251 lines
5.6 KiB
Python
251 lines
5.6 KiB
Python
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from typing import List, Dict, Tuple
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import math
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class EntityBehavior:
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def __init__(self):
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pass
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def process_behaviors(self, state, dt: float) -> List[Dict]:
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actions = []
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if not hasattr(state, 'entities'):
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return actions
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for entity in state.entities:
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if entity.get('type') == 'unit':
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entity_actions = self._process_unit_behavior(state, entity, dt)
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actions.extend(entity_actions)
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elif entity.get('type') == 'building':
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entity_actions = self._process_building_behavior(state, entity, dt)
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actions.extend(entity_actions)
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return actions
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def _process_unit_behavior(self, state, entity: Dict, dt: float) -> List[Dict]:
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actions = []
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current_state = entity.get('state', 'idle')
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if current_state == 'moving':
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if self._has_reached_target(entity):
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actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
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else:
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self._continue_movement(entity, dt)
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elif current_state == 'attacking':
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target_id = entity.get('target_id')
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target = self._find_entity_by_id(state, target_id)
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if not target or target.get('health', 0) <= 0:
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actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
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else:
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if self._is_in_attack_range(entity, target):
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actions.append({'type': 'deal_damage', 'attacker_id': entity['id'], 'target_id': target_id, 'damage': entity.get('attack_power', 10)})
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else:
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entity['target_x'] = target['x']
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entity['target_y'] = target['y']
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actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'moving'})
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elif current_state == 'gathering':
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target_id = entity.get('target_id')
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target = self._find_entity_by_id(state, target_id)
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if not target or target.get('type') != 'resource':
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actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
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else:
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if self._is_in_gather_range(entity, target):
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gather_rate = entity.get('gather_rate', 5)
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actions.append({'type': 'gather_resources', 'gatherer_id': entity['id'], 'resource_id': target_id, 'amount': gather_rate})
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else:
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entity['target_x'] = target['x']
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entity['target_y'] = target['y']
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actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'moving'})
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return actions
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def _process_building_behavior(self, state, entity: Dict, dt: float) -> List[Dict]:
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actions = []
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if not entity.get('completed', False):
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build_progress = entity.get('build_progress', 0) + dt
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build_time = entity.get('build_time', 0)
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if build_progress >= build_time:
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actions.append({'type': 'building_completed', 'entity_id': entity['id']})
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else:
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actions.append({'type': 'building_progress', 'entity_id': entity['id'], 'progress': build_progress})
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return actions
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def pathfind(self, entity: Dict, target_pos: Tuple[float, float], map_tiles: List[List[Dict]]) -> List[Tuple[float, float]]:
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start_pos = (entity['x'], entity['y'])
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path = [start_pos, target_pos]
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return path
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def _has_reached_target(self, entity: Dict) -> bool:
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if 'target_x' not in entity or 'target_y' not in entity:
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return True
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dx = entity['target_x'] - entity['x']
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dy = entity['target_y'] - entity['y']
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distance = math.sqrt(dx*dx + dy*dy)
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return distance < 5.0
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def _continue_movement(self, entity: Dict, dt: float) -> None:
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if 'target_x' not in entity or 'target_y' not in entity:
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return
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dx = entity['target_x'] - entity['x']
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dy = entity['target_y'] - entity['y']
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distance = math.sqrt(dx*dx + dy*dy)
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if distance > 0:
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speed = entity.get('speed', 50.0)
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move_dist = speed * dt
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entity['x'] += (dx / distance) * move_dist
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entity['y'] += (dy / distance) * move_dist
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def _is_in_attack_range(self, entity: Dict, target: Dict) -> bool:
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dx = target['x'] - entity['x']
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dy = target['y'] - entity['y']
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distance = math.sqrt(dx*dx + dy*dy)
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attack_range = entity.get('attack_range', 50.0)
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return distance <= attack_range
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def _is_in_gather_range(self, entity: Dict, target: Dict) -> bool:
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dx = target['x'] - entity['x']
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dy = target['y'] - entity['y']
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distance = math.sqrt(dx*dx + dy*dy)
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gather_range = entity.get('gather_range', 20.0)
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return distance <= gather_range
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def _find_entity_by_id(self, state, entity_id: int) -> Dict:
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if hasattr(state, 'entities'):
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for entity in state.entities:
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if entity.get('id') == entity_id:
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return entity
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return None
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