annotate gamelib/gameboard.py @ 71:00cf9d7f22dc

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author Neil Muller <drnlmuller@gmail.com>
date Mon, 31 Aug 2009 22:20:27 +0000
parents 18db99fda6bd
children f3ce3346e25e
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1 import random
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2
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3 import pygame
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4 from pygame.locals import MOUSEBUTTONDOWN, KEYDOWN, K_UP, K_DOWN, K_LEFT, K_RIGHT
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5 from pgu import gui
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6
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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
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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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24
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25 class ToolBar(gui.Table):
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26 def __init__(self, gameboard, **params):
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27 gui.Table.__init__(self, **params)
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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)
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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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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
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52 def add_tool_button(self, text, tool):
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53 button = gui.Button(text)
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54 button.connect(gui.CLICK, lambda: self.gameboard.set_selected_tool(tool))
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55 self.tr()
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56 self.add(button)
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58
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59 class VidWidget(gui.Widget):
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60 def __init__(self, gameboard, vid, **params):
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61 gui.Widget.__init__(self, **params)
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62 self.gameboard = gameboard
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63 vid.bounds = pygame.Rect((0, 0), vid.tile_to_view(vid.size))
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64 self.vid = vid
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65 self.width = params.get('width', 0)
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66 self.height = params.get('height', 0)
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67
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68 def paint(self, surface):
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69 self.vid.paint(surface)
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70
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71 def update(self, surface):
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72 return self.vid.update(surface)
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73
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74 def resize(self, width=0, height=0):
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75 if width is not None:
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76 self.width = width
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77 if height is not None:
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78 self.height = height
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79 return self.width, self.height
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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
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84 def event(self, e):
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85 if e.type == MOUSEBUTTONDOWN:
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86 self.gameboard.use_tool(e)
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87
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88
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89 class GameBoard(object):
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90 TILE_DIMENSIONS = (20, 20)
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91 TOOLBAR_WIDTH = 140
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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
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97 def __init__(self):
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98 self.tv = tiles.FarmVid()
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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'))
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101 self.tv.tga_load_level(data.filepath('level1.tga'))
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102 self.create_disp()
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103
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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
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113 def create_disp(self):
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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)
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121 self.disp = gui.App()
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122 self.disp.init(tbl)
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123
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124 def paint(self, screen):
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125 self.disp.paint(screen)
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126
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127 def update(self, screen):
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128 self.tvw.reupdate()
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129 return self.disp.update(screen)
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130
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131 def loop(self):
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132 self.tv.loop()
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133
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134 def set_selected_tool(self, tool):
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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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diff changeset
142 if pos.x >= width or pos.y >= height:
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diff changeset
143 return False
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
144 return True
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
145
17
cbbc5da7708a Interaction with the game board.
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parents: 14
diff changeset
146 def use_tool(self, e):
52
0d4799866bcf Sell chickens and buy fences.
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diff changeset
147 if self.selected_tool == constants.TOOL_SELL_CHICKEN:
54
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diff changeset
148 self.sell_chicken(e.pos)
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
149 elif self.selected_tool == constants.TOOL_SELL_EGG:
52
0d4799866bcf Sell chickens and buy fences.
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parents: 40
diff changeset
150 pass
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
151 elif self.selected_tool == constants.TOOL_BUY_FENCE:
54
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diff changeset
152 self.buy_fence(self.tv.screen_to_tile(e.pos))
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
153 elif self.selected_tool == constants.TOOL_SELL_BUILDING:
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
154 self.sell_building(self.tv.screen_to_tile(e.pos))
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
155 elif buildings.is_building(self.selected_tool):
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
156 self.buy_building(self.tv.screen_to_tile(e.pos), self.selected_tool)
17
cbbc5da7708a Interaction with the game board.
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parents: 14
diff changeset
157
54
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diff changeset
158 def get_chicken(self, pos):
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diff changeset
159 for chick in self.chickens:
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diff changeset
160 if chick.rect.collidepoint(pos):
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diff changeset
161 return chick
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diff changeset
162 return None
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
163
54
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diff changeset
164 def sell_chicken(self, pos):
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parents: 52
diff changeset
165 chick = self.get_chicken(pos)
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parents: 52
diff changeset
166 if chick is None:
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parents: 52
diff changeset
167 return
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parents: 52
diff changeset
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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diff changeset
174 def buy_fence(self, tile_pos):
69
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diff changeset
175 this_tile = self.tv.get(tile_pos)
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
176 if this_tile not in [self.GRASSLAND, self.BROKEN_FENCE]:
54
b8f64db0d39e Cleaned up buying and selling a bit.
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diff changeset
177 return
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diff changeset
178 if self.cash < constants.BUY_PRICE_FENCE:
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179 print "You can't afford a fence."
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parents: 52
diff changeset
180 return
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parents: 52
diff changeset
181 self.add_cash(-constants.BUY_PRICE_FENCE)
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
182 self.tv.set(tile_pos, self.FENCE)
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183
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
184 def sell_fence(self, tile_pos):
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
185 if self.tv.get(tile_pos) != self.FENCE:
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
186 return
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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diff changeset
187 self.add_cash(constants.SELL_PRICE_FENCE)
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
188 self.tv.set(tile_pos, self.GRASSLAND)
54
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diff changeset
189
65
7e9c8ad06d32 Implement building selling.
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diff changeset
190 def buy_building(self, tile_pos, building_cls):
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diff changeset
191 building = building_cls(tile_pos)
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 60
diff changeset
192 if self.cash < building.buy_price():
57
08665fa60345 Implement henhouses and henhouse adding.
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diff changeset
193 return
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 60
diff changeset
194 if building.place(self.tv):
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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195 self.add_cash(-building.buy_price())
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196 self.add_building(building)
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e2631c8e2cd6 Implement guard towers (with temporary sprite PNG).
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diff changeset
197
65
7e9c8ad06d32 Implement building selling.
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diff changeset
198 def sell_building(self, tile_pos):
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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diff changeset
199 if self.tv.get(tile_pos) == self.FENCE:
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diff changeset
200 return self.sell_fence(tile_pos)
65
7e9c8ad06d32 Implement building selling.
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diff changeset
201 for building in self.buildings:
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diff changeset
202 if building.covers(tile_pos):
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203 self.add_cash(building.sell_price())
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diff changeset
204 building.remove(self.tv)
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205 self.remove_building(building)
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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diff changeset
206 break
65
7e9c8ad06d32 Implement building selling.
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diff changeset
207
14
d7f295c06a4b Split gameboard screen.
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diff changeset
208 def event(self, e):
39
ec79aabe2bf1 Scroll game window with arrow keys.
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diff changeset
209 if e.type == KEYDOWN:
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diff changeset
210 if e.key == K_UP:
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diff changeset
211 self.tvw.move_view(0, -self.TILE_DIMENSIONS[1])
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parents: 37
diff changeset
212 if e.key == K_DOWN:
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diff changeset
213 self.tvw.move_view(0, self.TILE_DIMENSIONS[1])
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diff changeset
214 if e.key == K_LEFT:
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diff changeset
215 self.tvw.move_view(-self.TILE_DIMENSIONS[0], 0)
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parents: 37
diff changeset
216 if e.key == K_RIGHT:
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parents: 37
diff changeset
217 self.tvw.move_view(self.TILE_DIMENSIONS[0], 0)
ec79aabe2bf1 Scroll game window with arrow keys.
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parents: 37
diff changeset
218 else:
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parents: 37
diff changeset
219 self.disp.event(e)
25
6d6ab0c1479d Add placing some chickens and foxes
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diff changeset
220
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parents: 24
diff changeset
221 def clear_foxes(self):
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parents: 24
diff changeset
222 for fox in self.foxes:
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parents: 24
diff changeset
223 self.tv.sprites.remove(fox)
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parents: 24
diff changeset
224 self.foxes = [] # Remove all the foxes
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parents: 24
diff changeset
225
29
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
226 def move_foxes(self):
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parents: 25
diff changeset
227 for fox in self.foxes:
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
228 fox.move(self)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
229
25
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
230 def add_chicken(self, chicken):
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parents: 24
diff changeset
231 self.chickens.append(chicken)
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parents: 24
diff changeset
232 self.tv.sprites.append(chicken)
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
233
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
234 def add_fox(self, fox):
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
235 self.foxes.append(fox)
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
236 self.tv.sprites.append(fox)
29
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
237
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
238 def add_building(self, building):
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
239 self.buildings.append(building)
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
240 self.tv.sprites.append(building)
60
e2631c8e2cd6 Implement guard towers (with temporary sprite PNG).
Simon Cross <hodgestar@gmail.com>
parents: 57
diff changeset
241
29
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
242 def remove_fox(self, fox):
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
243 if fox in self.foxes:
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
244 self.foxes.remove(fox)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
245 self.tv.sprites.remove(fox)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
246
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
247 def remove_chicken(self, chick):
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
248 if chick in self.chickens:
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
249 self.chickens.remove(chick)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
250 self.tv.sprites.remove(chick)
40
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
251
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
252 def remove_building(self, building):
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
253 if building in self.buildings:
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parents: 64
diff changeset
254 self.buildings.remove(building)
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
255 self.tv.sprites.remove(building)
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
256
40
678421bd58ee Money counter with very ugly display hack.
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parents: 39
diff changeset
257 def add_cash(self, amount):
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
258 self.cash += amount
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
259 self.toolbar.update_cash_counter(self.cash)
67
9171d9b9ab35 Sanity check and fix up buildings on map after loading.
Simon Cross <hodgestar@gmail.com>
parents: 66
diff changeset
260
69
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
261 def update_chickens(self):
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
262 """Update the chickens state at the start of the new day"""
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
263 # Currently random chickens appear
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
264 # Very simple, we walk around the tilemap, and, for each farm tile,
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
265 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
266 # or we run out of board
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
267 x, y = 0, 0
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
268 width, height = self.tv.size
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
269 while len(self.chickens) < 5:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
270 if x < width:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
271 tile = self.tv.get((x, y))
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
272 else:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
273 y += 1
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
274 if y >= height:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
275 break
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
276 x = 0
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
277 continue
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
278 # See if we place a chicken
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
279 if 'grassland' == tiles.TILE_MAP[tile]:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
280 # Farmland
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
281 roll = random.randint(1, 20)
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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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)