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Python AI.move_monsters方法代码示例

本文整理汇总了Python中ai.AI.move_monsters方法的典型用法代码示例。如果您正苦于以下问题:Python AI.move_monsters方法的具体用法?Python AI.move_monsters怎么用?Python AI.move_monsters使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ai.AI的用法示例。


在下文中一共展示了AI.move_monsters方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: Game

# 需要导入模块: from ai import AI [as 别名]
# 或者: from ai.AI import move_monsters [as 别名]

#.........这里部分代码省略.........

    def die(self):
        self.events["game_ended"].emit()

    def generate_level(self):
        self._level_count += 1
        min_rooms = 5
        size = 20, 20

        # generate the tile types
        tiletypes, rooms = self._level_generator.generate(size, min_rooms)
        level = Level(self.player, tiletypes, self._level_count)

        # generate the objects
        objects = self._object_generator.generate(min_rooms, self._level_count)
        self._object_generator.place_objects(objects, level)

        # generate monsters
        species = self._species_generator.generate_level(self._level_count)
        beings = [Being(self.controller, s) for s in species]
        self._species_generator.place_beings(beings, level)

        # set the player on a up staircase
        tile = level.staircases_up[0]
        level.add_being(tile, self.player)

        self.levels.append(level)
        self._current_level = level

        # housekeeping
        # FIXME this will need to move to change_level
        for being in [b for b in level.beings]:
            being.new_level(level._size)
        self.turn_done(move_monsters=False)

        for being in [t.being for t in level.values() if t.being and self.player.vision.can_see(t)]:
            being.has_been_seen = True

        return level

    def turn_done(self, move_monsters=True):

        if self.player.is_dead:
            return

        level = self._current_level
        # housekeeping
        level._set_torch_map()
        level.set_fov(self.player)

        # ai
        if move_monsters:
            monsters = [b for b in level.beings if b is not self.player]
            self.ai.move_monsters(level, self.player, monsters)

        self.events["turn_finished"].emit(self._turn_num, self.player.can_move)
        for being in level.beings:
            being.new_turn()

        # FIXME add custom logger class for this
        # logger.turn_number = self._turn_num

        self._turn_num += 1

        if not self.player.can_move:
            self.turn_done()
开发者ID:nate1001,项目名称:vecter_hack,代码行数:70,代码来源:game.py


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