Mercurial > rinkhals
annotate gamelib/gameboard.py @ 71:00cf9d7f22dc
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Mon, 31 Aug 2009 22:20:27 +0000 |
parents | 18db99fda6bd |
children | f3ce3346e25e |
rev | line source |
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1 import random |
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2 |
35 | 3 import pygame |
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4 from pygame.locals import MOUSEBUTTONDOWN, KEYDOWN, K_UP, K_DOWN, K_LEFT, K_RIGHT |
35 | 5 from pgu import gui |
9 | 6 |
7 import data | |
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8 import tiles |
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9 import constants |
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10 import buildings |
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11 import animal |
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12 from misc import Position |
35 | 13 |
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14 class OpaqueLabel(gui.Label): |
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15 def paint(self, s): |
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16 s.fill(self.style.background) |
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17 gui.Label.paint(self, s) |
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18 |
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19 def update_value(self, value): |
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20 self.value = value |
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21 self.style.width, self.style.height = self.font.size(self.value) |
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22 self.repaint() |
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23 |
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24 |
35 | 25 class ToolBar(gui.Table): |
26 def __init__(self, gameboard, **params): | |
27 gui.Table.__init__(self, **params) | |
28 self.gameboard = gameboard | |
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29 self.cash_counter = OpaqueLabel("Groats: ", color=constants.FG_COLOR) |
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30 self.tr() |
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31 self.add(self.cash_counter) |
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32 self.add_tool_button("Sell chicken", constants.TOOL_SELL_CHICKEN) |
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33 self.add_tool_button("Sell egg", constants.TOOL_SELL_EGG) |
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34 self.add_tool_button("Sell building", constants.TOOL_SELL_BUILDING) |
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35 self.add_tool_button("Buy fence", constants.TOOL_BUY_FENCE) |
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36 for building_cls in buildings.BUILDINGS: |
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37 self.add_tool_button("Buy %s" % (building_cls.NAME,), building_cls) |
35 | 38 |
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39 day_done_button = gui.Button("Finished Day") |
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40 day_done_button.connect(gui.CLICK, self.day_done) |
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41 self.tr() |
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42 self.td(day_done_button, style={"padding_top": 30}) |
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43 |
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44 def day_done(self): |
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45 import engine |
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46 pygame.event.post(engine.START_NIGHT) |
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47 |
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48 def update_cash_counter(self, amount): |
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49 self.cash_counter.update_value("Groats: %s" % amount) |
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50 self.repaint() |
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51 |
35 | 52 def add_tool_button(self, text, tool): |
53 button = gui.Button(text) | |
54 button.connect(gui.CLICK, lambda: self.gameboard.set_selected_tool(tool)) | |
55 self.tr() | |
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56 self.add(button) |
35 | 57 |
58 | |
59 class VidWidget(gui.Widget): | |
60 def __init__(self, gameboard, vid, **params): | |
61 gui.Widget.__init__(self, **params) | |
62 self.gameboard = gameboard | |
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63 vid.bounds = pygame.Rect((0, 0), vid.tile_to_view(vid.size)) |
35 | 64 self.vid = vid |
65 self.width = params.get('width', 0) | |
66 self.height = params.get('height', 0) | |
67 | |
68 def paint(self, surface): | |
69 self.vid.paint(surface) | |
70 | |
71 def update(self, surface): | |
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72 return self.vid.update(surface) |
35 | 73 |
74 def resize(self, width=0, height=0): | |
75 if width is not None: | |
76 self.width = width | |
77 if height is not None: | |
78 self.height = height | |
79 return self.width, self.height | |
80 | |
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81 def move_view(self, x, y): |
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82 self.vid.view.move_ip((x, y)) |
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83 |
35 | 84 def event(self, e): |
85 if e.type == MOUSEBUTTONDOWN: | |
86 self.gameboard.use_tool(e) | |
87 | |
88 | |
9 | 89 class GameBoard(object): |
90 TILE_DIMENSIONS = (20, 20) | |
35 | 91 TOOLBAR_WIDTH = 140 |
9 | 92 |
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93 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland'] |
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94 FENCE = tiles.REVERSE_TILE_MAP['fence'] |
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95 BROKEN_FENCE = tiles.REVERSE_TILE_MAP['broken fence'] |
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96 |
9 | 97 def __init__(self): |
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98 self.tv = tiles.FarmVid() |
9 | 99 self.tv.tga_load_tiles(data.filepath('tiles.tga'), self.TILE_DIMENSIONS) |
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100 self.tv.png_folder_load_tiles(data.filepath('tiles')) |
9 | 101 self.tv.tga_load_level(data.filepath('level1.tga')) |
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102 self.create_disp() |
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103 |
35 | 104 self.selected_tool = None |
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105 self.chickens = [] |
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106 self.foxes = [] |
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107 self.buildings = [] |
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108 self.cash = 0 |
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109 self.add_cash(constants.STARTING_CASH) |
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110 |
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111 self.fix_buildings() |
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112 |
35 | 113 def create_disp(self): |
114 width, height = pygame.display.get_surface().get_size() | |
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115 tbl = gui.Table() |
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116 tbl.tr() |
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117 self.toolbar = ToolBar(self) |
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118 tbl.td(self.toolbar, width=self.TOOLBAR_WIDTH) |
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119 self.tvw = VidWidget(self, self.tv, width=width-self.TOOLBAR_WIDTH, height=height) |
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120 tbl.td(self.tvw) |
35 | 121 self.disp = gui.App() |
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122 self.disp.init(tbl) |
14 | 123 |
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124 def paint(self, screen): |
35 | 125 self.disp.paint(screen) |
14 | 126 |
9 | 127 def update(self, screen): |
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128 self.tvw.reupdate() |
35 | 129 return self.disp.update(screen) |
9 | 130 |
131 def loop(self): | |
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132 self.tv.loop() |
9 | 133 |
35 | 134 def set_selected_tool(self, tool): |
135 self.selected_tool = tool | |
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136 |
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137 def in_bounds(self, pos): |
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138 """Check if a position is within the game boundaries""" |
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139 if pos.x < 0 or pos.y < 0: |
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140 return False |
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141 width, height = self.tv.size |
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142 if pos.x >= width or pos.y >= height: |
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143 return False |
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144 return True |
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145 |
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146 def use_tool(self, e): |
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147 if self.selected_tool == constants.TOOL_SELL_CHICKEN: |
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148 self.sell_chicken(e.pos) |
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149 elif self.selected_tool == constants.TOOL_SELL_EGG: |
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150 pass |
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151 elif self.selected_tool == constants.TOOL_BUY_FENCE: |
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152 self.buy_fence(self.tv.screen_to_tile(e.pos)) |
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153 elif self.selected_tool == constants.TOOL_SELL_BUILDING: |
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154 self.sell_building(self.tv.screen_to_tile(e.pos)) |
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155 elif buildings.is_building(self.selected_tool): |
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156 self.buy_building(self.tv.screen_to_tile(e.pos), self.selected_tool) |
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157 |
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158 def get_chicken(self, pos): |
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159 for chick in self.chickens: |
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160 if chick.rect.collidepoint(pos): |
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161 return chick |
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162 return None |
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163 |
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164 def sell_chicken(self, pos): |
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165 chick = self.get_chicken(pos) |
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166 if chick is None: |
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167 return |
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168 if len(self.chickens) == 1: |
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169 print "You can't sell your last chicken!" |
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170 return |
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171 self.add_cash(constants.SELL_PRICE_CHICKEN) |
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172 self.remove_chicken(chick) |
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173 |
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174 def buy_fence(self, tile_pos): |
69
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175 this_tile = self.tv.get(tile_pos) |
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176 if this_tile not in [self.GRASSLAND, self.BROKEN_FENCE]: |
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177 return |
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178 if self.cash < constants.BUY_PRICE_FENCE: |
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179 print "You can't afford a fence." |
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180 return |
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181 self.add_cash(-constants.BUY_PRICE_FENCE) |
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182 self.tv.set(tile_pos, self.FENCE) |
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183 |
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184 def sell_fence(self, tile_pos): |
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185 if self.tv.get(tile_pos) != self.FENCE: |
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186 return |
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187 self.add_cash(constants.SELL_PRICE_FENCE) |
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188 self.tv.set(tile_pos, self.GRASSLAND) |
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189 |
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190 def buy_building(self, tile_pos, building_cls): |
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191 building = building_cls(tile_pos) |
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192 if self.cash < building.buy_price(): |
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193 return |
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194 if building.place(self.tv): |
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195 self.add_cash(-building.buy_price()) |
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196 self.add_building(building) |
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197 |
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198 def sell_building(self, tile_pos): |
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199 if self.tv.get(tile_pos) == self.FENCE: |
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200 return self.sell_fence(tile_pos) |
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201 for building in self.buildings: |
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202 if building.covers(tile_pos): |
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203 self.add_cash(building.sell_price()) |
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204 building.remove(self.tv) |
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205 self.remove_building(building) |
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206 break |
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207 |
14 | 208 def event(self, e): |
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209 if e.type == KEYDOWN: |
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210 if e.key == K_UP: |
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211 self.tvw.move_view(0, -self.TILE_DIMENSIONS[1]) |
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212 if e.key == K_DOWN: |
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213 self.tvw.move_view(0, self.TILE_DIMENSIONS[1]) |
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214 if e.key == K_LEFT: |
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215 self.tvw.move_view(-self.TILE_DIMENSIONS[0], 0) |
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216 if e.key == K_RIGHT: |
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217 self.tvw.move_view(self.TILE_DIMENSIONS[0], 0) |
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218 else: |
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219 self.disp.event(e) |
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220 |
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221 def clear_foxes(self): |
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222 for fox in self.foxes: |
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223 self.tv.sprites.remove(fox) |
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224 self.foxes = [] # Remove all the foxes |
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225 |
29 | 226 def move_foxes(self): |
227 for fox in self.foxes: | |
228 fox.move(self) | |
229 | |
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230 def add_chicken(self, chicken): |
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231 self.chickens.append(chicken) |
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232 self.tv.sprites.append(chicken) |
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233 |
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234 def add_fox(self, fox): |
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235 self.foxes.append(fox) |
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236 self.tv.sprites.append(fox) |
29 | 237 |
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238 def add_building(self, building): |
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239 self.buildings.append(building) |
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240 self.tv.sprites.append(building) |
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241 |
29 | 242 def remove_fox(self, fox): |
243 if fox in self.foxes: | |
244 self.foxes.remove(fox) | |
245 self.tv.sprites.remove(fox) | |
246 | |
247 def remove_chicken(self, chick): | |
248 if chick in self.chickens: | |
249 self.chickens.remove(chick) | |
250 self.tv.sprites.remove(chick) | |
40
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251 |
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252 def remove_building(self, building): |
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253 if building in self.buildings: |
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254 self.buildings.remove(building) |
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255 self.tv.sprites.remove(building) |
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256 |
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257 def add_cash(self, amount): |
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258 self.cash += amount |
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259 self.toolbar.update_cash_counter(self.cash) |
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260 |
69
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261 def update_chickens(self): |
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262 """Update the chickens state at the start of the new day""" |
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263 # Currently random chickens appear |
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264 # Very simple, we walk around the tilemap, and, for each farm tile, |
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265 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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266 # or we run out of board |
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267 x, y = 0, 0 |
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268 width, height = self.tv.size |
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269 while len(self.chickens) < 5: |
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270 if x < width: |
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271 tile = self.tv.get((x, y)) |
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272 else: |
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273 y += 1 |
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274 if y >= height: |
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275 break |
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276 x = 0 |
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277 continue |
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278 # See if we place a chicken |
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279 if 'grassland' == tiles.TILE_MAP[tile]: |
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280 # Farmland |
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281 roll = random.randint(1, 20) |
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282 # We don't place within a tile of the fence, this is to make things |
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283 # easier |
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284 for xx in range(x-1, x+2): |
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285 if xx >= width or xx < 0: |
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286 continue |
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287 for yy in range(y-1, y+2): |
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288 if yy >= height or yy < 0: |
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289 continue |
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290 neighbour = self.tv.get((xx, yy)) |
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291 if 'fence' == tiles.TILE_MAP[neighbour]: |
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292 # Fence |
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293 roll = 10 |
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294 if roll == 1: |
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295 # Create a chicken |
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296 chick = animal.Chicken((x, y)) |
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297 self.add_chicken(chick) |
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298 x += 1 |
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299 |
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300 def spawn_foxes(self): |
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301 """The foxes come at night, and this is where they come from.""" |
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302 # Very simple, we walk around the tilemap, and, for each farm tile, |
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303 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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304 # or we run out of board |
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305 x, y = 0, 0 |
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306 width, height = self.tv.size |
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307 new_foxes = random.randint(3, 7) |
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308 while len(self.foxes) < new_foxes: |
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309 if x < width: |
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310 tile = self.tv.get((x, y)) |
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311 else: |
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312 y += 1 |
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313 if y >= height: |
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314 break |
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315 x = 0 |
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316 continue |
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317 # See if we place a fox |
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318 if tiles.TILE_MAP[tile] == 'woodland': |
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319 # Forest |
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320 roll = random.randint(1, 20) |
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321 if roll == 1: |
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322 # Create a fox |
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323 fox = animal.Fox((x, y)) |
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324 self.add_fox(fox) |
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325 x += 5 |
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326 |
67
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327 def fix_buildings(self): |
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328 """Go through the level map looking for buildings that haven't |
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329 been added to self.buildings and adding them. |
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330 |
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331 Where partial buildings exist (i.e. places where the building |
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332 cannot fit on the available tiles) the building is added anyway |
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333 to the top left corner. |
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334 |
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335 Could be a lot faster. |
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336 """ |
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337 tile_to_building = dict((b.TILE_NO, b) for b in buildings.BUILDINGS) |
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338 |
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339 w, h = self.tv.size |
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340 for x in xrange(w): |
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341 for y in xrange(h): |
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342 tile_pos = (x, y) |
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343 tile_no = self.tv.get(tile_pos) |
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344 if tile_no not in tile_to_building: |
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345 continue |
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346 |
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347 covered = False |
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348 for building in self.buildings: |
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349 if building.covers(tile_pos): |
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350 covered = True |
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351 break |
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352 |
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353 if covered: |
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354 continue |
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355 |
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356 building_cls = tile_to_building[tile_no] |
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357 building = building_cls(tile_pos) |
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358 building.remove(self.tv) |
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359 building.place(self.tv) |
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360 self.add_building(building) |