Mercurial > rinkhals
annotate gamelib/animal.py @ 156:210fc1ea0516
Stop background music whenever state changes.
author | Simon Cross <hodgestar@gmail.com> |
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date | Thu, 03 Sep 2009 21:23:34 +0000 |
parents | 2a1064fae608 |
children | baf857805867 |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 |
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14 class Animal(Sprite): |
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15 """Base class for animals""" |
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16 |
114 | 17 STEALTH = 0 |
18 | |
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19 def __init__(self, image_left, image_right, tile_pos): |
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20 # Create the animal somewhere far off screen |
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21 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 22 self._image_left = image_left |
23 self.image_left = image_left.copy() | |
24 self._image_right = image_right | |
25 self.image_right = image_right.copy() | |
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26 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 27 self.equipment = [] |
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28 self.abode = None |
146 | 29 self.facing = 'left' |
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30 |
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31 def loop(self, tv, _sprite): |
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32 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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33 self.rect.x = ppos[0] |
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34 self.rect.y = ppos[1] |
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35 |
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36 def move(self, state): |
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37 """Given the game state, return a new position for the object""" |
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38 # Default is not to move |
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39 pass |
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40 |
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41 def set_pos(self, tile_pos): |
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42 """Move an animal to the given tile_pos.""" |
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43 new_pos = Position(*tile_pos) |
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44 self._fix_face(new_pos) |
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45 self.pos = new_pos |
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46 |
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47 def _fix_face(self, final_pos): |
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48 """Set the face correctly""" |
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49 if final_pos.left_of(self.pos): |
146 | 50 self._set_image_facing('left') |
51 elif final_pos.right_of(self.pos): | |
52 self._set_image_facing('right') | |
53 | |
54 def _set_image_facing(self, facing): | |
55 self.facing = facing | |
56 if self.facing == 'left': | |
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57 self.setimage(self.image_left) |
146 | 58 elif self.facing == 'right': |
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59 self.setimage(self.image_right) |
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60 |
84 | 61 def equip(self, item): |
62 self.equipment.append(item) | |
146 | 63 if not hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
64 return | |
65 eq_image_attr = getattr(item, self.EQUIPMENT_IMAGE_ATTRIBUTE, 'None') | |
66 if not eq_image_attr: | |
67 return | |
68 eq_image_left = imagecache.load_image(eq_image_attr) | |
69 eq_image_right = imagecache.load_image(eq_image_attr, ("right_facing",)) | |
70 self.image_left.blit(eq_image_left, (0, 0)) | |
71 self.image_right.blit(eq_image_right, (0, 0)) | |
72 self._set_image_facing(self.facing) | |
84 | 73 |
74 def weapons(self): | |
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75 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 76 |
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77 def covers(self, tile_pos): |
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78 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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79 |
125 | 80 def outside(self): |
81 return self.abode is None | |
82 | |
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83 class Chicken(Animal): |
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84 """A chicken""" |
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85 |
146 | 86 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
87 | |
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88 def __init__(self, pos): |
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89 image_left = imagecache.load_image('sprites/chkn.png') |
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90 image_right = imagecache.load_image('sprites/chkn.png', |
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91 ("right_facing",)) |
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92 Animal.__init__(self, image_left, image_right, pos) |
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93 self.egg = False |
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94 self.egg_counter = 0 |
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95 |
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96 def move(self, gameboard): |
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97 """A free chicken will move away from other free chickens""" |
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98 pass |
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99 |
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100 def lay(self): |
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101 """See if the chicken lays an egg""" |
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102 if not self.egg: |
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103 self.egg = True |
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104 self.egg_counter = 2 |
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105 |
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106 def hatch(self): |
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107 """See if we have an egg to hatch""" |
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108 if self.egg: |
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109 self.egg_counter -= 1 |
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110 if self.egg_counter == 0: |
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111 # Egg hatches |
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112 self.egg = False |
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113 return Chicken(self.pos.to_tuple()) |
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114 return None |
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115 |
84 | 116 def _find_killable_fox(self, weapon, gameboard): |
117 """Choose a random fox within range of this weapon.""" | |
118 killable_foxes = [] | |
119 for fox in gameboard.foxes: | |
114 | 120 if not visible(self, fox): |
121 continue | |
84 | 122 if weapon.in_range(gameboard, self, fox): |
123 killable_foxes.append(fox) | |
124 if not killable_foxes: | |
125 return None | |
126 return random.choice(killable_foxes) | |
127 | |
128 def attack(self, gameboard): | |
129 """An armed chicken will attack a fox within range.""" | |
130 if not self.weapons(): | |
131 # Not going to take on a fox bare-winged. | |
132 return | |
133 # Choose the first weapon equipped. | |
134 weapon = self.weapons()[0] | |
135 fox = self._find_killable_fox(weapon, gameboard) | |
136 if not fox: | |
137 return | |
138 if weapon.hit(gameboard, self, fox): | |
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139 sound.play_sound("kill-fox.ogg") |
84 | 140 gameboard.kill_fox(fox) |
141 | |
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142 class Egg(Animal): |
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143 """An egg""" |
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144 |
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145 def __init__(self, pos): |
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146 image = imagecache.load_image('sprites/egg.png') |
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147 Animal.__init__(self, image, image, pos) |
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148 |
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149 # Eggs don't move |
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150 |
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151 class Fox(Animal): |
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152 """A fox""" |
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153 |
114 | 154 STEALTH = 20 |
130 | 155 IMAGE_FILE = 'sprites/fox.png' |
114 | 156 |
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157 costs = { |
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158 # weighting for movement calculation |
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159 'grassland' : 2, |
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160 'woodland' : 1, # Try to keep to the woods if possible |
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161 'broken fence' : 2, |
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162 'fence' : 10, |
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163 'guardtower' : 2, # We can pass under towers |
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164 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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165 # catch a chicken there |
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166 'hendominium' : 30, |
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167 } |
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168 |
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169 def __init__(self, pos): |
130 | 170 image_left = imagecache.load_image(self.IMAGE_FILE) |
171 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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172 Animal.__init__(self, image_left, image_right, pos) |
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173 self.landmarks = [self.pos] |
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174 self.hunting = True |
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175 self.dig_pos = None |
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176 self.tick = 0 |
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177 self.safe = False |
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178 self.closest = None |
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179 self.last_steps = [] |
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180 |
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181 def _cost_tile(self, pos, gameboard): |
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182 if gameboard.in_bounds(pos): |
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183 this_tile = gameboard.tv.get(pos.to_tuple()) |
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184 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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185 else: |
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186 cost = 100 # Out of bounds is expensive |
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187 return cost |
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188 |
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189 def _cost_path(self, path, gameboard): |
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190 """Calculate the cost of a path""" |
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191 total = 0 |
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192 for pos in path: |
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193 total += self._cost_tile(pos, gameboard) |
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194 return total |
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195 |
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196 def _gen_path(self, start_pos, final_pos): |
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197 """Construct a direct path from start_pos to final_pos, |
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198 excluding start_pos""" |
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199 if abs(start_pos.x - final_pos.x) < 2 and \ |
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200 abs(start_pos.y - final_pos.y) < 2: |
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201 # pgu gets this case wrong on occasion. |
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202 return [final_pos] |
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203 start = start_pos.to_tuple() |
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204 end = final_pos.to_tuple() |
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205 points = getline(start, end) |
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206 points.remove(start) # exclude start_pos |
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207 if end not in points: |
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208 # Rounding errors in getline cause this |
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209 points.append(end) |
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210 return [Position(x[0], x[1]) for x in points] |
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211 |
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212 def _find_best_path_step(self, final_pos, gameboard): |
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213 """Find the cheapest path to final_pos, and return the next step |
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214 along the path.""" |
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215 # We calculate the cost of the direct path |
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216 direct_path = self._gen_path(self.pos, final_pos) |
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217 min_cost = self._cost_path(direct_path, gameboard) |
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218 min_path = direct_path |
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219 # is there a point nearby that gives us a cheaper direct path? |
71 | 220 # This is delibrately not finding the optimal path, as I don't |
221 # want the foxes to be too intelligent, although the implementation | |
222 # isn't well optimised yet | |
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223 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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224 for y in range(self.pos.y - 3, self.pos.y + 4) |
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225 if (x, y) != (0,0)] |
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226 for start in poss: |
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227 cand_path = self._gen_path(self.pos, start) + \ |
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228 self._gen_path(start, final_pos) |
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229 cost = self._cost_path(cand_path, gameboard) |
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230 if cost < min_cost: |
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231 min_cost = cost |
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232 min_path = cand_path |
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233 if not min_path: |
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234 return final_pos |
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235 return min_path[0] |
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236 |
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237 def _find_path_to_woodland(self, gameboard): |
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238 """Dive back to woodland through the landmarks""" |
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239 # find the closest point to our current location in walked path |
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240 if self.pos == self.landmarks[-1]: |
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241 if len(self.landmarks) > 1: |
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242 self.landmarks.pop() # Moving to the next landmark |
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243 else: |
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244 # Safely back at the start |
122
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245 self.safe = True |
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246 return self.pos |
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247 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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248 |
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249 def _find_path_to_chicken(self, gameboard): |
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250 """Find the path to the closest chicken""" |
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251 # Find the closest chicken |
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252 min_dist = 999 |
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253 if self.closest not in gameboard.chickens: |
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254 # Either no target, or someone ate it |
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255 for chicken in gameboard.chickens: |
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256 dist = chicken.pos.dist(self.pos) |
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257 if chicken.abode: |
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258 dist += 10 # Prefer free-ranging chickens |
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259 if dist < min_dist: |
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260 min_dist = dist |
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261 self.closest = chicken |
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262 if not self.closest: |
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263 # No more chickens, so leave |
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264 self.hunting = False |
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265 return self.pos |
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266 if self.closest.pos == self.pos: |
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267 # Caught a chicken |
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268 self._catch_chicken(self.closest, gameboard) |
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269 return self.pos |
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270 return self._find_best_path_step(self.closest.pos, gameboard) |
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271 |
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272 def _catch_chicken(self, chicken, gameboard): |
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273 """Catch a chicken""" |
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274 sound.play_sound("kill-chicken.ogg") |
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275 self.closest = None |
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276 gameboard.remove_chicken(chicken) |
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277 self.hunting = False |
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278 self.last_steps = [] # Forget history here |
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279 |
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280 def _update_pos(self, gameboard, new_pos): |
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281 """Update the position, making sure we don't step on other foxes""" |
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282 if new_pos == self.pos: |
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283 # We're not moving, so we can skip all the checks |
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284 return new_pos |
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285 final_pos = new_pos |
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286 blocked = final_pos in self.last_steps |
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287 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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288 for y in range(self.pos.y-1, self.pos.y + 2) |
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289 if Position(x,y) != self.pos and \ |
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290 Position(x, y) not in self.last_steps] |
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291 for fox in gameboard.foxes: |
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292 if fox is not self and fox.pos == final_pos: |
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293 blocked = True |
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294 if fox.pos in moves: |
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295 moves.remove(fox.pos) |
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296 if blocked: |
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297 # find the cheapest point in moves to new_pos that's not blocked |
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298 final_pos = None |
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299 min_cost = 1000 |
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300 for poss in moves: |
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301 cost = self._cost_tile(poss, gameboard) |
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302 if cost < min_cost: |
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303 min_cost = cost |
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304 final_pos = poss |
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305 if not final_pos: |
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306 # No good choice, so stay put |
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307 return self.pos |
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308 if gameboard.in_bounds(final_pos): |
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309 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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310 else: |
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311 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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312 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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313 # We'll head back towards the holes we make/find |
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314 self.landmarks.append(final_pos) |
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315 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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316 self._dig(final_pos) |
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317 return self.pos |
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318 self.last_steps.append(final_pos) |
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319 if len(self.last_steps) > 3: |
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320 self.last_steps.pop(0) |
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321 return final_pos |
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322 |
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323 def _dig(self, dig_pos): |
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324 """Setup dig parameters, to be overridden if needed""" |
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325 self.tick = 5 |
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326 self.dig_pos = dig_pos |
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327 |
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328 def _make_hole(self, gameboard): |
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329 """Make a hole in the fence""" |
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330 gameboard.tv.set(self.dig_pos.to_tuple(), |
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331 tiles.REVERSE_TILE_MAP['broken fence']) |
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332 self.dig_pos = None |
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333 |
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334 def move(self, gameboard): |
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335 """Foxes will aim to move towards the closest henhouse or free |
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336 chicken""" |
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337 if self.dig_pos: |
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338 if self.tick: |
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339 self.tick -= 1 |
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340 # We're still digging through the fence |
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341 # Check the another fox hasn't dug a hole for us |
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342 # We're too busy digging to notice if a hole appears nearby, |
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343 # but we'll notice if the fence we're digging vanishes |
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344 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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345 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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346 self.tick = 0 |
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347 return |
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348 else: |
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349 # We've dug through the fence, so make a hole |
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350 self._make_hole(gameboard) |
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351 return |
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352 if self.hunting: |
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353 desired_pos = self._find_path_to_chicken(gameboard) |
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354 else: |
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355 desired_pos = self._find_path_to_woodland(gameboard) |
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356 final_pos = self._update_pos(gameboard, desired_pos) |
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357 self._fix_face(final_pos) |
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358 self.pos = final_pos |
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359 |
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360 class NinjaFox(Fox): |
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361 """Ninja foxes are hard to see""" |
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362 |
114 | 363 STEALTH = 60 |
130 | 364 IMAGE_FILE = 'sprites/ninja_fox.png' |
114 | 365 |
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366 class DemoFox(Fox): |
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367 """Demolition Foxes destroy fences easily""" |
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368 |
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369 class GreedyFox(Fox): |
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370 """Greedy foxes eat more chickens""" |
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371 |
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372 def __init__(self, pos): |
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373 Fox.__init__(self, pos) |
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374 self.chickens_eaten = 0 |
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375 |
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376 def _catch_chicken(self, chicken, gameboard): |
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377 gameboard.remove_chicken(chicken) |
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378 self.closest = None |
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379 self.chickens_eaten += 1 |
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380 if self.chickens_eaten > 2: |
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381 self.hunting = False |
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382 self.last_steps = [] |
114 | 383 |
384 def visible(watcher, watchee): | |
385 roll = random.randint(1, 100) | |
386 distance = watcher.pos.dist(watchee.pos) - 1 | |
387 return roll > watchee.STEALTH + 10*distance |