annotate gamelib/animal.py @ 431:129de5883524

Moved intermediate position generation to a more suitable location.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 21 Nov 2009 16:46:12 +0000
parents 42777630956a
children 95b81e917399
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1 """Class for the various animals in the game"""
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2
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3 import random
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5 from pgu.vid import Sprite
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7 import imagecache
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8 import tiles
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9 from misc import Position
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10 import sound
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11 import equipment
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12 import animations
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13 import serializer
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14
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15 class Animal(Sprite, serializer.Simplifiable):
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16 """Base class for animals"""
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18 STEALTH = 0
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19 VISION_BONUS = 0
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20 VISION_RANGE_PENALTY = 10
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22 # sub-class must set this to the name of an image
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23 # file
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24 IMAGE_FILE = None
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26 SIMPLIFY = [
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27 'pos',
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28 'equipment',
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29 'accoutrements',
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30 'abode',
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31 'facing',
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32 ]
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33
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34 def __init__(self, tile_pos):
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35 # load images
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36 self._image_left = imagecache.load_image(self.IMAGE_FILE)
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37 self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",))
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38 # Create the animal somewhere far off screen
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39 Sprite.__init__(self, self._image_left, (-1000, -1000))
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40 self.image_left = self._image_left.copy()
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41 self.image_right = self._image_right.copy()
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42 if hasattr(tile_pos, 'to_tile_tuple'):
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43 self.pos = tile_pos
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44 else:
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45 self.pos = Position(tile_pos[0], tile_pos[1], 0)
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46 self.equipment = []
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47 self.accoutrements = []
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48 self.abode = None
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49 self.facing = 'left'
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51 def make(cls):
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52 """Override default Simplifiable object creation."""
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53 return cls((0, 0))
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54 make = classmethod(make)
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56 def unsimplify(cls, value):
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57 """Override default Simplifiable unsimplification."""
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58 obj = super(Animal, cls).unsimplify(value)
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59 obj.redraw()
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60 return obj
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61 unsimplify = classmethod(unsimplify)
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62
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63 def loop(self, tv, _sprite):
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64 ppos = tv.tile_to_view(self.pos.to_tile_tuple())
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65 self.rect.x = ppos[0]
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66 self.rect.y = ppos[1]
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68 def die(self, gameboard):
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69 """Play death animation, noises, whatever."""
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70 if hasattr(self, 'DEATH_SOUND'):
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71 sound.play_sound(self.DEATH_SOUND)
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72 if hasattr(self, 'DEATH_ANIMATION'):
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73 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple())
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74 self._game_death(gameboard)
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75
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76 def _game_death(self, gameboard):
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77 # Call appropriate gameboard cleanup here.
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78 pass
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79
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80 def move(self, state):
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81 """Given the game state, return a new position for the object"""
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82 # Default is not to move
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83 pass
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85 def attack(self, gameboard):
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86 """Given the game state, attack a suitable target"""
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87 # Default is not to attack
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88 pass
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89
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90 def set_pos(self, tile_pos):
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91 """Move an animal to the given tile_pos."""
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92 new_pos = Position(*tile_pos)
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93 self._fix_face(new_pos)
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94 self.pos = new_pos
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96 def _fix_face(self, facing_pos):
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97 """Set the face correctly"""
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98 if facing_pos.left_of(self.pos):
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99 self._set_image_facing('left')
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100 elif facing_pos.right_of(self.pos):
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101 self._set_image_facing('right')
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102
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103 def _set_image_facing(self, facing):
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104 self.facing = facing
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105 if self.facing == 'left':
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106 self.setimage(self.image_left)
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107 elif self.facing == 'right':
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108 self.setimage(self.image_right)
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109
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110 def equip(self, item):
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111 if equipment.is_equipment(item):
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112 self.equipment.append(item)
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113 elif equipment.is_accoutrement(item):
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114 self.accoutrements.append(item)
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115 self.redraw()
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116
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117 def unequip(self, item):
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118 if equipment.is_equipment(item):
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119 self.equipment = [e for e in self.equipment if e != item]
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120 elif equipment.is_accoutrement(item):
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121 self.accoutrements = [e for e in self.accoutrements if e != item]
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122 self.redraw()
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123
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124 def unequip_by_name(self, item_name):
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125 # only remove first match
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126 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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127 if matches:
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128 self.unequip(matches[0])
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129
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130 def redraw(self):
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131 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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132 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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133 for item in self.accoutrements + self.equipment:
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134 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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135 if images:
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136 layers.append(images)
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137
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138 layers.sort(key=lambda l: l[2])
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140 # these always go on the bottom so that other layers don't get overwritten
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141 self.image_left = self._image_left.copy()
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142 self.image_right = self._image_right.copy()
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parents: 200
diff changeset
143 for l in layers:
195
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diff changeset
144 self.image_left.blit(l[0], (0,0))
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diff changeset
145 self.image_right.blit(l[1], (0,0))
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parents: 187
diff changeset
146
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parents: 187
diff changeset
147 self._set_image_facing(self.facing)
84
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148
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149 def weapons(self):
109
48019afde338 Equipment purchasing and some toolbar tweaks.
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150 return [e for e in self.equipment if equipment.is_weapon(e)]
84
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151
174
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152 def armour(self):
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153 return [e for e in self.equipment if equipment.is_armour(e)]
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154
104
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155 def covers(self, tile_pos):
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156 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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157
125
2e3a05b9594d Chickens in buildings\!
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158 def outside(self):
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159 return self.abode is None
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160
251
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161 def damage(self, gameboard):
174
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162 for a in self.armour():
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163 if not a.survive_damage():
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164 self.unequip(a)
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165 return True
251
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166 self.die(gameboard)
174
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167 return False
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168
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169 class Chicken(Animal):
28
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170 """A chicken"""
25
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171
146
423050ec188b Equipment images.
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172 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
251
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173 DEATH_ANIMATION = animations.ChickenDeath
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174 DEATH_SOUND = 'kill-chicken.ogg'
420
f20ccd43a282 Rework Animal.__init__ to make it easier to unsimplify them.
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parents: 419
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175 IMAGE_FILE = 'sprites/chkn.png'
146
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176
426
d34be925b9fc Fix SIMPLIFY for chickens and eggs. Clean-up greedy fox cost overriding.
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177 SIMPLIFY = Animal.SIMPLIFY + ['eggs']
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178
28
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179 def __init__(self, pos):
420
f20ccd43a282 Rework Animal.__init__ to make it easier to unsimplify them.
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180 Animal.__init__(self, pos)
243
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181 self.eggs = []
25
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182
414
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parents: 413
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183 def start_night(self, gameboard):
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parents: 413
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184 self.lay(gameboard)
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Jeremy Thurgood <firxen@gmail.com>
parents: 413
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185 self.reload_weapon()
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
186
419
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187 def start_day(self, gameboard):
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188 self.hatch(gameboard)
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189
251
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diff changeset
190 def _game_death(self, gameboard):
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191 gameboard.remove_chicken(self)
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192
28
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193 def move(self, gameboard):
422
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parents: 420
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194 """A free chicken will wander around aimlessly"""
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195 pos_x, pos_y = self.pos.to_tile_tuple()
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196 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]]
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197 pos_options = [pos for pos in surrounds if gameboard.in_bounds(pos) and gameboard.tv.get(pos.to_tile_tuple()) == gameboard.GRASSLAND and not gameboard.get_outside_chicken(pos.to_tile_tuple())] + [self.pos]
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diff changeset
198 self.pos = pos_options[random.randint(0, len(pos_options)-1)]
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199
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parents: 420
diff changeset
200 def chop(self, gameboard):
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diff changeset
201 pos_x, pos_y = self.pos.to_tile_tuple()
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diff changeset
202 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]]
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parents: 420
diff changeset
203 tree_options = [pos for pos in surrounds if gameboard.in_bounds(pos) and gameboard.tv.get(pos.to_tile_tuple()) == gameboard.WOODLAND]
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parents: 420
diff changeset
204 if tree_options:
428
a356e57529ea buildings cost wood
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parents: 427
diff changeset
205 num_trees_to_cut = random.randint(1, len(tree_options))
422
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parents: 420
diff changeset
206 trees_to_cut = random.sample(tree_options, num_trees_to_cut)
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parents: 420
diff changeset
207 for tree_pos in trees_to_cut:
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parents: 420
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208 gameboard.add_wood(5)
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diff changeset
209 gameboard.tv.set(tree_pos.to_tile_tuple(), gameboard.GRASSLAND)
25
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210
414
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parents: 413
diff changeset
211 def lay(self, gameboard):
116
d539ef5a3333 Add basic chicken->egg cycle
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parents: 115
diff changeset
212 """See if the chicken lays an egg"""
414
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
213 if self.abode and self.abode.building.HENHOUSE:
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
214 if not self.eggs:
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
215 for x in range(random.randint(1, 4)):
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
216 self.eggs.append(Egg(self.pos))
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
217 self.equip(equipment.NestEgg())
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
diff changeset
218 gameboard.eggs += self.get_num_eggs()
216
962934b8c7dc Implement UI part of egg selling
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parents: 201
diff changeset
219
243
4f86c2616cdf Variable number of eggs for chickens
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parents: 241
diff changeset
220 def remove_eggs(self):
216
962934b8c7dc Implement UI part of egg selling
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parents: 201
diff changeset
221 """Clean up the egg state"""
243
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parents: 241
diff changeset
222 self.eggs = []
305
32149b1d9fd2 Capitalised all equipment names.
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diff changeset
223 self.unequip_by_name("Nestegg")
116
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parents: 115
diff changeset
224
243
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parents: 241
diff changeset
225 def remove_one_egg(self):
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226 """Clean up the egg state"""
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227 self.eggs.pop()
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parents: 241
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228 if not self.eggs:
305
32149b1d9fd2 Capitalised all equipment names.
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parents: 293
diff changeset
229 self.unequip_by_name("Nestegg")
243
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diff changeset
230
4f86c2616cdf Variable number of eggs for chickens
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parents: 241
diff changeset
231 def get_num_eggs(self):
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diff changeset
232 return len(self.eggs)
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diff changeset
233
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parents: 241
diff changeset
234 def hatch(self, gameboard):
116
d539ef5a3333 Add basic chicken->egg cycle
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parents: 115
diff changeset
235 """See if we have an egg to hatch"""
243
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diff changeset
236 if self.eggs:
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parents: 241
diff changeset
237 chick = self.eggs[0].hatch()
187
6854e706dcdf Remove hatched eggs
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parents: 174
diff changeset
238 if chick:
243
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parents: 241
diff changeset
239 # sell the remaining eggs
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parents: 241
diff changeset
240 # Remove hatched egg
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parents: 241
diff changeset
241 self.eggs.pop()
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parents: 241
diff changeset
242 gameboard.eggs -= 1
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parents: 241
diff changeset
243 # Sell other eggs
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parents: 241
diff changeset
244 for egg in self.eggs[:]:
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parents: 241
diff changeset
245 gameboard.sell_one_egg(self)
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parents: 241
diff changeset
246 self.remove_eggs() # clean up stale images, etc.
419
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parents: 415
diff changeset
247 gameboard.place_hatched_chicken(chick, self.abode.building)
116
d539ef5a3333 Add basic chicken->egg cycle
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parents: 115
diff changeset
248
84
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249 def _find_killable_fox(self, weapon, gameboard):
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250 """Choose a random fox within range of this weapon."""
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251 killable_foxes = []
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252 for fox in gameboard.foxes:
114
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parents: 109
diff changeset
253 if not visible(self, fox):
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parents: 109
diff changeset
254 continue
84
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diff changeset
255 if weapon.in_range(gameboard, self, fox):
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diff changeset
256 killable_foxes.append(fox)
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257 if not killable_foxes:
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258 return None
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259 return random.choice(killable_foxes)
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260
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261 def attack(self, gameboard):
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262 """An armed chicken will attack a fox within range."""
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263 if not self.weapons():
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264 # Not going to take on a fox bare-winged.
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265 return
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266 # Choose the first weapon equipped.
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267 weapon = self.weapons()[0]
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268 fox = self._find_killable_fox(weapon, gameboard)
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diff changeset
269 if not fox:
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diff changeset
270 return
236
9a6ac9c9ff46 chickens turn to face target foxes
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parents: 216
diff changeset
271 self._fix_face(fox.pos)
84
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diff changeset
272 if weapon.hit(gameboard, self, fox):
251
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parents: 243
diff changeset
273 fox.damage(gameboard)
84
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diff changeset
274
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diff changeset
275 def reload_weapon(self):
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diff changeset
276 """If we have a weapon that takes ammunition, reload it."""
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277 for weapon in self.weapons():
429
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278 weapon.refresh_ammo()
413
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279
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280 class Egg(Animal):
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281 """An egg"""
25
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282
420
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283 IMAGE_FILE = 'sprites/equip_egg.png'
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284
426
d34be925b9fc Fix SIMPLIFY for chickens and eggs. Clean-up greedy fox cost overriding.
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285 SIMPLIFY = Animal.SIMPLIFY + ['timer']
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286
47
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287 def __init__(self, pos):
420
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288 Animal.__init__(self, pos)
243
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289 self.timer = 2
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290
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291 # Eggs don't move
25
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292
171
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293 def hatch(self):
243
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294 self.timer -= 1
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295 if self.timer == 0:
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296 return Chicken(self.pos)
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297 return None
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298
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299 class Fox(Animal):
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300 """A fox"""
25
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301
114
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302 STEALTH = 20
130
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303 IMAGE_FILE = 'sprites/fox.png'
251
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304 DEATH_ANIMATION = animations.FoxDeath
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305 DEATH_SOUND = 'kill-fox.ogg'
389
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306 CONFIG_NAME = 'fox'
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307
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308 costs = {
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309 # weighting for movement calculation
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310 'grassland' : 2,
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311 'woodland' : 1, # Try to keep to the woods if possible
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312 'broken fence' : 2,
404
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313 'fence' : 25,
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314 'guardtower' : 2, # We can pass under towers
145
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315 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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316 # catch a chicken there
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317 'hendominium' : 30,
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318 }
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319
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320 def __init__(self, pos):
420
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321 Animal.__init__(self, pos)
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322 self.landmarks = [self.pos]
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323 self.hunting = True
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324 self.dig_pos = None
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325 self.tick = 0
122
d2b19131d537 Don't continue the night if we're not doing anything anymore
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326 self.safe = False
145
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327 self.closest = None
149
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328 self.last_steps = []
397
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329 # Foxes don't occupy places in the same way chickens do, but they
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330 # can still be inside
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331 self.building = None
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332
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333 def outside(self):
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334 return self.building is None
70
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335
251
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336 def _game_death(self, gameboard):
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337 gameboard.kill_fox(self)
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338
82
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339 def _cost_tile(self, pos, gameboard):
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340 if gameboard.in_bounds(pos):
395
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341 this_tile = gameboard.tv.get(pos.to_tile_tuple())
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342 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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343 else:
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344 cost = 100 # Out of bounds is expensive
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345 return cost
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346
70
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347 def _cost_path(self, path, gameboard):
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348 """Calculate the cost of a path"""
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349 total = 0
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350 for pos in path:
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351 total += self._cost_tile(pos, gameboard)
70
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352 return total
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353
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354 def _gen_path(self, start_pos, final_pos):
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355 """Construct a direct path from start_pos to final_pos,
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356 excluding start_pos"""
431
129de5883524 Moved intermediate position generation to a more suitable location.
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357 return start_pos.intermediate_positions(final_pos)
70
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358
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359 def _find_best_path_step(self, final_pos, gameboard):
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360 """Find the cheapest path to final_pos, and return the next step
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361 along the path."""
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362 # We calculate the cost of the direct path
395
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363 if final_pos.z < self.pos.z:
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364 # We need to try heading down.
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365 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
404
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366 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \
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367 final_pos.z > self.pos.z:
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368 # We try heading up
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369 return Position(self.pos.x, self.pos.y, self.pos.z + 1)
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370 cur_dist = final_pos.dist(self.pos)
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371 if cur_dist < 2:
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372 # We're right ontop of our target, so just go there
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373 return final_pos
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374 # Find the cheapest spot close to us that moves us closer to the target
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diff changeset
375 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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376 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)]
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377 best_pos = self.pos
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378 min_cost = 1000
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379 min_dist = cur_dist
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380 for point in neighbours:
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381 dist = point.dist(final_pos)
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diff changeset
382 if dist < cur_dist:
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383 cost = self._cost_tile(point, gameboard)
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diff changeset
384 if cost < min_cost or (min_cost == cost and dist < min_dist):
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385 # Prefer closest of equal cost points
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386 min_dist = dist
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387 min_cost = cost
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388 best = point
407
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diff changeset
389 if min_cost < 20 or not gameboard.in_bounds(self.pos):
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390 # If we're not on the gameboard yet, there's no point in looking
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parents: 406
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391 # for an optimal path.
404
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392 return best
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393 # Else expensive step, so think further
70
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394 direct_path = self._gen_path(self.pos, final_pos)
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diff changeset
395 min_cost = self._cost_path(direct_path, gameboard)
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diff changeset
396 min_path = direct_path
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397 # is there a point nearby that gives us a cheaper direct path?
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398 # This is delibrately not finding the optimal path, as I don't
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399 # want the foxes to be too intelligent, although the implementation
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400 # isn't well optimised yet
404
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parents: 402
diff changeset
401 # FIXME: Currently, this introduces loops, but the memory kind
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diff changeset
402 # avoids that. Fixing this is the next goal.
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parents: 402
diff changeset
403 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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parents: 402
diff changeset
404 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)]
70
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diff changeset
405 for start in poss:
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parents: 53
diff changeset
406 cand_path = self._gen_path(self.pos, start) + \
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diff changeset
407 self._gen_path(start, final_pos)
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diff changeset
408 cost = self._cost_path(cand_path, gameboard)
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diff changeset
409 if cost < min_cost:
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diff changeset
410 min_cost = cost
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diff changeset
411 min_path = cand_path
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diff changeset
412 if not min_path:
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diff changeset
413 return final_pos
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414 return min_path[0]
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415
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diff changeset
416 def _find_path_to_woodland(self, gameboard):
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diff changeset
417 """Dive back to woodland through the landmarks"""
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parents: 53
diff changeset
418 # find the closest point to our current location in walked path
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parents: 53
diff changeset
419 if self.pos == self.landmarks[-1]:
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parents: 53
diff changeset
420 if len(self.landmarks) > 1:
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parents: 53
diff changeset
421 self.landmarks.pop() # Moving to the next landmark
402
3a469d46b820 Tweak safe logic to avoid some corner cases
Neil Muller <drnlmuller@gmail.com>
parents: 401
diff changeset
422 if not gameboard.in_bounds(self.pos) and not self.hunting:
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parents: 401
diff changeset
423 # Safely out of sight
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parents: 401
diff changeset
424 self.safe = True
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parents: 401
diff changeset
425 return self.pos
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
426 return self._find_best_path_step(self.landmarks[-1], gameboard)
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parents: 53
diff changeset
427
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parents: 53
diff changeset
428 def _find_path_to_chicken(self, gameboard):
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parents: 53
diff changeset
429 """Find the path to the closest chicken"""
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parents: 53
diff changeset
430 # Find the closest chicken
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parents: 53
diff changeset
431 min_dist = 999
145
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parents: 130
diff changeset
432 if self.closest not in gameboard.chickens:
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parents: 130
diff changeset
433 # Either no target, or someone ate it
196
edcb5edfa0ff If the closest chicken is gone, clear it.
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parents: 195
diff changeset
434 self.closest = None
145
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parents: 130
diff changeset
435 for chicken in gameboard.chickens:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
436 dist = chicken.pos.dist(self.pos)
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parents: 130
diff changeset
437 if chicken.abode:
370
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
438 dist += 5 # Prefer free-ranging chickens
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
439 if len(chicken.weapons()) > 0:
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
440 dist += 5 # Prefer unarmed chickens
145
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parents: 130
diff changeset
441 if dist < min_dist:
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parents: 130
diff changeset
442 min_dist = dist
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parents: 130
diff changeset
443 self.closest = chicken
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parents: 130
diff changeset
444 if not self.closest:
70
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parents: 53
diff changeset
445 # No more chickens, so leave
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parents: 53
diff changeset
446 self.hunting = False
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parents: 53
diff changeset
447 return self.pos
145
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parents: 130
diff changeset
448 if self.closest.pos == self.pos:
396
19e583e5cdc0 Refactor for further move work
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parents: 395
diff changeset
449 # No need to move
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
450 return self.pos
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
451 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
452 # Only differ in z, so next step is in z
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
453 if self.closest.pos.z < self.pos.z:
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
454 new_z = self.pos.z - 1
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
455 else:
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
456 new_z = self.pos.z + 1
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
457 return Position(self.pos.x, self.pos.y, new_z)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
458 return self._find_best_path_step(self.closest.pos, gameboard)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
459
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
460 def attack(self, gameboard):
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
461 """Attack a chicken"""
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
462 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken')
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
463 if chicken:
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
464 # Always attack a chicken we step on, even if not hunting
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
465 self._catch_chicken(chicken, gameboard)
396
19e583e5cdc0 Refactor for further move work
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parents: 395
diff changeset
466
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
467 def _catch_chicken(self, chicken, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
468 """Catch a chicken"""
251
844bfb23d4b6 Refactored animal death and added death animations.
Jeremy Thurgood <firxen@gmail.com>
parents: 243
diff changeset
469 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
470 self.closest = None
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
471 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
472 self.last_steps = [] # Forget history here
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
473
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
474 def _update_pos(self, gameboard, new_pos):
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parents: 53
diff changeset
475 """Update the position, making sure we don't step on other foxes"""
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
476 if new_pos == self.pos:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
477 # We're not moving, so we can skip all the checks
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
478 return new_pos
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
479 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
480 if not blocked and new_pos.z == self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
481 # We're only worried about loops when not on a ladder
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
482 blocked = new_pos in self.last_steps
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
483 final_pos = new_pos
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
484 if blocked:
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
485 if new_pos.z != self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
486 # We can only move up and down a ladder
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parents: 398
diff changeset
487 moves = [Position(self.pos.x, self.pos.y, z) for z
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
488 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
489 else:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
490 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
491 for y in range(self.pos.y-1, self.pos.y + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
492 if Position(x,y) != self.pos and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
493 Position(x, y) not in self.last_steps and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
494 self.pos.z == 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
495 # find the cheapest point in moves that's not blocked
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
496 final_pos = None
82
bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
497 min_cost = 1000
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
498 for poss in moves:
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
499 if gameboard.get_animal_at_pos(poss, 'fox'):
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
500 continue # blocked
82
bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
501 cost = self._cost_tile(poss, gameboard)
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
502 if cost < min_cost:
bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
503 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
504 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
505 if cost == min_cost and random.randint(0, 1) > 0:
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
506 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
507 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
508 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
509 # No good choice, so stay put
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
510 return self.pos
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
511 if gameboard.in_bounds(final_pos):
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
512 this_tile = gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
513 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
514 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
515 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
516 # We'll head back towards the holes we make/find
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parents: 53
diff changeset
517 self.landmarks.append(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
518 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
519 self._dig(gameboard, final_pos)
70
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Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
520 return self.pos
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
521 self.last_steps.append(final_pos)
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
522 if len(self.last_steps) > 3:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
523 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
524 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
525
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
526 def _dig(self, gameboard, dig_pos):
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
527 """Setup dig parameters, to be overridden if needed"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
528 self.tick = 5
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
529 self.dig_pos = dig_pos
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
530
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
531 def _make_hole(self, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
532 """Make a hole in the fence"""
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
533 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
534 # Another fox could have made the same hole this turn
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
535 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
536 fence.damage(gameboard.tv)
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
537 self.dig_pos = None
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
538
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
539 def move(self, gameboard):
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
540 """Foxes will aim to move towards the closest henhouse or free
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
541 chicken"""
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
542 if self.safe:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
543 # We're safe, so do nothing
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
544 return
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
545 elif self.dig_pos:
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
546 if self.tick:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
547 self.tick -= 1
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
548 # We're still digging through the fence
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
549 # Check the another fox hasn't dug a hole for us
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
550 # We're too busy digging to notice if a hole appears nearby,
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
551 # but we'll notice if the fence we're digging vanishes
395
2d0ff46118e2 Basic support for z coordinate
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diff changeset
552 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple())
70
d92a2f973cc4 Make foxes move 'better' and break fences
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diff changeset
553 if tiles.TILE_MAP[this_tile] == 'broken fence':
397
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parents: 396
diff changeset
554 self.tick = 0
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
555 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
556 # We've dug through the fence, so make a hole
92
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diff changeset
557 self._make_hole(gameboard)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
558 return
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
559 elif self.hunting:
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
560 desired_pos = self._find_path_to_chicken(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
561 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
562 desired_pos = self._find_path_to_woodland(gameboard)
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parents: 53
diff changeset
563 final_pos = self._update_pos(gameboard, desired_pos)
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parents: 53
diff changeset
564 self._fix_face(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
565 self.pos = final_pos
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
566 change_visible = False
397
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parents: 396
diff changeset
567 # See if we're entering/leaving a building
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parents: 396
diff changeset
568 building = gameboard.get_building(final_pos.to_tile_tuple())
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Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
569 if building and self.outside():
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
570 # Check if we need to enter
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parents: 397
diff changeset
571 if self.closest and not self.closest.outside() and \
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
572 self.closest.abode.building is building:
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parents: 397
diff changeset
573 building.add_predator(self)
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Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
574 change_visible = True
397
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parents: 396
diff changeset
575 elif self.building and final_pos.z == 0:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
576 # can only leave from the ground floor
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parents: 396
diff changeset
577 if building == self.building:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
578 # Check if we need to leave the building
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parents: 396
diff changeset
579 if not self.hunting or (self.closest and
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
580 self.closest.abode.building is not building):
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parents: 396
diff changeset
581 self.building.remove_predator(self)
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
582 change_visible = True
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
583 else:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
584 # we've moved away from the building we were in
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parents: 396
diff changeset
585 self.building.remove_predator(self)
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
586 change_visible = True
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
587 if change_visible:
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
588 gameboard.set_visibility(self)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
589
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
590
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
591 class NinjaFox(Fox):
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parents: 84
diff changeset
592 """Ninja foxes are hard to see"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
593
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
diff changeset
594 STEALTH = 60
130
96c5ef7613b5 NINJA FOXES!
Jeremy Thurgood <firxen@gmail.com>
parents: 125
diff changeset
595 IMAGE_FILE = 'sprites/ninja_fox.png'
389
463802281182 Add basic level support (level choosing needs work)
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parents: 380
diff changeset
596 CONFIG_NAME = 'ninja fox'
114
4c2fbab20abe Foxes are stealthy now.
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parents: 109
diff changeset
597
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
598 class DemoFox(Fox):
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Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
599 """Demolition Foxes destroy fences easily"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
600
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
601 DIG_ANIMATION = animations.FenceExplosion
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
602 IMAGE_FILE = 'sprites/sapper_fox.png'
389
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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diff changeset
603 CONFIG_NAME = 'sapper fox'
241
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
604
406
f8072b2d6dd1 Fix bug where sapper foxes overwrite costs for all foxes
Neil Muller <drnlmuller@gmail.com>
parents: 404
diff changeset
605 costs = Fox.costs.copy()
426
d34be925b9fc Fix SIMPLIFY for chickens and eggs. Clean-up greedy fox cost overriding.
Simon Cross <hodgestar@gmail.com>
parents: 423
diff changeset
606 costs['fence'] = 2
269
445f746449fa Tweak sapper fox path weighting
Neil Muller <drnlmuller@gmail.com>
parents: 257
diff changeset
607
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
608 def _dig(self, gameboard, dig_pos):
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
609 """Setup dig parameters, to be overridden if needed"""
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
610 self.tick = 0 # Costs us nothing to go through a fence.
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
611 self.dig_pos = dig_pos
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
612 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple())
241
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
613 self._make_hole(gameboard)
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Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
614
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
615 class GreedyFox(Fox):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
616 """Greedy foxes eat more chickens"""
389
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
617 CONFIG_NAME = 'greedy fox'
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
618
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
619 def __init__(self, pos):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
620 Fox.__init__(self, pos)
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
621 self.chickens_eaten = 0
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
622
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
623 def _catch_chicken(self, chicken, gameboard):
251
844bfb23d4b6 Refactored animal death and added death animations.
Jeremy Thurgood <firxen@gmail.com>
parents: 243
diff changeset
624 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
625 self.closest = None
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
626 self.chickens_eaten += 1
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
627 if self.chickens_eaten > 2:
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
628 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
629 self.last_steps = []
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
diff changeset
630
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
631 class Rinkhals(Fox):
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
632 """The Rinkhals has eclectic tastes"""
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
633 STEALTH = 80
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
634 IMAGE_FILE = 'sprites/rinkhals.png'
389
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
635 CONFIG_NAME = 'rinkhals'
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
636
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
637 def _catch_chicken(self, chicken, gameboard):
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
638 """The Rinkhals hunts for sport, catch and release style"""
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
639 self.closest = None
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
640 self.hunting = False
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
641 self.last_steps = []
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
642
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
643 def _make_hole(self, gameboard):
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
644 """The Rinkhals eats fences"""
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
645 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
646 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
647 fence.remove(gameboard.tv)
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
648 gameboard.remove_building(fence)
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
649 self.dig_pos = None
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
650
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
651 def damage(self, gameboard):
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
652 """The Rinkhals is invincible!"""
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
653 return True
664bba9be40a Fences are eclectic.
Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
654
199
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
655 def _get_vision_param(parameter, watcher):
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
656 param = getattr(watcher, parameter)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
657 if watcher.abode:
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
658 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
659 param = modifier(param)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
660 return param
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
661
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
diff changeset
662 def visible(watcher, watchee):
199
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
663 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
664 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
665 distance = watcher.pos.dist(watchee.pos) - 1
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
diff changeset
666 roll = random.randint(1, 100)
199
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
667 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance
389
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
668
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
669 # These don't have to add up to 100, but it's easier to think
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
670 # about them if they do.
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
671 DEFAULT_FOX_WEIGHTINGS = (
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
672 (Fox, 59),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
673 (GreedyFox, 30),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
674 (NinjaFox, 5),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
675 (DemoFox, 5),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
676 (Rinkhals, 1),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
677 )
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
678