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entities.py
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import math
from typing import Tuple
import pygame
import structlog
import assets
import bot
log = structlog.get_logger()
class Tank:
def __init__(
self,
bot: bot.Bot,
name: str,
color: pygame.Color,
img_path: str,
screen,
pos,
controller,
fire_speed=0.6,
fire_radius: int = 150,
reload_delay: int = 1000,
visibility: float = 250,
):
self.bot = bot
self.name = name
self.screen = screen
self.pos_x, self.pos_y = pos
self.speed = 0
self.angle = 0
self.fire_speed = fire_speed
self.reload_delay = reload_delay
self.reload_counter = reload_delay
self.controller = controller
self.visibility = visibility
# Load image and apply color
self.tank_image = pygame.image.load(img_path).convert_alpha()
mask = pygame.Surface(self.tank_image.get_size()).convert_alpha()
mask.fill(color)
self.tank_image.blit(mask, (0, 0), special_flags=pygame.BLEND_MULT)
self.transformed_image = self.tank_image
self._rect = self.tank_image.get_rect()
self.previous_x, self.previous_y = pos
self.fire_radius = fire_radius
self._fired = False
self.collision = False
@property
def center(self) -> Tuple[int, int]:
return self.tank_image.get_rect(center=(self.pos_x, self.pos_y)).center
def _calc_adj_hyp(self, pos):
mouse_x, mouse_y = pos
center_x, center_y = self.center
adj = mouse_x - center_x
opp = mouse_y - center_y
hyp = math.hypot(adj, opp)
return adj, opp, hyp
def _calc_angle(self, pos):
"""calculates angle towards a point"""
adj, opp, hyp = self._calc_adj_hyp(pos)
if hyp == 0:
hyp = 1
nx, ny = adj / hyp, opp / hyp # normalize
return math.degrees(math.atan2(-nx, -ny))
def fire(self):
if not self._fired:
self._fired = True
self.controller.create_bullet(self, self.fire_radius, self.fire_speed)
def get_bbox(self):
rect = self.transformed_image.get_rect(center=(self.pos_x, self.pos_y))
return rect[0], rect[1], rect[0] + rect[2], rect[1] + rect[3]
def get_rect_object(self):
return self.transformed_image.get_rect(center=(self.pos_x, self.pos_y))
def reset_previous_pos(self):
self.pos_x, self.pos_y = self.previous_x, self.previous_y
def pos(self) -> Tuple[float, float]:
return self._rect[:2]
def update(self, others: list["Tank"]):
state = bot.CurrentState(
ticks=pygame.time.get_ticks(),
x=self.pos_x,
y=self.pos_y,
speed=self.speed,
angle=self.angle,
collision=self.collision,
can_fire=not self._fired,
nearby_bots=[
bot.NearbyBot(
name=other.name,
x=other.pos_x,
y=other.pos_y,
distance=dist(self.center, other.center),
speed=other.speed,
angle=other.angle,
relative_angle=norm_angle(self._calc_angle(other.center)),
)
for other in others
if self.in_circle(other.pos_x, other.pos_y, self.visibility)
],
nearby_bullets=[
bot.NearbyBullet(
x=bullet.pos_x,
y=bullet.pos_y,
distance=dist(self.center, bullet.center),
speed=bullet.speed,
relative_angle=norm_angle(self._calc_angle(bullet.center)),
angle=bullet.angle,
)
for bullet in self.controller.bullets
if bullet.owner != self
and self.in_circle(bullet.pos_x, bullet.pos_y, self.visibility)
],
)
self.collision = False
try:
action = self.bot.next(state)
except:
log.error("bot failed", name=self.name, exc_info=True)
return
typ = type(action)
if typ is bot.SetSpeed:
self.speed = action.speed
self.speed = min(self.speed, 0.5)
self.speed = max(self.speed, -0.5)
elif typ is bot.SetAngle:
self.angle = norm_angle(action.angle)
elif typ is bot.Fire:
self.fire()
direction_x = math.cos(math.radians(self.angle + 90)) * self.speed
direction_y = math.sin(math.radians(self.angle - 90)) * self.speed
self.transformed_image = pygame.transform.rotate(self.tank_image, self.angle)
self.previous_x, self.previous_y = self.pos_x, self.pos_y
self.pos_x = direction_x + self.pos_x
self.pos_y = direction_y + self.pos_y
self._rect = self.transformed_image.get_rect(center=(self.pos_x, self.pos_y))
self.screen.blit(self.transformed_image, self._rect)
if self.reload_counter > 0:
self.reload_counter -= 1
else:
self.reload_counter = self.reload_delay
self._fired = False
def colliderect(self, rect):
return self.get_rect_object().colliderect(rect)
def in_circle(self, x, y, radius):
return dist(self.center, (x, y)) < radius
def set_collision(self, collid: bool):
self.collision = collid
def dist(pos1, pos2):
x1, y1 = pos1
x2, y2 = pos2
return math.sqrt(((x1 - x2) ** 2) + ((y1 - y2) ** 2))
def norm_angle(angle):
while angle >= 360:
angle -= 360
while angle < 0:
angle += 360
return angle
class Bullet:
def __init__(
self,
screen,
owner,
normal,
initial_pos,
angle,
fire_radius: int,
speed: float = 0.5,
):
self.angle = angle
self.speed = speed
self.screen = screen
self._destroyed = False
self.bullet_image = pygame.image.load(assets.BULLET).convert_alpha()
self.transformed_img = self.bullet_image
self.owner = owner
self._fire_radius = fire_radius
self.normal = normal[0] * speed, normal[1] * speed
self._initial_pos = initial_pos
rect = self.transformed_img.get_rect()
self.current_pos = initial_pos[0] - rect.centerx, initial_pos[1] - rect.centery
self.transformed_img = pygame.transform.rotate(self.bullet_image, angle)
@property
def pos_x(self):
return self.current_pos[0]
@property
def pos_y(self):
return self.current_pos[1]
@property
def center(self):
return self.current_pos
def update(self):
self.current_pos = (
(self.normal[0] + self.current_pos[0]),
(self.normal[1] + self.current_pos[1]),
)
if self.dist() >= self._fire_radius:
self._destroyed = True
self.screen.blit(self.transformed_img, self.current_pos)
def dist(self):
return math.hypot(
(self.current_pos[0] - self._initial_pos[0]),
(self.current_pos[1] - self._initial_pos[1]),
)
def destroyed(self):
return self._destroyed
def get_rect(self):
return self.transformed_img.get_rect(center=(self.current_pos))
def colliderect(self, rect):
return self.get_rect().colliderect(rect)
def get_bbox(self):
rect = self.transformed_img.get_rect(center=self.current_pos)
return rect[0], rect[1], rect[0] + rect[2], rect[1] + rect[3]