Move all the logging to log.py and prefix all the log names with "erynrl"
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8 changed files with 126 additions and 102 deletions
14
erynrl/ai.py
14
erynrl/ai.py
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@ -1,12 +1,12 @@
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# Eryn Wells <eryn@erynwells.me>
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import logging
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import random
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from typing import TYPE_CHECKING, List, Optional
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import numpy as np
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import tcod
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from . import log
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from .actions import Action, BumpAction, WaitAction
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from .components import Component
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from .geometry import Direction, Point
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@ -15,8 +15,6 @@ from .object import Entity
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if TYPE_CHECKING:
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from .engine import Engine
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LOG = logging.getLogger('ai')
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class AI(Component):
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def __init__(self, entity: Entity) -> None:
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super().__init__()
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@ -34,7 +32,7 @@ class HostileEnemy(AI):
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radius=self.entity.sight_radius)
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if engine.map.visible[tuple(self.entity.position)]:
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LOG.debug("AI for %s", self.entity)
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log.AI.debug("AI for %s", self.entity)
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hero_position = engine.hero.position
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hero_is_visible = visible_tiles[hero_position.x, hero_position.y]
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@ -46,13 +44,13 @@ class HostileEnemy(AI):
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entity_position = self.entity.position
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if engine.map.visible[tuple(self.entity.position)]:
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LOG.debug('|-> Path to hero %s', path_to_hero)
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log.AI.debug('|-> Path to hero %s', path_to_hero)
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next_position = path_to_hero.pop(0) if len(path_to_hero) > 1 else hero_position
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direction_to_next_position = entity_position.direction_to_adjacent_point(next_position)
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if engine.map.visible[tuple(self.entity.position)]:
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LOG.info('`-> Hero is visible to %s, bumping %s (%s)', self.entity, direction_to_next_position, next_position)
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log.AI.info('`-> Hero is visible to %s, bumping %s (%s)', self.entity, direction_to_next_position, next_position)
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return BumpAction(self.entity, direction_to_next_position)
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else:
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@ -68,13 +66,13 @@ class HostileEnemy(AI):
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tile_is_walkable = engine.map.tile_is_walkable(new_position)
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if not overlaps_existing_entity and tile_is_walkable:
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if engine.map.visible[tuple(self.entity.position)]:
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LOG.info('Hero is NOT visible to %s, bumping %s randomly', self.entity, direction)
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log.AI.info('Hero is NOT visible to %s, bumping %s randomly', self.entity, direction)
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action = BumpAction(self.entity, direction)
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break
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else:
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# If this entity somehow can't move anywhere, just wait
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if engine.map.visible[tuple(self.entity.position)]:
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LOG.info("Hero is NOT visible to %s and it can't move anywhere, waiting", self.entity)
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log.AI.info("Hero is NOT visible to %s and it can't move anywhere, waiting", self.entity)
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action = WaitAction(self.entity)
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return action
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