annotate gamelib/animal.py @ 396:19e583e5cdc0

Refactor for further move work
author Neil Muller <drnlmuller@gmail.com>
date Thu, 12 Nov 2009 21:31:52 +0000
parents 2d0ff46118e2
children 532f1ea476ff
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1 """Class for the various animals in the game"""
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3 import random
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5 from pgu.vid import Sprite
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6 from pgu.algo import getline
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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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15 class Animal(Sprite):
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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 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))
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25 self._image_left = image_left
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26 self.image_left = image_left.copy()
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27 self._image_right = image_right
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28 self.image_right = image_right.copy()
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29 if hasattr(tile_pos, 'to_tile_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], 0)
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33 self.equipment = []
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34 self.accoutrements = []
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35 self.abode = None
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36 self.facing = 'left'
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38 def loop(self, tv, _sprite):
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39 ppos = tv.tile_to_view(self.pos.to_tile_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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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 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple())
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49 self._game_death(gameboard)
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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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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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60 def attack(self, gameboard):
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61 """Given the game state, attack a suitable target"""
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62 # Default is not to attack
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63 pass
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64
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65 def set_pos(self, tile_pos):
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66 """Move an animal to the given tile_pos."""
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67 new_pos = Position(*tile_pos)
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68 self._fix_face(new_pos)
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69 self.pos = new_pos
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71 def _fix_face(self, facing_pos):
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72 """Set the face correctly"""
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73 if facing_pos.left_of(self.pos):
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74 self._set_image_facing('left')
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75 elif facing_pos.right_of(self.pos):
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76 self._set_image_facing('right')
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77
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78 def _set_image_facing(self, facing):
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79 self.facing = facing
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80 if self.facing == 'left':
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81 self.setimage(self.image_left)
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82 elif self.facing == 'right':
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83 self.setimage(self.image_right)
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85 def equip(self, item):
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86 if equipment.is_equipment(item):
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87 self.equipment.append(item)
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88 elif equipment.is_accoutrement(item):
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89 self.accoutrements.append(item)
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90 self.redraw()
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92 def unequip(self, item):
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93 if equipment.is_equipment(item):
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94 self.equipment = [e for e in self.equipment if e != item]
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95 elif equipment.is_accoutrement(item):
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96 self.accoutrements = [e for e in self.accoutrements if e != item]
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97 self.redraw()
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98
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99 def unequip_by_name(self, item_name):
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100 # only remove first match
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101 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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102 if matches:
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103 self.unequip(matches[0])
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104
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105 def redraw(self):
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106 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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107 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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108 for item in self.accoutrements + self.equipment:
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109 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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110 if images:
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111 layers.append(images)
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112
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113 layers.sort(key=lambda l: l[2])
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115 # these always go on the bottom so that other layers don't get overwritten
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116 self.image_left = self._image_left.copy()
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117 self.image_right = self._image_right.copy()
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118 for l in layers:
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119 self.image_left.blit(l[0], (0,0))
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120 self.image_right.blit(l[1], (0,0))
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121
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122 self._set_image_facing(self.facing)
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123
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124 def weapons(self):
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125 return [e for e in self.equipment if equipment.is_weapon(e)]
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126
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127 def armour(self):
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128 return [e for e in self.equipment if equipment.is_armour(e)]
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129
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130 def covers(self, tile_pos):
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131 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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132
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133 def outside(self):
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134 return self.abode is None
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135
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136 def damage(self, gameboard):
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137 for a in self.armour():
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138 if not a.survive_damage():
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139 self.unequip(a)
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diff changeset
140 return True
251
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141 self.die(gameboard)
174
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142 return False
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143
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144 class Chicken(Animal):
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145 """A chicken"""
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146
146
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147 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
251
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148 DEATH_ANIMATION = animations.ChickenDeath
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149 DEATH_SOUND = 'kill-chicken.ogg'
146
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150
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151 def __init__(self, pos):
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152 image_left = imagecache.load_image('sprites/chkn.png')
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153 image_right = imagecache.load_image('sprites/chkn.png',
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154 ("right_facing",))
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155 Animal.__init__(self, image_left, image_right, pos)
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156 self.eggs = []
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157
251
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158 def _game_death(self, gameboard):
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159 gameboard.remove_chicken(self)
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160
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161 def move(self, gameboard):
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162 """A free chicken will move away from other free chickens"""
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163 pass
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164
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165 def lay(self):
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166 """See if the chicken lays an egg"""
243
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167 if not self.eggs:
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168 for x in range(random.randint(1, 4)):
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169 self.eggs.append(Egg(self.pos))
216
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170 self.equip(equipment.NestEgg())
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171
243
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172 def remove_eggs(self):
216
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173 """Clean up the egg state"""
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174 self.eggs = []
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175 self.unequip_by_name("Nestegg")
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176
243
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177 def remove_one_egg(self):
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178 """Clean up the egg state"""
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179 self.eggs.pop()
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180 if not self.eggs:
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181 self.unequip_by_name("Nestegg")
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182
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183 def get_num_eggs(self):
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184 return len(self.eggs)
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185
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186 def hatch(self, gameboard):
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187 """See if we have an egg to hatch"""
243
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188 if self.eggs:
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189 chick = self.eggs[0].hatch()
187
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190 if chick:
243
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191 # sell the remaining eggs
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192 # Remove hatched egg
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193 self.eggs.pop()
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194 gameboard.eggs -= 1
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195 # Sell other eggs
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196 for egg in self.eggs[:]:
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197 gameboard.sell_one_egg(self)
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198 self.remove_eggs() # clean up stale images, etc.
187
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199 return chick
116
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200 return None
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201
84
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202 def _find_killable_fox(self, weapon, gameboard):
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203 """Choose a random fox within range of this weapon."""
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204 killable_foxes = []
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205 for fox in gameboard.foxes:
114
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206 if not visible(self, fox):
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207 continue
84
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208 if weapon.in_range(gameboard, self, fox):
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209 killable_foxes.append(fox)
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210 if not killable_foxes:
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211 return None
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212 return random.choice(killable_foxes)
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213
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214 def attack(self, gameboard):
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215 """An armed chicken will attack a fox within range."""
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216 if not self.weapons():
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217 # Not going to take on a fox bare-winged.
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218 return
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219 # Choose the first weapon equipped.
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220 weapon = self.weapons()[0]
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221 fox = self._find_killable_fox(weapon, gameboard)
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222 if not fox:
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223 return
236
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parents: 216
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224 self._fix_face(fox.pos)
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225 if weapon.hit(gameboard, self, fox):
251
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226 fox.damage(gameboard)
84
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227
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228 class Egg(Animal):
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229 """An egg"""
25
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230
47
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diff changeset
231 def __init__(self, pos):
293
78c49d87e175 oops - bugfix
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232 image = imagecache.load_image('sprites/equip_egg.png')
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233 Animal.__init__(self, image, image, pos)
243
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234 self.timer = 2
47
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235
28
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236 # Eggs don't move
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237
171
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238 def hatch(self):
243
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239 self.timer -= 1
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diff changeset
240 if self.timer == 0:
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241 return Chicken(self.pos)
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242 return None
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243
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244 class Fox(Animal):
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245 """A fox"""
25
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246
114
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diff changeset
247 STEALTH = 20
130
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248 IMAGE_FILE = 'sprites/fox.png'
251
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249 DEATH_ANIMATION = animations.FoxDeath
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250 DEATH_SOUND = 'kill-fox.ogg'
389
463802281182 Add basic level support (level choosing needs work)
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diff changeset
251 CONFIG_NAME = 'fox'
114
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252
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diff changeset
253 costs = {
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254 # weighting for movement calculation
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255 'grassland' : 2,
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diff changeset
256 'woodland' : 1, # Try to keep to the woods if possible
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257 'broken fence' : 2,
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diff changeset
258 'fence' : 10,
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diff changeset
259 'guardtower' : 2, # We can pass under towers
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diff changeset
260 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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diff changeset
261 # catch a chicken there
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diff changeset
262 'hendominium' : 30,
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diff changeset
263 }
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diff changeset
264
28
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diff changeset
265 def __init__(self, pos):
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diff changeset
266 image_left = imagecache.load_image(self.IMAGE_FILE)
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diff changeset
267 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",))
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diff changeset
268 Animal.__init__(self, image_left, image_right, pos)
70
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diff changeset
269 self.landmarks = [self.pos]
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diff changeset
270 self.hunting = True
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diff changeset
271 self.dig_pos = None
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diff changeset
272 self.tick = 0
122
d2b19131d537 Don't continue the night if we're not doing anything anymore
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diff changeset
273 self.safe = False
145
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diff changeset
274 self.closest = None
149
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diff changeset
275 self.last_steps = []
70
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diff changeset
276
251
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diff changeset
277 def _game_death(self, gameboard):
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diff changeset
278 gameboard.kill_fox(self)
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diff changeset
279
82
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diff changeset
280 def _cost_tile(self, pos, gameboard):
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diff changeset
281 if gameboard.in_bounds(pos):
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
282 this_tile = gameboard.tv.get(pos.to_tile_tuple())
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diff changeset
283 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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diff changeset
284 else:
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diff changeset
285 cost = 100 # Out of bounds is expensive
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286 return cost
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287
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288 def _cost_path(self, path, gameboard):
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289 """Calculate the cost of a path"""
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290 total = 0
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291 for pos in path:
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292 total += self._cost_tile(pos, gameboard)
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293 return total
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294
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295 def _gen_path(self, start_pos, final_pos):
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296 """Construct a direct path from start_pos to final_pos,
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297 excluding start_pos"""
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298 if abs(start_pos.x - final_pos.x) < 2 and \
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299 abs(start_pos.y - final_pos.y) < 2:
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300 # pgu gets this case wrong on occasion.
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301 return [final_pos]
395
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302 start = start_pos.to_tile_tuple()
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303 end = final_pos.to_tile_tuple()
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304 points = getline(start, end)
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305 points.remove(start) # exclude start_pos
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306 if end not in points:
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307 # Rounding errors in getline cause this
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308 points.append(end)
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309 return [Position(x[0], x[1]) for x in points]
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310
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311 def _find_best_path_step(self, final_pos, gameboard):
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312 """Find the cheapest path to final_pos, and return the next step
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313 along the path."""
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314 # We calculate the cost of the direct path
395
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315 if final_pos.z < self.pos.z:
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316 # We need to try heading down.
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317 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
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318 direct_path = self._gen_path(self.pos, final_pos)
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319 min_cost = self._cost_path(direct_path, gameboard)
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320 min_path = direct_path
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321 # is there a point nearby that gives us a cheaper direct path?
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322 # This is delibrately not finding the optimal path, as I don't
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323 # want the foxes to be too intelligent, although the implementation
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324 # isn't well optimised yet
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325 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4)
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326 for y in range(self.pos.y - 3, self.pos.y + 4)
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327 if (x, y) != (0,0)]
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328 for start in poss:
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329 cand_path = self._gen_path(self.pos, start) + \
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330 self._gen_path(start, final_pos)
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331 cost = self._cost_path(cand_path, gameboard)
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332 if cost < min_cost:
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333 min_cost = cost
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334 min_path = cand_path
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335 if not min_path:
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336 return final_pos
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337 return min_path[0]
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338
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339 def _find_path_to_woodland(self, gameboard):
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340 """Dive back to woodland through the landmarks"""
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341 # find the closest point to our current location in walked path
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342 if self.pos == self.landmarks[-1]:
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343 if len(self.landmarks) > 1:
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344 self.landmarks.pop() # Moving to the next landmark
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345 else:
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346 # Safely back at the start
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347 self.safe = True
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348 return self.pos
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349 return self._find_best_path_step(self.landmarks[-1], gameboard)
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350
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351 def _find_path_to_chicken(self, gameboard):
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352 """Find the path to the closest chicken"""
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353 # Find the closest chicken
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354 min_dist = 999
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355 if self.closest not in gameboard.chickens:
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356 # Either no target, or someone ate it
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357 self.closest = None
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358 for chicken in gameboard.chickens:
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359 dist = chicken.pos.dist(self.pos)
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360 if chicken.abode:
370
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361 dist += 5 # Prefer free-ranging chickens
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362 if len(chicken.weapons()) > 0:
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363 dist += 5 # Prefer unarmed chickens
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364 if dist < min_dist:
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365 min_dist = dist
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366 self.closest = chicken
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367 if not self.closest:
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368 # No more chickens, so leave
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369 self.hunting = False
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370 return self.pos
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371 if self.closest.pos == self.pos:
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372 # No need to move
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373 return self.pos
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374 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
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375 # Only differ in z, so next step is in z
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376 if self.closest.pos.z < self.pos.z:
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377 new_z = self.pos.z - 1
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378 else:
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379 new_z = self.pos.z + 1
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380 return Position(self.pos.x, self.pos.y, new_z)
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381 return self._find_best_path_step(self.closest.pos, gameboard)
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382
396
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383 def attack(self, gameboard):
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384 """Attack a chicken"""
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385 if self.closest and self.closest.pos == self.pos:
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386 self._catch_chicken(self.closest, gameboard)
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387
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388 def _catch_chicken(self, chicken, gameboard):
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389 """Catch a chicken"""
251
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390 chicken.damage(gameboard)
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391 self.closest = None
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392 self.hunting = False
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393 self.last_steps = [] # Forget history here
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394
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395 def _update_pos(self, gameboard, new_pos):
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396 """Update the position, making sure we don't step on other foxes"""
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397 if new_pos == self.pos:
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398 # We're not moving, so we can skip all the checks
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399 return new_pos
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400 final_pos = new_pos
395
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401 blocked = False # We don't worry about loops on ladders
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402 if new_pos.z != self.pos.z:
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403 # We can only move up and down a ladder
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404 moves = [Position(self.pos.x, self.pos.y, z) for z
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405 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
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406 else:
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407 blocked = final_pos in self.last_steps
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408 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
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409 for y in range(self.pos.y-1, self.pos.y + 2)
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410 if Position(x,y) != self.pos and
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diff changeset
411 Position(x, y) not in self.last_steps and self.pos.z == 0]
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412 for fox in gameboard.foxes:
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diff changeset
413 if fox is not self and fox.pos == final_pos:
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414 blocked = True
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415 if fox.pos in moves:
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416 moves.remove(fox.pos)
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417 if blocked:
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diff changeset
418 # find the cheapest point in moves to new_pos that's not blocked
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419 final_pos = None
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420 min_cost = 1000
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421 for poss in moves:
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diff changeset
422 cost = self._cost_tile(poss, gameboard)
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diff changeset
423 if cost < min_cost:
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parents: 72
diff changeset
424 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
425 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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diff changeset
426 if cost == min_cost and random.randint(0, 1) > 0:
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parents: 251
diff changeset
427 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
428 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
429 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
430 # No good choice, so stay put
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parents: 146
diff changeset
431 return self.pos
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
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parents: 71
diff changeset
432 if gameboard.in_bounds(final_pos):
395
2d0ff46118e2 Basic support for z coordinate
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diff changeset
433 this_tile = gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
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parents: 71
diff changeset
434 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
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parents: 71
diff changeset
435 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
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parents: 53
diff changeset
436 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
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parents: 53
diff changeset
437 # We'll head back towards the holes we make/find
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diff changeset
438 self.landmarks.append(final_pos)
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parents: 53
diff changeset
439 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
241
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diff changeset
440 self._dig(gameboard, final_pos)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
441 return self.pos
149
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diff changeset
442 self.last_steps.append(final_pos)
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parents: 146
diff changeset
443 if len(self.last_steps) > 3:
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parents: 146
diff changeset
444 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
445 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
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parents: 25
diff changeset
446
241
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diff changeset
447 def _dig(self, gameboard, dig_pos):
92
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diff changeset
448 """Setup dig parameters, to be overridden if needed"""
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449 self.tick = 5
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450 self.dig_pos = dig_pos
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451
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diff changeset
452 def _make_hole(self, gameboard):
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diff changeset
453 """Make a hole in the fence"""
395
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diff changeset
454 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
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parents: 389
diff changeset
455 # Another fox could have made the same hole this turn
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parents: 389
diff changeset
456 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
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diff changeset
457 fence.damage(gameboard.tv)
92
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diff changeset
458 self.dig_pos = None
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parents: 84
diff changeset
459
28
ac3a74352b74 Change animal.py to four space indents.
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parents: 25
diff changeset
460 def move(self, gameboard):
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
461 """Foxes will aim to move towards the closest henhouse or free
70
d92a2f973cc4 Make foxes move 'better' and break fences
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diff changeset
462 chicken"""
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
463 if self.dig_pos:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
464 if self.tick:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
465 self.tick -= 1
92
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parents: 84
diff changeset
466 # We're still digging through the fence
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
467 # Check the another fox hasn't dug a hole for us
92
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parents: 84
diff changeset
468 # We're too busy digging to notice if a hole appears nearby,
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
469 # but we'll notice if the fence we're digging vanishes
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
470 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple())
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
471 if tiles.TILE_MAP[this_tile] == 'broken fence':
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
472 self.tick = 0
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
473 return
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
474 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
475 # We've dug through the fence, so make a hole
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
476 self._make_hole(gameboard)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
477 return
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
478 if self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
479 desired_pos = self._find_path_to_chicken(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
480 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
481 desired_pos = self._find_path_to_woodland(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
482 final_pos = self._update_pos(gameboard, desired_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
483 self._fix_face(final_pos)
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parents: 53
diff changeset
484 self.pos = final_pos
92
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parents: 84
diff changeset
485
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diff changeset
486 class NinjaFox(Fox):
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parents: 84
diff changeset
487 """Ninja foxes are hard to see"""
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parents: 84
diff changeset
488
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
489 STEALTH = 60
130
96c5ef7613b5 NINJA FOXES!
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parents: 125
diff changeset
490 IMAGE_FILE = 'sprites/ninja_fox.png'
389
463802281182 Add basic level support (level choosing needs work)
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diff changeset
491 CONFIG_NAME = 'ninja fox'
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
492
92
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diff changeset
493 class DemoFox(Fox):
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parents: 84
diff changeset
494 """Demolition Foxes destroy fences easily"""
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parents: 84
diff changeset
495
241
1a7000c8211c Demolition foxes, including better fox selection.
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diff changeset
496 DIG_ANIMATION = animations.FenceExplosion
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parents: 236
diff changeset
497 IMAGE_FILE = 'sprites/sapper_fox.png'
389
463802281182 Add basic level support (level choosing needs work)
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diff changeset
498 CONFIG_NAME = 'sapper fox'
241
1a7000c8211c Demolition foxes, including better fox selection.
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diff changeset
499
269
445f746449fa Tweak sapper fox path weighting
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parents: 257
diff changeset
500 def __init__(self, pos):
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diff changeset
501 Fox.__init__(self, pos)
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diff changeset
502 self.costs['fence'] = 2 # We don't worry about fences
445f746449fa Tweak sapper fox path weighting
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parents: 257
diff changeset
503
241
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
504 def _dig(self, gameboard, dig_pos):
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parents: 236
diff changeset
505 """Setup dig parameters, to be overridden if needed"""
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
506 self.tick = 0 # Costs us nothing to go through a fence.
1a7000c8211c Demolition foxes, including better fox selection.
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parents: 236
diff changeset
507 self.dig_pos = dig_pos
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
508 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
509 self._make_hole(gameboard)
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parents: 236
diff changeset
510
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
511 class GreedyFox(Fox):
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parents: 84
diff changeset
512 """Greedy foxes eat more chickens"""
389
463802281182 Add basic level support (level choosing needs work)
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parents: 380
diff changeset
513 CONFIG_NAME = 'greedy fox'
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
514
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
515 def __init__(self, pos):
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parents: 84
diff changeset
516 Fox.__init__(self, pos)
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parents: 84
diff changeset
517 self.chickens_eaten = 0
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parents: 84
diff changeset
518
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
519 def _catch_chicken(self, chicken, gameboard):
251
844bfb23d4b6 Refactored animal death and added death animations.
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parents: 243
diff changeset
520 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
521 self.closest = None
92
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parents: 84
diff changeset
522 self.chickens_eaten += 1
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parents: 84
diff changeset
523 if self.chickens_eaten > 2:
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
524 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
525 self.last_steps = []
114
4c2fbab20abe Foxes are stealthy now.
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parents: 109
diff changeset
526
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
527 class Rinkhals(Fox):
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
528 """The Rinkhals has eclectic tastes"""
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
529 STEALTH = 80
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
530 IMAGE_FILE = 'sprites/rinkhals.png'
389
463802281182 Add basic level support (level choosing needs work)
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parents: 380
diff changeset
531 CONFIG_NAME = 'rinkhals'
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
532
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
533 def _catch_chicken(self, chicken, gameboard):
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diff changeset
534 """The Rinkhals hunts for sport, catch and release style"""
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diff changeset
535 self.closest = None
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parents: 269
diff changeset
536 self.hunting = False
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parents: 269
diff changeset
537 self.last_steps = []
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parents: 269
diff changeset
538
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
539 def _make_hole(self, gameboard):
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parents: 269
diff changeset
540 """The Rinkhals eats fences"""
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
541 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
542 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
543 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
544 gameboard.remove_building(fence)
290
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
545 self.dig_pos = None
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Jeremy Thurgood <firxen@gmail.com>
parents: 269
diff changeset
546
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
547 def damage(self, gameboard):
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parents: 269
diff changeset
548 """The Rinkhals is invincible!"""
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parents: 269
diff changeset
549 return True
664bba9be40a Fences are eclectic.
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parents: 269
diff changeset
550
199
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
551 def _get_vision_param(parameter, watcher):
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parents: 196
diff changeset
552 param = getattr(watcher, parameter)
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
553 if watcher.abode:
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
554 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
555 param = modifier(param)
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
556 return param
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
557
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
diff changeset
558 def visible(watcher, watchee):
199
696936621a93 Buildings can affect visual acuity.
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parents: 196
diff changeset
559 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
560 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
diff changeset
561 distance = watcher.pos.dist(watchee.pos) - 1
114
4c2fbab20abe Foxes are stealthy now.
Jeremy Thurgood <firxen@gmail.com>
parents: 109
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562 roll = random.randint(1, 100)
199
696936621a93 Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents: 196
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563 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
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564
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
565 # 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
566 # about them if they do.
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
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567 DEFAULT_FOX_WEIGHTINGS = (
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
568 (Fox, 59),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
569 (GreedyFox, 30),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
570 (NinjaFox, 5),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
571 (DemoFox, 5),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
572 (Rinkhals, 1),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
573 )
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
574