going-rogue/erynrl/ai.py
Eryn Wells 327cc90b2e Remove QuitAction and ActionWithActor!
Move quit event handling to the interface and flatten the Action class
hierarchy. There are no longer any actions that don't take an Actor. This has
the happy side effect of resolving some pylint errors too. :)
2023-03-11 01:11:09 -08:00

138 lines
5.4 KiB
Python

# Eryn Wells <eryn@erynwells.me>
import random
from typing import TYPE_CHECKING, List, Optional
import numpy as np
import tcod
from . import log
from .actions.action import Action
from .actions.game import BumpAction, WaitAction
from .components import Component
from .geometry import Direction, Point
from .object import Entity
if TYPE_CHECKING:
from .engine import Engine
# pylint: disable=too-few-public-methods
class AI(Component):
'''An abstract class providing AI for an entity.'''
def __init__(self, entity: Entity) -> None:
super().__init__()
self.entity = entity
def act(self, engine: 'Engine') -> Optional[Action]:
'''Produce an action to perform'''
raise NotImplementedError()
class HostileEnemy(AI):
'''Entity AI for a hostile enemy.
The entity will wander around until it sees the hero, at which point it will
beeline for her.
'''
def act(self, engine: 'Engine') -> Optional[Action]:
visible_tiles = tcod.map.compute_fov(
engine.map.tiles['transparent'],
pov=tuple(self.entity.position),
radius=self.entity.sight_radius)
if engine.map.visible[tuple(self.entity.position)]:
log.AI.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
if engine.map.visible[tuple(self.entity.position)]:
log.AI.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)
if engine.map.visible[tuple(self.entity.position)]:
log.AI.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:
move_or_wait_chance = random.random()
if move_or_wait_chance <= 0.7:
# Pick a random adjacent tile to move to
directions = list(Direction.all())
while len(directions) > 0:
direction = random.choice(directions)
directions.remove(direction)
new_position = self.entity.position + direction
overlaps_existing_entity = any(new_position == ent.position for ent in engine.entities)
try:
point_is_walkable = engine.map.point_is_walkable(new_position)
except ValueError:
point_is_walkable = False
if not overlaps_existing_entity and point_is_walkable:
if engine.map.visible[tuple(self.entity.position)]:
log.AI.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
if engine.map.visible[tuple(self.entity.position)]:
log.AI.info("Hero is NOT visible to %s and it can't move anywhere, waiting", self.entity)
action = WaitAction(self.entity)
return action
else:
return WaitAction(self.entity)
def get_path_to(self, point: Point, engine: 'Engine') -> List[Point]:
'''Compute a path to the given position.
Copied from the Roguelike tutorial. :)
Arguments
---------
point : Point
The target point
engine : Engine
The game engine
Returns
-------
List[Point]
An array of Points representing a path from the Entity's position to the target point
'''
# Copy the walkable array
cost = np.array(engine.map.tiles['walkable'], dtype=np.int8)
for ent in engine.entities:
# Check that an entity blocks movement and the cost isn't zero (blocking)
position = ent.position
if ent.blocks_movement and cost[position.x, position.y]:
# Add to the cost of a blocked position. A lower number means more enemies will crowd behind each other
# in hallways. A higher number means enemies will take longer paths in order to surround the player.
cost[position.x, position.y] += 10
# Create a graph from the cost array and pass that graph to a new pathfinder.
graph = tcod.path.SimpleGraph(cost=cost, cardinal=2, diagonal=3)
pathfinder = tcod.path.Pathfinder(graph)
# Set the starting position
pathfinder.add_root(tuple(self.entity.position))
# Compute the path to the destination and remove the starting point.
path: List[List[int]] = pathfinder.path_to(tuple(point))[1:].tolist()
# Convert from List[List[int]] to List[Tuple[int, int]].
return [Point(index[0], index[1]) for index in path]