix()
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_logs.log_debug(Map.get_renderized_map())
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msg= f'{Player_one.get_name()} Si muove verso »»» {direction}'
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return msg
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def play_one_day_debug(Arena):
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if not Arena.get_players(): return
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print(f'Giorno #{Arena.day}')
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_logs.log_debug(f'Giorno #{Arena.day}')
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alive_players= Arena.get_alive_players()
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if len(alive_players) == 1:
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day= Arena.day
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@@ -46,12 +62,13 @@ def play_one_day_debug(Arena):
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daily_events= []
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_rand.shuffle(alive_players)
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for p_one in alive_players:
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if not p_one.is_alive(): continue # he could be dead during this day cycle
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p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
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while p_one.get_id() == p_two.get_id():
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p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
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_dmg, msg= p_one.attack(p_two)
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for Player_one in alive_players:
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if not Player_one.is_alive(): continue # he could be dead during this day cycle
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msg= _random_action(Arena, Player_one)
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#p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
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#while Player_one.get_id() == p_two.get_id():
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#p_two= _rand.sample(Arena.get_alive_players(), 1)[0]
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#_dmg, msg= Player_one.attack(p_two)
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daily_events.append(msg)
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Arena.next_day()
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@@ -61,6 +78,19 @@ def play_one_day_debug(Arena):
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#_dmg, msg= p_one.attack(p_two)
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#return msg
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def init_debug_simulation():
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Arena= _debug_data()
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while (len(Arena.get_alive_players()) > 1):
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events= play_one_day_debug(Arena)
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_logs.log_debug('#################')
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_logs.log_debug('#################')
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_logs.log_debug('#################')
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_logs.log_debug(events)
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_logs.log_debug('#################')
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_logs.log_debug('#################')
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_logs.log_debug('#################')
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_time.sleep(0.3)
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def init_debug_loop():
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Arena= _debug_data()
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while (len(Arena.get_alive_players()) > 1):
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@@ -76,14 +106,14 @@ def init_debug_loop():
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#End of day
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last_player= Arena.get_alive_players()[0]
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print(f'{last_player.get_name()} sopravvive e vince dopo {Arena.day} lunghi Giorni, conquistando l\'amore eterno di Guarino')
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_logs.log_debug(f'{last_player.get_name()} sopravvive e vince dopo {Arena.day} lunghi Giorni, conquistando l\'amore eterno di Guarino')
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def debug_random_map():
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from entities import map as _map;
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from entities import player;
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M= _map.BrSimMap(players= [player.BrSimPlayer(i) for i in range(20)]);
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res= M.get_renderized_map()
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print(res)
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_logs.log_debug(res)
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if __name__ == '__main__':
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init_debug()
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@@ -2,6 +2,7 @@ from entities import player as _player
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from entities import event_picker as _events
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from entities import gamemap as _map
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from entities.items import weapons as _weapons
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from utils import logs as _logs
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class BrSimArena():
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@@ -30,13 +31,13 @@ class BrSimArena():
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def next_day(self):
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self.day+= 1
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print(f'Giorno: {self.day}')
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_logs.log_debug(f'Giorno: {self.day}')
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alive_players_str= ', '.join([p.get_name() for p in self.get_alive_players()])
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print(f'Giocatori vivi: {alive_players_str}')
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_logs.log_debug(f'Giocatori vivi: {alive_players_str}')
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death_players= self.get_death_players()
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if (death_players):
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death_players_str= ', '.join([p.get_name() for p in death_players])
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print(f'Giocatori morti: {death_players_str}')
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_logs.log_debug(f'Giocatori morti: {death_players_str}')
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def get_alive_players(self):
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res= []
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5
entities/event.py
Normal file
5
entities/event.py
Normal file
@@ -0,0 +1,5 @@
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class Event():
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def __init__(self, event_settings, the_player, affected_players = []):
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# this will be the class that manage the event, so the result and what ahppens to the players
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# will do it later
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pass
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@@ -7,7 +7,75 @@ class ArenaEventPicker():
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self.event_list = EVENTS
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self.already_picked_players = []
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def pick_event():
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pass
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def pick_a_player():
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the_player = _random.choice(self.players)
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the_player_id = the_player.get('id')
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self.players = list(filter(lambda x : x.get('id') != the_player_id))
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self.already_picked_players.append(the_player)
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return the_player
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def pick_event(the_player):
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player_inventory = the_player.get('inventory') or []
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status = the_player['health']
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reputation = the_player['reputation']
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elegible_events = []
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for event in EVENTS:
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requirements = event['requirements']
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keys_to_check = ['item', 'weapon', 'status', 'reputation', 'affected_players']
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for check in keys_to_check:
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if requirements.get(check) and check == 'item':
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needed_items = requirements.get('check')
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if needed_items in player_inventory:
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elegible_events.append(event)
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if requirements.get(check) and check == 'weapon':
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needed_weapons = requirements.get('check')
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if needed_items in player_inventory:
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elegible_events.append(event)
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if requirements.get(check) and check == 'status':
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needed_health = requirements.get('check')
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if '>' in requirements.get(check) and requirements.get(check) > needed_health:
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elegible_events.append(event)
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if '<' in requirements.get(check) and requirements.get(check) < needed_health:
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elegible_events.append(event)
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if requirements.get(check) and check == 'reputation':
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needed_reputation = requirements.get('reputation')
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if '>' in requirements.get(check) and requirements.get(check) > needed_reputation:
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elegible_events.append(event)
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if '<' in requirements.get(check) and requirements.get(check) < needed_reputation:
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elegible_events.append(event)
|
||||
|
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if check == 'affected_players':
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needed_players = event.get('affected_players')
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if needed_players < len(self.players):
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elegible_events.append(event)
|
||||
|
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the_event = _random.choice(elegible_events)
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return the_event
|
||||
|
||||
def pick_targets(number_of_targets):
|
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random.shuffle(self.players)
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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)
|
||||
|
||||
|
||||
|
||||
@@ -5,6 +5,8 @@ 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():
|
||||
@@ -35,6 +37,7 @@ class BrSimMap():
|
||||
# 📦 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 = []
|
||||
@@ -43,7 +46,8 @@ class BrSimMap():
|
||||
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(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))
|
||||
@@ -52,42 +56,111 @@ class BrSimMap():
|
||||
|
||||
def populate_map(self):
|
||||
for player in self.players:
|
||||
p_coord_x, p_coord_y= player.get_player_coordinates()
|
||||
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
|
||||
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_item_coordinates()
|
||||
self.game_map[i_coord_y][i_coord_x]= self.item_sym
|
||||
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 _set_coordinates(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)
|
||||
while self.get_map_matrix()[y][x] != self.field_sym:
|
||||
_logs.log_debug('_set_coordinates: collision, regenerate coordinates')
|
||||
x= _random.randint(1, self.world_width -2)
|
||||
y= _random.randint(1, self.world_height -2)
|
||||
target.set_player_coordinates(x, y)
|
||||
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._set_coordinates(player)
|
||||
self._put_resource_on_map(player)
|
||||
|
||||
def init_items_coordinates(self):
|
||||
for item in self.items:
|
||||
self._set_coordinates(item)
|
||||
self._put_resource_on_map(item)
|
||||
|
||||
def add_player_to_map(self, player):
|
||||
self.players.append(player)
|
||||
self._set_coordinates(player)
|
||||
self._put_resource_on_map(player)
|
||||
|
||||
def add_item_to_map(self, item):
|
||||
self.items.append(item)
|
||||
self._set_coordinates(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= ''
|
||||
@@ -95,7 +168,16 @@ class BrSimMap():
|
||||
game_map= self.get_map_matrix()
|
||||
for y in game_map:
|
||||
for x in y:
|
||||
res+= x
|
||||
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
|
||||
|
||||
@@ -111,21 +193,23 @@ class BrSimMap():
|
||||
|
||||
for y in range(self.world_height):
|
||||
for x in range(self.world_width):
|
||||
pixel= self.game_map[y][x]
|
||||
if pixel == self.field_sym:
|
||||
resource= self.game_map[y][x]
|
||||
if not resource:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_FIELD
|
||||
elif pixel == self.mountain_sym:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_MOUNTAIN
|
||||
elif pixel == self.item_sym:
|
||||
# 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 pixel == self.player_male_sym:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_MALE
|
||||
elif pixel == self.player_female_sym:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_FEMALE
|
||||
elif pixel == self.player_nonbinary_sym:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_NONBINARY
|
||||
elif pixel == self.dead_player_sym:
|
||||
pixel_color= _bot_syms.MAP_IMAGE_DEATH_PLAYER
|
||||
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
|
||||
|
||||
@@ -1,11 +1,16 @@
|
||||
import random as _random
|
||||
from entities import resource as _resource
|
||||
|
||||
class BrSimItem():
|
||||
|
||||
class BrSimItem(_resource.BrSimResource):
|
||||
|
||||
# test
|
||||
def __init__(self):
|
||||
self.coord_x= 0
|
||||
self.coord_y= 0
|
||||
|
||||
def is_item(self):
|
||||
return True
|
||||
|
||||
def get_name(self):
|
||||
return self.name
|
||||
|
||||
@@ -20,10 +25,3 @@ class BrSimItem():
|
||||
|
||||
def is_cure(self):
|
||||
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
|
||||
|
||||
@@ -1,13 +1,16 @@
|
||||
import random as _random
|
||||
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):
|
||||
super()
|
||||
self.id= str(_uuid.uuid4())
|
||||
self.name= name
|
||||
self.stats= ''
|
||||
self.health= _random.randint(1,3)
|
||||
self.health= _random.randint(1,1)
|
||||
self.inventory= inventory or []
|
||||
self.damage= _random.randint(1,2) # this is the punch damage amount
|
||||
self.max_weight= 5 # this is the max inventory weight
|
||||
@@ -19,18 +22,12 @@ class BrSimPlayer():
|
||||
self.equipped_weapon= None
|
||||
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.coord_x= 0
|
||||
self.coord_y= 0
|
||||
|
||||
def is_player(self):
|
||||
return True
|
||||
|
||||
### 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):
|
||||
health= '♥️' * self.health or '☠️'
|
||||
strength= '⚔️' * self.damage
|
||||
@@ -141,11 +138,11 @@ class BrSimPlayer():
|
||||
|
||||
self.health= 0
|
||||
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():
|
||||
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:
|
||||
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
|
||||
|
||||
def attack(self, target):
|
||||
@@ -170,14 +167,36 @@ class BrSimPlayer():
|
||||
def get_item(self, item):
|
||||
if self.get_inventory_weight() + item.get_weight() >= self.get_max_weight():
|
||||
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():
|
||||
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:
|
||||
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
|
||||
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):
|
||||
# TODO It can run away from the fighting
|
||||
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
|
||||
@@ -19,17 +19,16 @@ def get_log_name():
|
||||
|
||||
def _create_file_handler():
|
||||
global file_handler
|
||||
print('### create file handler')
|
||||
current_log_file = get_log_name()
|
||||
file_handler = _logging.FileHandler(current_log_file, encoding='utf-8')
|
||||
formatter = _logging.Formatter('%(asctime)s - %(levelname)s - %(message)s')
|
||||
file_handler.setFormatter(formatter)
|
||||
logger.addHandler(file_handler)
|
||||
logger.setLevel(_logging.INFO)
|
||||
#logger.setLevel(_logging.INFO)
|
||||
logger.setLevel(_logging.DEBUG)
|
||||
return file_handler
|
||||
|
||||
def _setup_logging_file():
|
||||
print('### setup logging')
|
||||
current_log_file = get_log_name()
|
||||
|
||||
if not file_handler: return _create_file_handler()
|
||||
@@ -40,6 +39,7 @@ def _setup_logging_file():
|
||||
_create_file_handler()
|
||||
|
||||
def log_debug(txt):
|
||||
print(txt)
|
||||
_setup_logging_file()
|
||||
logger.debug(txt)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user