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epic_wars3.py
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# -*- coding: utf-8 -*-
##########################################################
import random
import time
from threading import Thread
from tkinter import *
import math
##########################################################
def name_gen():
"""генератор имени"""
ascii_lowercase = 'abcdefghijklmnopqrstuvwxyz'
n1 = random.choice(ascii_lowercase).upper()
n2 = ''.join(random.choice(ascii_lowercase) for i in range(random.randint(2, 3)))
return f'{n1}{n2}'
def collision_coord(rect, el):
"""пересечение границ"""
if (rect[0] <= el[0] <= rect[2] and rect[1] <= el[1] <= rect[3]) or (
rect[0] <= el[0] <= rect[2] and rect[1] <= el[3] <= rect[3]) or (
rect[0] <= el[2] <= rect[2] and rect[1] <= el[3] <= rect[3]) or (
rect[0] <= el[2] <= rect[2] and rect[1] <= el[1] <= rect[3]):
return True
##########################################################
class Fight_thread(Thread):
'''новый поток - бой двух юнитов'''
def __init__(self, attacker, defender):
Thread.__init__(self)
self.attacker = attacker
self.defender = defender
# self.threadname = f'{attacker.unitname} vs {defender.unitname}'
def run(self):
while True:
if not self.attacker.alive:
return
if not self.defender.alive:
self.attacker.move = True
self.attacker.infight = False
self.attacker.way_to_victory()
return
# print(self.attacker.unitname, 'hit', self.defender.unitname, ':', self.defender.hp, '-',
# self.attacker.attack, '=', self.defender.hp - self.attacker.attack)
if self.defender.hp - self.attacker.attack < 0:
self.defender.hp = 0
else:
self.defender.hp -= self.attacker.attack
self.defender.reload_label()
if self.defender.hp <= 0:
print(self.defender.unitname, 'DEAD')
self.defender.alive = False
canvas.itemconfig(self.defender.figure, fill="white")
self.attacker.move = True
self.attacker.infight = False
self.attacker.way_to_victory()
return
time.sleep(self.attacker.attack_speed)
# def condition_check(self):
def fight(unit1, unit2):
'''бой двух юнитов'''
# print(unit1.armyname, unit1.unitname)
# print(unit2.armyname, unit2.unitname)
print('FIGHT', unit1.unitname, unit2.unitname)
Fight_thread(unit1, unit2).start()
Fight_thread(unit2, unit1).start()
# print('FIGHT', unit1.unitname, unit2.unitname, 'END')
# if random.getrandbits(1):
# q1 = Fight_thread(unit1, unit2).start()
# q2 = Fight_thread(unit2, unit1).start()
# print('1')
# else:
# Fight_thread(unit2, unit1).start()
# Fight_thread(unit1, unit2).start()
# print('2')
##########################################################
class Warrior:
'''Боевая единица'''
def __init__(self, **keywords):
# параметры
self.armyname = None
self.unitname = None
self.alive = True
self.move = True
self.move_x = random.randint(5, WINDOW_SIZE - FIGURE_SIZE - 5)
self.move_y = random.randint(5, WINDOW_SIZE - FIGURE_SIZE - 5)
self.infight = False
self.hp = random.randint(80, 100)
self.attack = random.randint(5, 15)
self.attack_speed = random.randint(1, 3)
for key in keywords:
setattr(self, key, keywords[key])
# фигура в рендомное место на поле
# self.figure = canvas.create_rectangle(
# random.randint(5, WINDOW_SIZE - FIGURE_SIZE - 5),
# random.randint(5, WINDOW_SIZE - FIGURE_SIZE - 5),
# FIGURE_SIZE, FIGURE_SIZE, outline="black", fill=self.armyname, width=2
# )
self.figure = canvas.create_rectangle(
0, 0, FIGURE_SIZE, FIGURE_SIZE,
outline="black", fill=self.armyname, width=2
)
canvas.move(self.figure, self.move_x, self.move_y)
self.label = canvas.create_text(
0, 0,
text=f'{self.unitname} {self.hp}',
anchor='center', font='sans 10'
)
self.update_label()
def update_label(self):
canvas.move(self.label, self.move_x, self.move_y)
class Hunter(Warrior):
def __init__(self, **keywords):
self.tarrget = None
super().__init__(**keywords)
for key in keywords:
setattr(self, key, keywords[key])
self.line = None
self.find_and_kill()
def find_and_kill(self):
if self.alive and self.move and not self.infight:
pass
else:
return
# new_coord = self.tracking()
new_coord = self.OLD_tracking()
canvas.move(self.figure, self.move_x, self.move_y)
self.update_line()
self.update_label()
self.collision()
canvas.after(AFTER_PAUSE, self.find_and_kill)
def tracking(self):
'''наводка с коэффициентным смещнием'''
distance_x = canvas.coords(self.tarrget.figure)[0] - canvas.coords(self.figure)[0]
distance_y = canvas.coords(self.tarrget.figure)[1] - canvas.coords(self.figure)[1]
if distance_x != 0 or distance_y != 0: # !!!!!
if abs(distance_x) > abs(distance_y):
coefficient = distance_x / distance_y
else:
coefficient = distance_y / distance_x
print(abs(distance_x), abs(distance_y), coefficient)
# canvas.coords(self.figure)
# canvas.coords(self.tarrget.figure)
arr = []
for x in range(REND_MOVE_LIMIT):
# x = random.randint(0, REND_MOVE_LIMIT)
y = round(math.sqrt(REND_MOVE_LIMIT ** 2 - x ** 2))
print(x, y, x / y)
arr.append(x / y)
self.get_nearest_value(coefficient, arr)
self.move_x = 0
self.move_y = 0
def get_nearest_value(self, n_value, n_list):
list_of_difs = [abs(n_value - x) for x in n_list]
result_index = list_of_difs.index(min(list_of_difs))
print('res:', n_list[result_index], result_index)
return result_index
def OLD_tracking(self):
'''наводка с простым смещением на ось'''
if canvas.coords(self.figure)[0] >= canvas.coords(self.tarrget.figure)[0]:
x = -1 * random.randint(1, REND_MOVE_LIMIT)
if canvas.coords(self.figure)[0] < canvas.coords(self.tarrget.figure)[0]:
x = random.randint(1, REND_MOVE_LIMIT)
if canvas.coords(self.figure)[1] >= canvas.coords(self.tarrget.figure)[1]:
y = -1 * random.randint(1, REND_MOVE_LIMIT)
if canvas.coords(self.figure)[1] < canvas.coords(self.tarrget.figure)[1]:
y = random.randint(1, REND_MOVE_LIMIT)
# return x, y
self.move_x = x
self.move_y = y
def update_line(self):
if not self.line is None:
canvas.delete(self.line)
self.line = canvas.create_line(
canvas.coords(self.figure)[0] + FIGURE_SIZE / 2,
canvas.coords(self.figure)[1] + FIGURE_SIZE / 2,
canvas.coords(self.tarrget.figure)[0] + FIGURE_SIZE / 2,
canvas.coords(self.tarrget.figure)[1] + FIGURE_SIZE / 2,
fill='black', arrow=LAST, dash=(1, 1)
)
# canvas.create_line(100, 180, 100, 60, fill='green',
# width=5, arrow=LAST, dash=(10, 2),
# activefill='lightgreen',
def collision(self):
# проверка на коллизию
if collision_coord(canvas.coords(self.figure), canvas.coords(self.tarrget.figure)):
self.move = False
self.tarrget.move = False
self.infight = True
self.tarrget.infight = True
# fight(all_armys[self.armyname].warriors[self.unitname], all_armys[arm].warriors[unit])
class Victim(Warrior):
def __init__(self, **keywords):
super().__init__(**keywords)
# self.direction = random.choice(['chaotic', 'direct'])
self.direction = 'direct'
self.start = False
# self.step_x = None
# self.step_y = None
for key in keywords:
setattr(self, key, keywords[key])
self.save_your_life()
def save_your_life(self):
'''двжение и поиск боя'''
if self.alive and self.move and not self.infight:
pass
else:
return
# движение
if self.direction == 'chaotic':
self.chaotic_movement()
elif self.direction == 'direct':
self.direct_movement()
canvas.move(self.figure, self.move_x, self.move_y)
self.update_label()
canvas.after(AFTER_PAUSE, self.save_your_life)
def chaotic_movement(self):
'''хаотичное движение'''
x = random.randint(-REND_MOVE_LIMIT, REND_MOVE_LIMIT)
y = random.randint(-REND_MOVE_LIMIT, REND_MOVE_LIMIT)
# рикошет от границ
if x + canvas.coords(self.figure)[0] < 0:
x *= -1
if y + canvas.coords(self.figure)[1] < 0:
y *= -1
if x + canvas.coords(self.figure)[2] > WINDOW_SIZE:
x *= -1
if y + canvas.coords(self.figure)[3] > WINDOW_SIZE:
y *= -1
self.move_x = x
self.move_y = y
# return x, y
def direct_movement(self):
'''прямолинейное отраженное движение'''
# TODO через угол !!!
if not self.start:
x = random.randint(0, REND_MOVE_LIMIT)
y = round(math.sqrt(REND_MOVE_LIMIT ** 2 - x ** 2))
self.move_x = random.choice((-1, 1)) * x
self.move_y = random.choice((-1, 1)) * y
self.start = True
# рикошет от границ
if (self.move_x + canvas.coords(self.figure)[0] < 0) or (
self.move_x + canvas.coords(self.figure)[2] > WINDOW_SIZE):
self.move_x *= -1
if (self.move_y + canvas.coords(self.figure)[1] < 0) or (
self.move_y + canvas.coords(self.figure)[3] > WINDOW_SIZE):
self.move_y *= -1
class Army:
def __init__(self, armyname):
self.armyname = armyname
self.warriors = {}
def priziv(armyname, count, tarrget=None):
# army = Army(army)
all_armys.update({armyname: Army(armyname)})
for i in range(count):
unitname = name_gen()
all_armys[armyname].warriors.update({unitname: Warrior(armyname=armyname, unitname=unitname)})
if tarrget is None:
all_armys[armyname].warriors[unitname].save_your_life()
else:
all_armys[armyname].warriors[unitname].find_and_kill()
def main():
hare = Victim(unitname=name_gen(), armyname="yellow")
wolf = Hunter(unitname=name_gen(), armyname="red", tarrget=hare)
# wolf = Hunter(tarrget=)
# army = random.choice(["white", "red", "green", "blue", "cyan", "yellow", "magenta"])
# priziv("cyan", 1)
# army = random.choice(["red", "green", "blue", "cyan", "yellow", "magenta"])
# priziv(army, 3)
# army = random.choice(["red", "green", "blue", "cyan", "yellow", "magenta"])
# priziv(army, 3)
# t1 = all_armys["cyan"].warriors[list(all_armys["cyan"].warriors.keys())[0]]
# t2 = all_armys["cyan"].warriors[list(all_armys["cyan"].warriors.keys())[1]]
# print(list(all_armys["cyan"].warriors.keys()))
FIGURE_SIZE1 = 10
print(FIGURE_SIZE1)
##########################################################
if __name__ == '__main__':
all_armys = {}
WINDOW_SIZE = 600
# PRIZIV_LIMIT = (1, 1)
FIGURE_SIZE = 10
# START_COORD_LIMIT = 100
REND_MOVE_LIMIT = 3
AFTER_PAUSE = 30 # ms
root = Tk()
canvas = Canvas(width=WINDOW_SIZE, height=WINDOW_SIZE, bg='white')
canvas.pack()
main()
root.mainloop()