Mercurial > rinkhals
annotate gamelib/animal.py @ 425:1d0cc37b4e14
Add method for clearing all chickens (will be useful later). Cache animal positions only just before night starts. Range-check position before adding it to the cache.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 21 Nov 2009 15:55:32 +0000 |
parents | 97dd557504a2 |
children | d34be925b9fc |
rev | line source |
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25
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
98
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Added sounds killing foxes and chickens, and nightfall
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11 import sound |
109
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Equipment purchasing and some toolbar tweaks.
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12 import equipment |
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13 import animations |
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14 import serializer |
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15 |
415
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16 class Animal(Sprite, serializer.Simplifiable): |
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17 """Base class for animals""" |
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18 |
114 | 19 STEALTH = 0 |
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20 VISION_BONUS = 0 |
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21 VISION_RANGE_PENALTY = 10 |
114 | 22 |
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23 # sub-class must set this to the name of an image |
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24 # file |
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25 IMAGE_FILE = None |
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26 |
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27 SIMPLIFY = [ |
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28 'pos', |
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29 'equipment', |
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30 'accoutrements', |
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31 'abode', |
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32 'facing', |
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33 ] |
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34 |
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35 def __init__(self, tile_pos): |
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36 # load images |
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37 self._image_left = imagecache.load_image(self.IMAGE_FILE) |
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38 self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) |
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39 # Create the animal somewhere far off screen |
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40 Sprite.__init__(self, self._image_left, (-1000, -1000)) |
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41 self.image_left = self._image_left.copy() |
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42 self.image_right = self._image_right.copy() |
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43 if hasattr(tile_pos, 'to_tile_tuple'): |
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44 self.pos = tile_pos |
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45 else: |
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46 self.pos = Position(tile_pos[0], tile_pos[1], 0) |
84 | 47 self.equipment = [] |
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48 self.accoutrements = [] |
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49 self.abode = None |
146 | 50 self.facing = 'left' |
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51 |
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52 def make(cls): |
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53 """Override default Simplifiable object creation.""" |
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54 return cls((0, 0)) |
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55 make = classmethod(make) |
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56 |
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57 def loop(self, tv, _sprite): |
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58 ppos = tv.tile_to_view(self.pos.to_tile_tuple()) |
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59 self.rect.x = ppos[0] |
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60 self.rect.y = ppos[1] |
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61 |
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62 def die(self, gameboard): |
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63 """Play death animation, noises, whatever.""" |
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64 if hasattr(self, 'DEATH_SOUND'): |
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65 sound.play_sound(self.DEATH_SOUND) |
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66 if hasattr(self, 'DEATH_ANIMATION'): |
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67 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple()) |
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68 self._game_death(gameboard) |
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69 |
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70 def _game_death(self, gameboard): |
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71 # Call appropriate gameboard cleanup here. |
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72 pass |
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73 |
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74 def move(self, state): |
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75 """Given the game state, return a new position for the object""" |
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76 # Default is not to move |
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77 pass |
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78 |
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79 def attack(self, gameboard): |
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80 """Given the game state, attack a suitable target""" |
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81 # Default is not to attack |
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82 pass |
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83 |
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84 def set_pos(self, tile_pos): |
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85 """Move an animal to the given tile_pos.""" |
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86 new_pos = Position(*tile_pos) |
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87 self._fix_face(new_pos) |
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88 self.pos = new_pos |
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89 |
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90 def _fix_face(self, facing_pos): |
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91 """Set the face correctly""" |
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92 if facing_pos.left_of(self.pos): |
146 | 93 self._set_image_facing('left') |
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94 elif facing_pos.right_of(self.pos): |
146 | 95 self._set_image_facing('right') |
96 | |
97 def _set_image_facing(self, facing): | |
98 self.facing = facing | |
99 if self.facing == 'left': | |
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100 self.setimage(self.image_left) |
146 | 101 elif self.facing == 'right': |
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102 self.setimage(self.image_right) |
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103 |
84 | 104 def equip(self, item): |
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105 if equipment.is_equipment(item): |
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106 self.equipment.append(item) |
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107 elif equipment.is_accoutrement(item): |
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108 self.accoutrements.append(item) |
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109 self.redraw() |
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110 |
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111 def unequip(self, item): |
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112 if equipment.is_equipment(item): |
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113 self.equipment = [e for e in self.equipment if e != item] |
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114 elif equipment.is_accoutrement(item): |
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115 self.accoutrements = [e for e in self.accoutrements if e != item] |
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116 self.redraw() |
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117 |
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118 def unequip_by_name(self, item_name): |
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119 # only remove first match |
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120 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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121 if matches: |
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122 self.unequip(matches[0]) |
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123 |
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124 def redraw(self): |
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125 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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126 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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127 for item in self.accoutrements + self.equipment: |
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128 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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129 if images: |
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130 layers.append(images) |
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131 |
195
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132 layers.sort(key=lambda l: l[2]) |
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133 |
201
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134 # these always go on the bottom so that other layers don't get overwritten |
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135 self.image_left = self._image_left.copy() |
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136 self.image_right = self._image_right.copy() |
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137 for l in layers: |
195
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138 self.image_left.blit(l[0], (0,0)) |
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139 self.image_right.blit(l[1], (0,0)) |
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140 |
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141 self._set_image_facing(self.facing) |
84 | 142 |
143 def weapons(self): | |
109
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144 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 145 |
174
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146 def armour(self): |
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147 return [e for e in self.equipment if equipment.is_armour(e)] |
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148 |
104
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149 def covers(self, tile_pos): |
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150 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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151 |
125 | 152 def outside(self): |
153 return self.abode is None | |
154 | |
251
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155 def damage(self, gameboard): |
174
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156 for a in self.armour(): |
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157 if not a.survive_damage(): |
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158 self.unequip(a) |
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159 return True |
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160 self.die(gameboard) |
174
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161 return False |
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162 |
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163 class Chicken(Animal): |
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164 """A chicken""" |
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165 |
146 | 166 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
251
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167 DEATH_ANIMATION = animations.ChickenDeath |
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168 DEATH_SOUND = 'kill-chicken.ogg' |
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169 IMAGE_FILE = 'sprites/chkn.png' |
146 | 170 |
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171 def __init__(self, pos): |
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172 Animal.__init__(self, pos) |
243
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173 self.eggs = [] |
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174 |
414
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175 def start_night(self, gameboard): |
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176 self.lay(gameboard) |
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177 self.reload_weapon() |
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178 |
419
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179 def start_day(self, gameboard): |
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180 self.hatch(gameboard) |
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181 |
251
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182 def _game_death(self, gameboard): |
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183 gameboard.remove_chicken(self) |
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184 |
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185 def move(self, gameboard): |
422
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186 """A free chicken will wander around aimlessly""" |
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187 pos_x, pos_y = self.pos.to_tile_tuple() |
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188 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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189 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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190 self.pos = pos_options[random.randint(0, len(pos_options)-1)] |
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191 |
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192 def chop(self, gameboard): |
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193 pos_x, pos_y = self.pos.to_tile_tuple() |
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194 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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195 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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196 if tree_options: |
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197 num_trees_to_cut = random.randint(0, len(tree_options)-1) |
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198 trees_to_cut = random.sample(tree_options, num_trees_to_cut) |
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199 for tree_pos in trees_to_cut: |
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200 gameboard.add_wood(5) |
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201 gameboard.tv.set(tree_pos.to_tile_tuple(), gameboard.GRASSLAND) |
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202 |
414
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203 def lay(self, gameboard): |
116
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204 """See if the chicken lays an egg""" |
414
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205 if self.abode and self.abode.building.HENHOUSE: |
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206 if not self.eggs: |
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207 for x in range(random.randint(1, 4)): |
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208 self.eggs.append(Egg(self.pos)) |
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209 self.equip(equipment.NestEgg()) |
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210 gameboard.eggs += self.get_num_eggs() |
216
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211 |
243
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212 def remove_eggs(self): |
216
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213 """Clean up the egg state""" |
243
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214 self.eggs = [] |
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215 self.unequip_by_name("Nestegg") |
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216 |
243
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217 def remove_one_egg(self): |
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218 """Clean up the egg state""" |
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219 self.eggs.pop() |
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220 if not self.eggs: |
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221 self.unequip_by_name("Nestegg") |
243
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222 |
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223 def get_num_eggs(self): |
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224 return len(self.eggs) |
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225 |
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226 def hatch(self, gameboard): |
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227 """See if we have an egg to hatch""" |
243
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228 if self.eggs: |
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229 chick = self.eggs[0].hatch() |
187 | 230 if chick: |
243
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231 # sell the remaining eggs |
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232 # Remove hatched egg |
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233 self.eggs.pop() |
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234 gameboard.eggs -= 1 |
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235 # Sell other eggs |
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236 for egg in self.eggs[:]: |
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237 gameboard.sell_one_egg(self) |
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238 self.remove_eggs() # clean up stale images, etc. |
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239 gameboard.place_hatched_chicken(chick, self.abode.building) |
116
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240 |
84 | 241 def _find_killable_fox(self, weapon, gameboard): |
242 """Choose a random fox within range of this weapon.""" | |
243 killable_foxes = [] | |
244 for fox in gameboard.foxes: | |
114 | 245 if not visible(self, fox): |
246 continue | |
84 | 247 if weapon.in_range(gameboard, self, fox): |
248 killable_foxes.append(fox) | |
249 if not killable_foxes: | |
250 return None | |
251 return random.choice(killable_foxes) | |
252 | |
253 def attack(self, gameboard): | |
254 """An armed chicken will attack a fox within range.""" | |
255 if not self.weapons(): | |
256 # Not going to take on a fox bare-winged. | |
257 return | |
258 # Choose the first weapon equipped. | |
259 weapon = self.weapons()[0] | |
260 fox = self._find_killable_fox(weapon, gameboard) | |
261 if not fox: | |
262 return | |
236
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263 self._fix_face(fox.pos) |
84 | 264 if weapon.hit(gameboard, self, fox): |
251
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265 fox.damage(gameboard) |
84 | 266 |
413
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267 def reload_weapon(self): |
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268 """If we have a weapon that takes ammunition, reload it.""" |
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269 if not self.weapons(): |
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270 # Nothing to reload |
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271 return |
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272 for weapon in self.weapons(): |
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273 if hasattr(weapon, 'AMMUNITION'): |
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274 weapon.ammunition = weapon.AMMUNITION |
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275 |
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276 class Egg(Animal): |
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277 """An egg""" |
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278 |
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279 IMAGE_FILE = 'sprites/equip_egg.png' |
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280 |
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281 def __init__(self, pos): |
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282 Animal.__init__(self, pos) |
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283 self.timer = 2 |
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284 |
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285 # Eggs don't move |
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286 |
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287 def hatch(self): |
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288 self.timer -= 1 |
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289 if self.timer == 0: |
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290 return Chicken(self.pos) |
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291 return None |
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292 |
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293 class Fox(Animal): |
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294 """A fox""" |
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295 |
114 | 296 STEALTH = 20 |
130 | 297 IMAGE_FILE = 'sprites/fox.png' |
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298 DEATH_ANIMATION = animations.FoxDeath |
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299 DEATH_SOUND = 'kill-fox.ogg' |
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300 CONFIG_NAME = 'fox' |
114 | 301 |
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302 costs = { |
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303 # weighting for movement calculation |
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304 'grassland' : 2, |
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305 'woodland' : 1, # Try to keep to the woods if possible |
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306 'broken fence' : 2, |
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307 'fence' : 25, |
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308 'guardtower' : 2, # We can pass under towers |
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309 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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310 # catch a chicken there |
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311 'hendominium' : 30, |
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312 } |
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313 |
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314 def __init__(self, pos): |
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315 Animal.__init__(self, pos) |
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316 self.landmarks = [self.pos] |
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317 self.hunting = True |
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318 self.dig_pos = None |
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319 self.tick = 0 |
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320 self.safe = False |
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321 self.closest = None |
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322 self.last_steps = [] |
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323 # Foxes don't occupy places in the same way chickens do, but they |
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324 # can still be inside |
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325 self.building = None |
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326 |
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327 def outside(self): |
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328 return self.building is None |
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329 |
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330 def _game_death(self, gameboard): |
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331 gameboard.kill_fox(self) |
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332 |
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333 def _cost_tile(self, pos, gameboard): |
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334 if gameboard.in_bounds(pos): |
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335 this_tile = gameboard.tv.get(pos.to_tile_tuple()) |
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336 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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337 else: |
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338 cost = 100 # Out of bounds is expensive |
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339 return cost |
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340 |
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341 def _cost_path(self, path, gameboard): |
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342 """Calculate the cost of a path""" |
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343 total = 0 |
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344 for pos in path: |
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345 total += self._cost_tile(pos, gameboard) |
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346 return total |
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347 |
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348 def _gen_path(self, start_pos, final_pos): |
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349 """Construct a direct path from start_pos to final_pos, |
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350 excluding start_pos""" |
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351 if abs(start_pos.x - final_pos.x) < 2 and \ |
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352 abs(start_pos.y - final_pos.y) < 2: |
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353 # pgu gets this case wrong on occasion. |
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354 return [final_pos] |
395
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355 start = start_pos.to_tile_tuple() |
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356 end = final_pos.to_tile_tuple() |
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357 points = getline(start, end) |
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358 points.remove(start) # exclude start_pos |
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359 if end not in points: |
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360 # Rounding errors in getline cause this |
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361 points.append(end) |
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362 return [Position(x[0], x[1]) for x in points] |
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363 |
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364 def _find_best_path_step(self, final_pos, gameboard): |
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365 """Find the cheapest path to final_pos, and return the next step |
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366 along the path.""" |
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367 # We calculate the cost of the direct path |
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368 if final_pos.z < self.pos.z: |
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369 # We need to try heading down. |
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370 return Position(self.pos.x, self.pos.y, self.pos.z - 1) |
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371 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \ |
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372 final_pos.z > self.pos.z: |
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373 # We try heading up |
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374 return Position(self.pos.x, self.pos.y, self.pos.z + 1) |
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375 cur_dist = final_pos.dist(self.pos) |
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376 if cur_dist < 2: |
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377 # We're right ontop of our target, so just go there |
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378 return final_pos |
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379 # Find the cheapest spot close to us that moves us closer to the target |
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380 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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381 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)] |
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382 best_pos = self.pos |
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383 min_cost = 1000 |
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384 min_dist = cur_dist |
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385 for point in neighbours: |
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386 dist = point.dist(final_pos) |
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387 if dist < cur_dist: |
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388 cost = self._cost_tile(point, gameboard) |
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389 if cost < min_cost or (min_cost == cost and dist < min_dist): |
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390 # Prefer closest of equal cost points |
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391 min_dist = dist |
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392 min_cost = cost |
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393 best = point |
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394 if min_cost < 20 or not gameboard.in_bounds(self.pos): |
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395 # If we're not on the gameboard yet, there's no point in looking |
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396 # for an optimal path. |
404
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397 return best |
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398 # Else expensive step, so think further |
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399 direct_path = self._gen_path(self.pos, final_pos) |
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400 min_cost = self._cost_path(direct_path, gameboard) |
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401 min_path = direct_path |
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402 # is there a point nearby that gives us a cheaper direct path? |
71 | 403 # This is delibrately not finding the optimal path, as I don't |
404 # want the foxes to be too intelligent, although the implementation | |
405 # isn't well optimised yet | |
404
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406 # FIXME: Currently, this introduces loops, but the memory kind |
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407 # avoids that. Fixing this is the next goal. |
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408 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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409 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)] |
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410 for start in poss: |
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411 cand_path = self._gen_path(self.pos, start) + \ |
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412 self._gen_path(start, final_pos) |
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413 cost = self._cost_path(cand_path, gameboard) |
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414 if cost < min_cost: |
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415 min_cost = cost |
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416 min_path = cand_path |
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417 if not min_path: |
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418 return final_pos |
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419 return min_path[0] |
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420 |
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421 def _find_path_to_woodland(self, gameboard): |
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422 """Dive back to woodland through the landmarks""" |
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423 # find the closest point to our current location in walked path |
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424 if self.pos == self.landmarks[-1]: |
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425 if len(self.landmarks) > 1: |
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426 self.landmarks.pop() # Moving to the next landmark |
402
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427 if not gameboard.in_bounds(self.pos) and not self.hunting: |
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428 # Safely out of sight |
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429 self.safe = True |
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430 return self.pos |
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431 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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432 |
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433 def _find_path_to_chicken(self, gameboard): |
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434 """Find the path to the closest chicken""" |
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435 # Find the closest chicken |
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436 min_dist = 999 |
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437 if self.closest not in gameboard.chickens: |
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438 # Either no target, or someone ate it |
196
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439 self.closest = None |
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440 for chicken in gameboard.chickens: |
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441 dist = chicken.pos.dist(self.pos) |
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442 if chicken.abode: |
370
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443 dist += 5 # Prefer free-ranging chickens |
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444 if len(chicken.weapons()) > 0: |
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445 dist += 5 # Prefer unarmed chickens |
145
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446 if dist < min_dist: |
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447 min_dist = dist |
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448 self.closest = chicken |
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449 if not self.closest: |
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450 # No more chickens, so leave |
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451 self.hunting = False |
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452 return self.pos |
145
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453 if self.closest.pos == self.pos: |
396
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454 # No need to move |
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455 return self.pos |
395
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394
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456 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple(): |
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457 # Only differ in z, so next step is in z |
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458 if self.closest.pos.z < self.pos.z: |
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394
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459 new_z = self.pos.z - 1 |
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394
diff
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460 else: |
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394
diff
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461 new_z = self.pos.z + 1 |
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462 return Position(self.pos.x, self.pos.y, new_z) |
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463 return self._find_best_path_step(self.closest.pos, gameboard) |
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464 |
396
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395
diff
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465 def attack(self, gameboard): |
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395
diff
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466 """Attack a chicken""" |
401
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399
diff
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467 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken') |
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diff
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|
468 if chicken: |
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399
diff
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469 # Always attack a chicken we step on, even if not hunting |
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diff
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470 self._catch_chicken(chicken, gameboard) |
396
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395
diff
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|
471 |
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472 def _catch_chicken(self, chicken, gameboard): |
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473 """Catch a chicken""" |
251
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474 chicken.damage(gameboard) |
145
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475 self.closest = None |
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476 self.hunting = False |
149
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477 self.last_steps = [] # Forget history here |
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changeset
|
478 |
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479 def _update_pos(self, gameboard, new_pos): |
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480 """Update the position, making sure we don't step on other foxes""" |
145
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481 if new_pos == self.pos: |
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482 # We're not moving, so we can skip all the checks |
149
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483 return new_pos |
401
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diff
changeset
|
484 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None |
399
3294929223bd
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parents:
398
diff
changeset
|
485 if not blocked and new_pos.z == self.pos.z: |
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398
diff
changeset
|
486 # We're only worried about loops when not on a ladder |
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398
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|
487 blocked = new_pos in self.last_steps |
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|
488 final_pos = new_pos |
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|
489 if blocked: |
399
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398
diff
changeset
|
490 if new_pos.z != self.pos.z: |
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398
diff
changeset
|
491 # We can only move up and down a ladder |
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changeset
|
492 moves = [Position(self.pos.x, self.pos.y, z) for z |
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493 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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398
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|
494 else: |
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diff
changeset
|
495 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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|
496 for y in range(self.pos.y-1, self.pos.y + 2) |
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|
497 if Position(x,y) != self.pos and |
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changeset
|
498 Position(x, y) not in self.last_steps and |
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398
diff
changeset
|
499 self.pos.z == 0] |
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diff
changeset
|
500 # find the cheapest point in moves that's not blocked |
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diff
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|
501 final_pos = None |
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502 min_cost = 1000 |
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changeset
|
503 for poss in moves: |
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399
diff
changeset
|
504 if gameboard.get_animal_at_pos(poss, 'fox'): |
399
3294929223bd
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398
diff
changeset
|
505 continue # blocked |
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diff
changeset
|
506 cost = self._cost_tile(poss, gameboard) |
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diff
changeset
|
507 if cost < min_cost: |
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changeset
|
508 min_cost = cost |
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|
509 final_pos = poss |
257
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|
510 if cost == min_cost and random.randint(0, 1) > 0: |
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diff
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|
511 # Add some randomness in this case |
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diff
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512 final_pos = poss |
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513 if not final_pos: |
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514 # No good choice, so stay put |
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515 return self.pos |
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516 if gameboard.in_bounds(final_pos): |
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517 this_tile = gameboard.tv.get(final_pos.to_tile_tuple()) |
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518 else: |
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519 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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520 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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521 # We'll head back towards the holes we make/find |
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522 self.landmarks.append(final_pos) |
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523 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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524 self._dig(gameboard, final_pos) |
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525 return self.pos |
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526 self.last_steps.append(final_pos) |
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527 if len(self.last_steps) > 3: |
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528 self.last_steps.pop(0) |
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|
529 return final_pos |
28
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|
530 |
241
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|
531 def _dig(self, gameboard, dig_pos): |
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532 """Setup dig parameters, to be overridden if needed""" |
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533 self.tick = 5 |
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534 self.dig_pos = dig_pos |
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535 |
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536 def _make_hole(self, gameboard): |
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537 """Make a hole in the fence""" |
395
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538 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
394
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539 # Another fox could have made the same hole this turn |
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540 if fence: |
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|
541 fence.damage(gameboard.tv) |
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542 self.dig_pos = None |
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|
543 |
28
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|
544 def move(self, gameboard): |
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545 """Foxes will aim to move towards the closest henhouse or free |
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|
546 chicken""" |
398
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547 if self.safe: |
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548 # We're safe, so do nothing |
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|
549 return |
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|
550 elif self.dig_pos: |
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551 if self.tick: |
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|
552 self.tick -= 1 |
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553 # We're still digging through the fence |
70
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diff
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554 # Check the another fox hasn't dug a hole for us |
92
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555 # We're too busy digging to notice if a hole appears nearby, |
70
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diff
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556 # but we'll notice if the fence we're digging vanishes |
395
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diff
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557 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple()) |
70
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558 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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559 self.tick = 0 |
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diff
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|
560 else: |
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|
561 # We've dug through the fence, so make a hole |
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562 self._make_hole(gameboard) |
397
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|
563 return |
398
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564 elif self.hunting: |
70
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diff
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565 desired_pos = self._find_path_to_chicken(gameboard) |
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566 else: |
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567 desired_pos = self._find_path_to_woodland(gameboard) |
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|
568 final_pos = self._update_pos(gameboard, desired_pos) |
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diff
changeset
|
569 self._fix_face(final_pos) |
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diff
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|
570 self.pos = final_pos |
398
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diff
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|
571 change_visible = False |
397
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|
572 # See if we're entering/leaving a building |
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573 building = gameboard.get_building(final_pos.to_tile_tuple()) |
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|
574 if building and self.outside(): |
398
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diff
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|
575 # Check if we need to enter |
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|
576 if self.closest and not self.closest.outside() and \ |
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|
577 self.closest.abode.building is building: |
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|
578 building.add_predator(self) |
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|
579 change_visible = True |
397
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|
580 elif self.building and final_pos.z == 0: |
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|
581 # can only leave from the ground floor |
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|
582 if building == self.building: |
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|
583 # Check if we need to leave the building |
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|
584 if not self.hunting or (self.closest and |
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|
585 self.closest.abode.building is not building): |
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diff
changeset
|
586 self.building.remove_predator(self) |
398
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changeset
|
587 change_visible = True |
397
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|
588 else: |
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diff
changeset
|
589 # we've moved away from the building we were in |
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|
590 self.building.remove_predator(self) |
398
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|
591 change_visible = True |
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changeset
|
592 if change_visible: |
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diff
changeset
|
593 gameboard.set_visibility(self) |
397
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diff
changeset
|
594 |
92
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changeset
|
595 |
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changeset
|
596 class NinjaFox(Fox): |
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|
597 """Ninja foxes are hard to see""" |
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|
598 |
114 | 599 STEALTH = 60 |
130 | 600 IMAGE_FILE = 'sprites/ninja_fox.png' |
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changeset
|
601 CONFIG_NAME = 'ninja fox' |
114 | 602 |
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|
603 class DemoFox(Fox): |
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|
604 """Demolition Foxes destroy fences easily""" |
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|
605 |
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changeset
|
606 DIG_ANIMATION = animations.FenceExplosion |
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|
607 IMAGE_FILE = 'sprites/sapper_fox.png' |
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|
608 CONFIG_NAME = 'sapper fox' |
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|
609 |
406
f8072b2d6dd1
Fix bug where sapper foxes overwrite costs for all foxes
Neil Muller <drnlmuller@gmail.com>
parents:
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diff
changeset
|
610 costs = Fox.costs.copy() |
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diff
changeset
|
611 |
269
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changeset
|
612 def __init__(self, pos): |
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|
613 Fox.__init__(self, pos) |
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|
614 self.costs['fence'] = 2 # We don't worry about fences |
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|
615 |
241
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diff
changeset
|
616 def _dig(self, gameboard, dig_pos): |
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|
617 """Setup dig parameters, to be overridden if needed""" |
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|
618 self.tick = 0 # Costs us nothing to go through a fence. |
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|
619 self.dig_pos = dig_pos |
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|
620 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple()) |
241
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|
621 self._make_hole(gameboard) |
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|
622 |
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changeset
|
623 class GreedyFox(Fox): |
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|
624 """Greedy foxes eat more chickens""" |
389
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|
625 CONFIG_NAME = 'greedy fox' |
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|
626 |
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|
627 def __init__(self, pos): |
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|
628 Fox.__init__(self, pos) |
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|
629 self.chickens_eaten = 0 |
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|
630 |
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changeset
|
631 def _catch_chicken(self, chicken, gameboard): |
251
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632 chicken.damage(gameboard) |
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633 self.closest = None |
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634 self.chickens_eaten += 1 |
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635 if self.chickens_eaten > 2: |
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636 self.hunting = False |
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637 self.last_steps = [] |
114 | 638 |
290 | 639 class Rinkhals(Fox): |
640 """The Rinkhals has eclectic tastes""" | |
641 STEALTH = 80 | |
642 IMAGE_FILE = 'sprites/rinkhals.png' | |
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643 CONFIG_NAME = 'rinkhals' |
290 | 644 |
645 def _catch_chicken(self, chicken, gameboard): | |
646 """The Rinkhals hunts for sport, catch and release style""" | |
647 self.closest = None | |
648 self.hunting = False | |
649 self.last_steps = [] | |
650 | |
651 def _make_hole(self, gameboard): | |
652 """The Rinkhals eats fences""" | |
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653 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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654 if fence: |
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655 fence.remove(gameboard.tv) |
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656 gameboard.remove_building(fence) |
290 | 657 self.dig_pos = None |
658 | |
659 def damage(self, gameboard): | |
660 """The Rinkhals is invincible!""" | |
661 return True | |
662 | |
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663 def _get_vision_param(parameter, watcher): |
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664 param = getattr(watcher, parameter) |
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665 if watcher.abode: |
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666 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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667 param = modifier(param) |
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668 return param |
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669 |
114 | 670 def visible(watcher, watchee): |
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671 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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672 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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673 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 674 roll = random.randint(1, 100) |
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675 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |
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676 |
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677 # These don't have to add up to 100, but it's easier to think |
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678 # about them if they do. |
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679 DEFAULT_FOX_WEIGHTINGS = ( |
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680 (Fox, 59), |
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681 (GreedyFox, 30), |
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682 (NinjaFox, 5), |
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683 (DemoFox, 5), |
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684 (Rinkhals, 1), |
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685 ) |
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686 |