Log AI for entities that are visible to the hero to the ai logger

This commit is contained in:
Eryn Wells 2022-05-12 08:59:24 -07:00
parent 95cc3034b8
commit 7a5f131973

View file

@ -15,7 +15,7 @@ from .object import Entity
if TYPE_CHECKING:
from .engine import Engine
LOG = logging.getLogger(__name__)
LOG = logging.getLogger('ai')
class AI(Component):
def __init__(self, entity: Entity) -> None:
@ -33,16 +33,26 @@ class HostileEnemy(AI):
pov=tuple(self.entity.position),
radius=self.entity.sight_radius)
if engine.map.visible[tuple(self.entity.position)]:
LOG.debug("AI for %s", self.entity)
hero_position = engine.hero.position
hero_is_visible = visible_tiles[hero_position.x, hero_position.y]
if hero_is_visible:
path_to_hero = self.get_path_to(hero_position, engine)
assert len(path_to_hero) > 0, f'{self.entity} attempting to find a path to hero while on top of the hero!'
entity_position = self.entity.position
next_position = path_to_hero.pop(0) if len(path_to_hero) else hero_position
if engine.map.visible[tuple(self.entity.position)]:
LOG.debug('|-> Path to hero %s', path_to_hero)
next_position = path_to_hero.pop(0) if len(path_to_hero) > 1 else hero_position
direction_to_next_position = entity_position.direction_to_adjacent_point(next_position)
LOG.info('Hero is visible to %s, bumping %s (%s)', self.entity, direction_to_next_position, next_position)
if engine.map.visible[tuple(self.entity.position)]:
LOG.info('`-> Hero is visible to %s, bumping %s (%s)', self.entity, direction_to_next_position, next_position)
return BumpAction(self.entity, direction_to_next_position)
else:
@ -57,12 +67,14 @@ class HostileEnemy(AI):
overlaps_existing_entity = any(new_position == ent.position for ent in engine.entities)
tile_is_walkable = engine.map.tile_is_walkable(new_position)
if not overlaps_existing_entity and tile_is_walkable:
LOG.info('Hero is NOT visible to %s, bumping %s randomly', self.entity, direction)
if engine.map.visible[tuple(self.entity.position)]:
LOG.info('Hero is NOT visible to %s, bumping %s randomly', self.entity, direction)
action = BumpAction(self.entity, direction)
break
else:
# If this entity somehow can't move anywhere, just wait
LOG.info("Hero is NOT visible to %s and it can't move anywhere, waiting", self.entity)
if engine.map.visible[tuple(self.entity.position)]:
LOG.info("Hero is NOT visible to %s and it can't move anywhere, waiting", self.entity)
action = WaitAction(self.entity)
return action