Projectdd/combat_system.py

122 lines
4.2 KiB
Python

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