Mercurial > rinkhals
annotate gamelib/animal.py @ 315:0a3161fec434
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 05 Sep 2009 18:56:33 +0000 |
parents | 32149b1d9fd2 |
children | b3c90e49a6b7 |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 import animations |
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14 |
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15 class Animal(Sprite): |
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16 """Base class for animals""" |
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17 |
114 | 18 STEALTH = 0 |
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19 VISION_BONUS = 0 |
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20 VISION_RANGE_PENALTY = 10 |
114 | 21 |
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22 def __init__(self, image_left, image_right, tile_pos): |
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23 # Create the animal somewhere far off screen |
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24 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 25 self._image_left = image_left |
26 self.image_left = image_left.copy() | |
27 self._image_right = image_right | |
28 self.image_right = image_right.copy() | |
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29 if hasattr(tile_pos, 'to_tuple'): |
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30 self.pos = tile_pos |
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31 else: |
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32 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 33 self.equipment = [] |
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34 self.accoutrements = [] |
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35 self.abode = None |
146 | 36 self.facing = 'left' |
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37 |
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38 def loop(self, tv, _sprite): |
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39 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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40 self.rect.x = ppos[0] |
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41 self.rect.y = ppos[1] |
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42 |
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43 def die(self, gameboard): |
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44 """Play death animation, noises, whatever.""" |
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45 if hasattr(self, 'DEATH_SOUND'): |
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46 sound.play_sound(self.DEATH_SOUND) |
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47 if hasattr(self, 'DEATH_ANIMATION'): |
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48 gameboard.animations.append(self.DEATH_ANIMATION(self.pos)) |
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49 self._game_death(gameboard) |
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50 |
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51 def _game_death(self, gameboard): |
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52 # Call appropriate gameboard cleanup here. |
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53 pass |
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54 |
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55 def move(self, state): |
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56 """Given the game state, return a new position for the object""" |
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57 # Default is not to move |
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58 pass |
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59 |
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60 def set_pos(self, tile_pos): |
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61 """Move an animal to the given tile_pos.""" |
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62 new_pos = Position(*tile_pos) |
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63 self._fix_face(new_pos) |
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64 self.pos = new_pos |
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65 |
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66 def _fix_face(self, facing_pos): |
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67 """Set the face correctly""" |
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68 if facing_pos.left_of(self.pos): |
146 | 69 self._set_image_facing('left') |
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70 elif facing_pos.right_of(self.pos): |
146 | 71 self._set_image_facing('right') |
72 | |
73 def _set_image_facing(self, facing): | |
74 self.facing = facing | |
75 if self.facing == 'left': | |
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76 self.setimage(self.image_left) |
146 | 77 elif self.facing == 'right': |
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78 self.setimage(self.image_right) |
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79 |
84 | 80 def equip(self, item): |
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81 if equipment.is_equipment(item): |
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82 self.equipment.append(item) |
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83 elif equipment.is_accoutrement(item): |
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84 self.accoutrements.append(item) |
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85 self.redraw() |
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86 |
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87 def unequip(self, item): |
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88 if equipment.is_equipment(item): |
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89 self.equipment = [e for e in self.equipment if e != item] |
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90 elif equipment.is_accoutrement(item): |
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91 self.accoutrements = [e for e in self.accoutrements if e != item] |
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92 self.redraw() |
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93 |
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94 def unequip_by_name(self, item_name): |
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95 # only remove first match |
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96 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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97 if matches: |
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98 self.unequip(matches[0]) |
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99 |
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100 def redraw(self): |
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101 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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102 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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103 for item in self.accoutrements + self.equipment: |
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104 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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105 if images: |
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106 layers.append(images) |
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107 |
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108 layers.sort(key=lambda l: l[2]) |
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109 |
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110 # these always go on the bottom so that other layers don't get overwritten |
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111 self.image_left = self._image_left.copy() |
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112 self.image_right = self._image_right.copy() |
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113 for l in layers: |
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114 self.image_left.blit(l[0], (0,0)) |
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115 self.image_right.blit(l[1], (0,0)) |
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116 |
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117 self._set_image_facing(self.facing) |
84 | 118 |
119 def weapons(self): | |
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120 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 121 |
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122 def armour(self): |
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123 return [e for e in self.equipment if equipment.is_armour(e)] |
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124 |
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125 def covers(self, tile_pos): |
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126 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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127 |
125 | 128 def outside(self): |
129 return self.abode is None | |
130 | |
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131 def damage(self, gameboard): |
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132 for a in self.armour(): |
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133 if not a.survive_damage(): |
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134 self.unequip(a) |
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135 return True |
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136 self.die(gameboard) |
174
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137 return False |
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138 |
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139 class Chicken(Animal): |
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140 """A chicken""" |
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141 |
146 | 142 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
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143 DEATH_ANIMATION = animations.ChickenDeath |
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144 DEATH_SOUND = 'kill-chicken.ogg' |
146 | 145 |
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146 def __init__(self, pos): |
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147 image_left = imagecache.load_image('sprites/chkn.png') |
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148 image_right = imagecache.load_image('sprites/chkn.png', |
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149 ("right_facing",)) |
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150 Animal.__init__(self, image_left, image_right, pos) |
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151 self.eggs = [] |
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152 |
251
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153 def _game_death(self, gameboard): |
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154 gameboard.remove_chicken(self) |
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155 |
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156 def move(self, gameboard): |
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157 """A free chicken will move away from other free chickens""" |
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158 pass |
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159 |
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160 def lay(self): |
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161 """See if the chicken lays an egg""" |
243
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162 if not self.eggs: |
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163 for x in range(random.randint(1, 4)): |
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164 self.eggs.append(Egg(self.pos)) |
216
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165 self.equip(equipment.NestEgg()) |
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166 |
243
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167 def remove_eggs(self): |
216
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168 """Clean up the egg state""" |
243
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169 self.eggs = [] |
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170 self.unequip_by_name("Nestegg") |
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171 |
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172 def remove_one_egg(self): |
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173 """Clean up the egg state""" |
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174 self.eggs.pop() |
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175 if not self.eggs: |
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176 self.unequip_by_name("Nestegg") |
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177 |
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178 def get_num_eggs(self): |
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179 return len(self.eggs) |
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180 |
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181 def hatch(self, gameboard): |
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182 """See if we have an egg to hatch""" |
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183 if self.eggs: |
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184 chick = self.eggs[0].hatch() |
187 | 185 if chick: |
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186 # sell the remaining eggs |
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187 # Remove hatched egg |
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188 self.eggs.pop() |
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189 gameboard.eggs -= 1 |
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190 # Sell other eggs |
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191 for egg in self.eggs[:]: |
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192 gameboard.sell_one_egg(self) |
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193 self.remove_eggs() # clean up stale images, etc. |
187 | 194 return chick |
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195 return None |
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196 |
84 | 197 def _find_killable_fox(self, weapon, gameboard): |
198 """Choose a random fox within range of this weapon.""" | |
199 killable_foxes = [] | |
200 for fox in gameboard.foxes: | |
114 | 201 if not visible(self, fox): |
202 continue | |
84 | 203 if weapon.in_range(gameboard, self, fox): |
204 killable_foxes.append(fox) | |
205 if not killable_foxes: | |
206 return None | |
207 return random.choice(killable_foxes) | |
208 | |
209 def attack(self, gameboard): | |
210 """An armed chicken will attack a fox within range.""" | |
211 if not self.weapons(): | |
212 # Not going to take on a fox bare-winged. | |
213 return | |
214 # Choose the first weapon equipped. | |
215 weapon = self.weapons()[0] | |
216 fox = self._find_killable_fox(weapon, gameboard) | |
217 if not fox: | |
218 return | |
236
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219 self._fix_face(fox.pos) |
84 | 220 if weapon.hit(gameboard, self, fox): |
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221 fox.damage(gameboard) |
84 | 222 |
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223 class Egg(Animal): |
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224 """An egg""" |
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225 |
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226 def __init__(self, pos): |
293 | 227 image = imagecache.load_image('sprites/equip_egg.png') |
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228 Animal.__init__(self, image, image, pos) |
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229 self.timer = 2 |
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230 |
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231 # Eggs don't move |
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232 |
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233 def hatch(self): |
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234 self.timer -= 1 |
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235 if self.timer == 0: |
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236 return Chicken(self.pos) |
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237 return None |
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238 |
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239 class Fox(Animal): |
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240 """A fox""" |
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241 |
114 | 242 STEALTH = 20 |
130 | 243 IMAGE_FILE = 'sprites/fox.png' |
251
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244 DEATH_ANIMATION = animations.FoxDeath |
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245 DEATH_SOUND = 'kill-fox.ogg' |
114 | 246 |
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247 costs = { |
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248 # weighting for movement calculation |
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249 'grassland' : 2, |
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250 'woodland' : 1, # Try to keep to the woods if possible |
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251 'broken fence' : 2, |
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252 'fence' : 10, |
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253 'guardtower' : 2, # We can pass under towers |
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254 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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255 # catch a chicken there |
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256 'hendominium' : 30, |
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257 } |
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258 |
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259 def __init__(self, pos): |
130 | 260 image_left = imagecache.load_image(self.IMAGE_FILE) |
261 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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262 Animal.__init__(self, image_left, image_right, pos) |
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263 self.landmarks = [self.pos] |
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264 self.hunting = True |
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265 self.dig_pos = None |
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266 self.tick = 0 |
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267 self.safe = False |
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268 self.closest = None |
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269 self.last_steps = [] |
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270 |
251
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271 def _game_death(self, gameboard): |
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272 gameboard.kill_fox(self) |
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273 |
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274 def _cost_tile(self, pos, gameboard): |
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275 if gameboard.in_bounds(pos): |
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276 this_tile = gameboard.tv.get(pos.to_tuple()) |
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277 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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278 else: |
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279 cost = 100 # Out of bounds is expensive |
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280 return cost |
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281 |
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282 def _cost_path(self, path, gameboard): |
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283 """Calculate the cost of a path""" |
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284 total = 0 |
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285 for pos in path: |
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286 total += self._cost_tile(pos, gameboard) |
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287 return total |
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288 |
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289 def _gen_path(self, start_pos, final_pos): |
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290 """Construct a direct path from start_pos to final_pos, |
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291 excluding start_pos""" |
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292 if abs(start_pos.x - final_pos.x) < 2 and \ |
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293 abs(start_pos.y - final_pos.y) < 2: |
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294 # pgu gets this case wrong on occasion. |
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295 return [final_pos] |
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296 start = start_pos.to_tuple() |
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297 end = final_pos.to_tuple() |
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298 points = getline(start, end) |
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299 points.remove(start) # exclude start_pos |
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300 if end not in points: |
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301 # Rounding errors in getline cause this |
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302 points.append(end) |
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303 return [Position(x[0], x[1]) for x in points] |
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304 |
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305 def _find_best_path_step(self, final_pos, gameboard): |
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306 """Find the cheapest path to final_pos, and return the next step |
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307 along the path.""" |
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308 # We calculate the cost of the direct path |
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309 direct_path = self._gen_path(self.pos, final_pos) |
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310 min_cost = self._cost_path(direct_path, gameboard) |
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311 min_path = direct_path |
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312 # is there a point nearby that gives us a cheaper direct path? |
71 | 313 # This is delibrately not finding the optimal path, as I don't |
314 # want the foxes to be too intelligent, although the implementation | |
315 # isn't well optimised yet | |
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316 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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317 for y in range(self.pos.y - 3, self.pos.y + 4) |
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318 if (x, y) != (0,0)] |
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319 for start in poss: |
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320 cand_path = self._gen_path(self.pos, start) + \ |
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321 self._gen_path(start, final_pos) |
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322 cost = self._cost_path(cand_path, gameboard) |
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323 if cost < min_cost: |
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324 min_cost = cost |
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325 min_path = cand_path |
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326 if not min_path: |
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327 return final_pos |
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328 return min_path[0] |
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329 |
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330 def _find_path_to_woodland(self, gameboard): |
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331 """Dive back to woodland through the landmarks""" |
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332 # find the closest point to our current location in walked path |
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333 if self.pos == self.landmarks[-1]: |
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334 if len(self.landmarks) > 1: |
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335 self.landmarks.pop() # Moving to the next landmark |
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336 else: |
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337 # Safely back at the start |
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338 self.safe = True |
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339 return self.pos |
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340 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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341 |
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342 def _find_path_to_chicken(self, gameboard): |
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343 """Find the path to the closest chicken""" |
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344 # Find the closest chicken |
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345 min_dist = 999 |
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346 if self.closest not in gameboard.chickens: |
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347 # Either no target, or someone ate it |
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348 self.closest = None |
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349 for chicken in gameboard.chickens: |
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350 dist = chicken.pos.dist(self.pos) |
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351 if chicken.abode: |
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352 dist += 10 # Prefer free-ranging chickens |
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353 if dist < min_dist: |
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354 min_dist = dist |
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355 self.closest = chicken |
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356 if not self.closest: |
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357 # No more chickens, so leave |
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358 self.hunting = False |
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359 return self.pos |
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360 if self.closest.pos == self.pos: |
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361 # Caught a chicken |
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362 self._catch_chicken(self.closest, gameboard) |
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363 return self.pos |
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364 return self._find_best_path_step(self.closest.pos, gameboard) |
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365 |
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366 def _catch_chicken(self, chicken, gameboard): |
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367 """Catch a chicken""" |
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368 chicken.damage(gameboard) |
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369 self.closest = None |
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370 self.hunting = False |
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371 self.last_steps = [] # Forget history here |
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372 |
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373 def _update_pos(self, gameboard, new_pos): |
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374 """Update the position, making sure we don't step on other foxes""" |
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375 if new_pos == self.pos: |
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376 # We're not moving, so we can skip all the checks |
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377 return new_pos |
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378 final_pos = new_pos |
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379 blocked = final_pos in self.last_steps |
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380 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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381 for y in range(self.pos.y-1, self.pos.y + 2) |
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382 if Position(x,y) != self.pos and \ |
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383 Position(x, y) not in self.last_steps] |
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384 for fox in gameboard.foxes: |
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385 if fox is not self and fox.pos == final_pos: |
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386 blocked = True |
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387 if fox.pos in moves: |
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388 moves.remove(fox.pos) |
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389 if blocked: |
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390 # find the cheapest point in moves to new_pos that's not blocked |
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391 final_pos = None |
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392 min_cost = 1000 |
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393 for poss in moves: |
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394 cost = self._cost_tile(poss, gameboard) |
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395 if cost < min_cost: |
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396 min_cost = cost |
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397 final_pos = poss |
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398 if cost == min_cost and random.randint(0, 1) > 0: |
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399 # Add some randomness in this case |
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400 final_pos = poss |
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401 if not final_pos: |
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402 # No good choice, so stay put |
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403 return self.pos |
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404 if gameboard.in_bounds(final_pos): |
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405 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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406 else: |
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407 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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408 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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409 # We'll head back towards the holes we make/find |
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410 self.landmarks.append(final_pos) |
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411 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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412 self._dig(gameboard, final_pos) |
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413 return self.pos |
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414 self.last_steps.append(final_pos) |
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415 if len(self.last_steps) > 3: |
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416 self.last_steps.pop(0) |
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417 return final_pos |
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418 |
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419 def _dig(self, gameboard, dig_pos): |
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420 """Setup dig parameters, to be overridden if needed""" |
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421 self.tick = 5 |
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422 self.dig_pos = dig_pos |
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423 |
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424 def _make_hole(self, gameboard): |
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425 """Make a hole in the fence""" |
290 | 426 gameboard.tv.set(self.dig_pos.to_tuple(), gameboard.BROKEN_FENCE) |
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427 self.dig_pos = None |
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428 |
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429 def move(self, gameboard): |
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430 """Foxes will aim to move towards the closest henhouse or free |
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431 chicken""" |
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432 if self.dig_pos: |
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433 if self.tick: |
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434 self.tick -= 1 |
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435 # We're still digging through the fence |
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436 # Check the another fox hasn't dug a hole for us |
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437 # We're too busy digging to notice if a hole appears nearby, |
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438 # but we'll notice if the fence we're digging vanishes |
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439 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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440 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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441 self.tick = 0 |
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442 return |
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443 else: |
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444 # We've dug through the fence, so make a hole |
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445 self._make_hole(gameboard) |
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446 return |
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447 if self.hunting: |
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448 desired_pos = self._find_path_to_chicken(gameboard) |
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449 else: |
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450 desired_pos = self._find_path_to_woodland(gameboard) |
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451 final_pos = self._update_pos(gameboard, desired_pos) |
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452 self._fix_face(final_pos) |
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453 self.pos = final_pos |
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454 |
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455 class NinjaFox(Fox): |
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456 """Ninja foxes are hard to see""" |
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457 |
114 | 458 STEALTH = 60 |
130 | 459 IMAGE_FILE = 'sprites/ninja_fox.png' |
114 | 460 |
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461 class DemoFox(Fox): |
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462 """Demolition Foxes destroy fences easily""" |
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463 |
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464 DIG_ANIMATION = animations.FenceExplosion |
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465 IMAGE_FILE = 'sprites/sapper_fox.png' |
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466 |
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467 def __init__(self, pos): |
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468 Fox.__init__(self, pos) |
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469 self.costs['fence'] = 2 # We don't worry about fences |
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470 |
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471 def _dig(self, gameboard, dig_pos): |
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472 """Setup dig parameters, to be overridden if needed""" |
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473 self.tick = 0 # Costs us nothing to go through a fence. |
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474 self.dig_pos = dig_pos |
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475 gameboard.animations.append(self.DIG_ANIMATION(dig_pos)) |
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476 self._make_hole(gameboard) |
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477 |
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478 class GreedyFox(Fox): |
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479 """Greedy foxes eat more chickens""" |
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480 |
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481 def __init__(self, pos): |
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482 Fox.__init__(self, pos) |
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483 self.chickens_eaten = 0 |
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484 |
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485 def _catch_chicken(self, chicken, gameboard): |
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486 chicken.damage(gameboard) |
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487 self.closest = None |
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488 self.chickens_eaten += 1 |
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489 if self.chickens_eaten > 2: |
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490 self.hunting = False |
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491 self.last_steps = [] |
114 | 492 |
290 | 493 class Rinkhals(Fox): |
494 """The Rinkhals has eclectic tastes""" | |
495 STEALTH = 80 | |
496 IMAGE_FILE = 'sprites/rinkhals.png' | |
497 | |
498 def _catch_chicken(self, chicken, gameboard): | |
499 """The Rinkhals hunts for sport, catch and release style""" | |
500 self.closest = None | |
501 self.hunting = False | |
502 self.last_steps = [] | |
503 | |
504 def _make_hole(self, gameboard): | |
505 """The Rinkhals eats fences""" | |
506 gameboard.tv.set(self.dig_pos.to_tuple(), gameboard.GRASSLAND) | |
507 self.dig_pos = None | |
508 | |
509 def damage(self, gameboard): | |
510 """The Rinkhals is invincible!""" | |
511 return True | |
512 | |
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513 def _get_vision_param(parameter, watcher): |
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514 param = getattr(watcher, parameter) |
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515 if watcher.abode: |
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516 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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517 param = modifier(param) |
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518 return param |
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519 |
114 | 520 def visible(watcher, watchee): |
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521 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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522 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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523 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 524 roll = random.randint(1, 100) |
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525 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |