122 lines
4.2 KiB
Python
122 lines
4.2 KiB
Python
# combat_system.py
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import random
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import pygame
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from settings import *
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from items import WEAPON_STATS
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class CombatSystem:
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def __init__(self, weapon_manager=None):
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self.weapon_manager = weapon_manager
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# ==========================================================
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# SAFE VECTOR HANDLING
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# ==========================================================
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def _safe_vec(self, obj):
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"""Ensure we always get a usable Vector2"""
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try:
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if isinstance(obj, pygame.Vector2):
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return obj
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if hasattr(obj, "x") and hasattr(obj, "y"):
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return pygame.Vector2(obj.x, obj.y)
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if isinstance(obj, (list, tuple)) and len(obj) >= 2:
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return pygame.Vector2(obj[0], obj[1])
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except:
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pass
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return pygame.Vector2(0, 0)
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# ==========================================================
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# PLAYER ATTACK
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# ==========================================================
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def player_attack(self, player, enemies):
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try:
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if not player or not enemies:
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return
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# Get weapon safely
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weapon_id = None
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if self.weapon_manager and hasattr(self.weapon_manager, "get_current_weapon"):
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weapon_id = self.weapon_manager.get_current_weapon()
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# Default weapon if none
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weapon_data = WEAPON_STATS.get(weapon_id, {})
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damage = weapon_data.get("damage", 5)
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attack_range = weapon_data.get("range", 60)
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player_pos = self._safe_vec(getattr(player, "pos", (0, 0)))
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for enemy in enemies:
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if not enemy:
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continue
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if hasattr(enemy, "alive") and not enemy.alive:
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continue
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enemy_pos = self._safe_vec(getattr(enemy, "pos", (0, 0)))
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distance = (enemy_pos - player_pos).length()
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if distance <= attack_range:
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direction = 1 if enemy_pos.x > player_pos.x else -1
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# Use proper damage method if exists
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if hasattr(enemy, "take_damage"):
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enemy.take_damage(damage, direction)
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else:
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# Fallback
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if hasattr(enemy, "health"):
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enemy.health -= damage
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if enemy.health <= 0 and hasattr(enemy, "alive"):
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enemy.alive = False
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except Exception as e:
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print("CombatSystem.player_attack ERROR:", e)
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# ==========================================================
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# ENEMY ATTACK
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# ==========================================================
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def enemy_attack(self, enemy, player):
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try:
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if not enemy or not player:
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return
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if hasattr(enemy, "alive") and not enemy.alive:
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return
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enemy_pos = self._safe_vec(getattr(enemy, "pos", (0, 0)))
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player_pos = self._safe_vec(getattr(player, "pos", (0, 0)))
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attack_range = getattr(enemy, "attack_range", 50)
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attack_damage = getattr(enemy, "attack_damage", ENEMY_ATTACK_DAMAGE)
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distance = (enemy_pos - player_pos).length()
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if distance <= attack_range:
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direction = 1 if player_pos.x > enemy_pos.x else -1
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if hasattr(player, "take_damage"):
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player.take_damage(attack_damage, direction)
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else:
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if hasattr(player, "health"):
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player.health -= attack_damage
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except Exception as e:
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print("CombatSystem.enemy_attack ERROR:", e)
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# ==========================================================
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# UPDATE
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# ==========================================================
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def update(self, dt):
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# Keep safe even if dt is weird
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try:
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dt = float(dt)
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except:
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dt = 0
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player.health -= attack_damage
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print(f"DEBUG: Player took {attack_damage} damage! (HP left: {player.health})")
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def update(self, dt):
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"""
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Updates combat-related state per frame.
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Currently placeholder for cooldowns or status effects.
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"""
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pass |