Files
Lol/entity_behavior.py

251 lines
5.6 KiB
Python

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