annotate gamelib/animal.py @ 115:2b2007e231da

Start of dialog for placing chickens in buildings. Remove chicken in hen house bug by not allowing chickens in hen houses.
author Simon Cross <hodgestar@gmail.com>
date Wed, 02 Sep 2009 19:40:28 +0000
parents 4c2fbab20abe
children d539ef5a3333
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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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14 class Animal(Sprite):
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15 """Base class for animals"""
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17 STEALTH = 0
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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))
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22 self.image_left = image_left
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23 self.image_right = image_right
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24 self.pos = Position(tile_pos[0], tile_pos[1])
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25 self.equipment = []
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26 self.abode = None
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28 def loop(self, tv, _sprite):
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29 ppos = tv.tile_to_view(self.pos.to_tuple())
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30 self.rect.x = ppos[0]
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31 self.rect.y = ppos[1]
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33 def move(self, state):
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34 """Given the game state, return a new position for the object"""
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35 # Default is not to move
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36 pass
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38 def set_pos(self, tile_pos):
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39 """Move an animal to the given tile_pos."""
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40 new_pos = Position(*tile_pos)
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41 self._fix_face(new_pos)
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42 self.pos = new_pos
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43
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44 def _fix_face(self, final_pos):
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45 """Set the face correctly"""
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46 if final_pos.left_of(self.pos):
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47 self.setimage(self.image_left)
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48 elif final_pos.right_of(self.pos):
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49 self.setimage(self.image_right)
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51 def equip(self, item):
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52 self.equipment.append(item)
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54 def weapons(self):
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55 return [e for e in self.equipment if equipment.is_weapon(e)]
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57 def covers(self, tile_pos):
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58 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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59
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60 class Chicken(Animal):
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61 """A chicken"""
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62
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63 def __init__(self, pos):
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64 image_left = imagecache.load_image('sprites/chkn.png')
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65 image_right = imagecache.load_image('sprites/chkn.png',
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66 ("right_facing",))
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67 Animal.__init__(self, image_left, image_right, pos)
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69 def move(self, gameboard):
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70 """A free chicken will move away from other free chickens"""
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71 pass
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73 def _find_killable_fox(self, weapon, gameboard):
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74 """Choose a random fox within range of this weapon."""
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75 killable_foxes = []
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76 for fox in gameboard.foxes:
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77 if not visible(self, fox):
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78 continue
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79 if weapon.in_range(gameboard, self, fox):
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80 killable_foxes.append(fox)
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81 if not killable_foxes:
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82 return None
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83 return random.choice(killable_foxes)
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84
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85 def attack(self, gameboard):
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86 """An armed chicken will attack a fox within range."""
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87 if not self.weapons():
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88 # Not going to take on a fox bare-winged.
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89 return
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90 # Choose the first weapon equipped.
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91 weapon = self.weapons()[0]
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92 fox = self._find_killable_fox(weapon, gameboard)
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93 if not fox:
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94 return
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95 if weapon.hit(gameboard, self, fox):
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96 sound.play_sound("kill-fox.ogg")
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97 gameboard.kill_fox(fox)
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98
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99 def outside(self):
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100 return self.abode is None
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101
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102 class Egg(Animal):
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103 """An egg"""
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104
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105 def __init__(self, pos):
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106 image = imagecache.load_image('sprites/egg.png')
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107 Animal.__init__(self, image, image, pos)
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108
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109 # Eggs don't move
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110
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111 class Fox(Animal):
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112 """A fox"""
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113
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114 STEALTH = 20
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115
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116 costs = {
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117 # weighting for movement calculation
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118 'grassland' : 2,
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119 'woodland' : 1, # Try to keep to the woods if possible
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120 'broken fence' : 2,
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121 'fence' : 10,
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122 'guardtower' : 2, # We can pass under towers
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123 'henhouse' : 2,
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124 }
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125
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126 def __init__(self, pos):
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127 image_left = imagecache.load_image('sprites/fox.png')
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128 image_right = imagecache.load_image('sprites/fox.png',
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129 ("right_facing",))
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130 Animal.__init__(self, image_left, image_right, pos)
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131 self.landmarks = [self.pos]
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132 self.hunting = True
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133 self.dig_pos = None
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134 self.tick = 0
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135
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136 def _cost_tile(self, pos, gameboard):
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137 if gameboard.in_bounds(pos):
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138 this_tile = gameboard.tv.get(pos.to_tuple())
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139 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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140 else:
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141 cost = 100 # Out of bounds is expensive
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142 return cost
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143
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144 def _cost_path(self, path, gameboard):
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145 """Calculate the cost of a path"""
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146 total = 0
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147 for pos in path:
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148 total += self._cost_tile(pos, gameboard)
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149 return total
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150
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151 def _gen_path(self, start_pos, final_pos):
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152 """Construct a direct path from start_pos to final_pos,
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153 excluding start_pos"""
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154 if abs(start_pos.x - final_pos.x) < 2 and \
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155 abs(start_pos.y - final_pos.y) < 2:
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156 # pgu gets this case wrong on occasion.
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157 return [final_pos]
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158 start = start_pos.to_tuple()
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159 end = final_pos.to_tuple()
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160 points = getline(start, end)
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161 points.remove(start) # exclude start_pos
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162 if end not in points:
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163 # Rounding errors in getline cause this
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164 points.append(end)
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165 return [Position(x[0], x[1]) for x in points]
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166
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167 def _find_best_path_step(self, final_pos, gameboard):
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168 """Find the cheapest path to final_pos, and return the next step
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169 along the path."""
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170 # We calculate the cost of the direct path
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171 direct_path = self._gen_path(self.pos, final_pos)
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172 min_cost = self._cost_path(direct_path, gameboard)
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173 min_path = direct_path
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174 # is there a point nearby that gives us a cheaper direct path?
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175 # This is delibrately not finding the optimal path, as I don't
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176 # want the foxes to be too intelligent, although the implementation
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177 # isn't well optimised yet
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178 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4)
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179 for y in range(self.pos.y - 3, self.pos.y + 4)
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180 if (x, y) != (0,0)]
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181 for start in poss:
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182 cand_path = self._gen_path(self.pos, start) + \
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183 self._gen_path(start, final_pos)
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184 cost = self._cost_path(cand_path, gameboard)
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185 if cost < min_cost:
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186 min_cost = cost
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187 min_path = cand_path
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188 if not min_path:
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189 return final_pos
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190 return min_path[0]
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191
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192 def _find_path_to_woodland(self, gameboard):
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193 """Dive back to woodland through the landmarks"""
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194 # find the closest point to our current location in walked path
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195 if self.pos == self.landmarks[-1]:
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196 if len(self.landmarks) > 1:
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197 self.landmarks.pop() # Moving to the next landmark
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198 else:
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199 # Safely back at the start
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200 return self.pos
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201 return self._find_best_path_step(self.landmarks[-1], gameboard)
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202
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203 def _find_path_to_chicken(self, gameboard):
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204 """Find the path to the closest chicken"""
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205 # Find the closest chicken
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206 min_dist = 999
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207 closest = None
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208 for chicken in gameboard.chickens:
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209 dist = chicken.pos.dist(self.pos)
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210 if dist < min_dist:
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211 min_dist = dist
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212 closest = chicken
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213 if not closest:
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214 # No more chickens, so leave
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215 self.hunting = False
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216 return self.pos
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217 if closest.pos == self.pos:
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218 # Caught a chicken
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219 self._catch_chicken(closest, gameboard)
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220 return self.pos
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221 return self._find_best_path_step(closest.pos, gameboard)
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222
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223 def _catch_chicken(self, chicken, gameboard):
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224 """Catch a chicken"""
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225 sound.play_sound("kill-chicken.ogg")
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226 gameboard.remove_chicken(chicken)
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227 self.hunting = False
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228
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229 def _update_pos(self, gameboard, new_pos):
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230 """Update the position, making sure we don't step on other foxes"""
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231 final_pos = new_pos
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232 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
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233 for y in range(self.pos.y-1, self.pos.y + 2)
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234 if (x,y) != (0,0)]
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235 blocked = False
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236 for fox in gameboard.foxes:
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237 if fox is not self and fox.pos == new_pos:
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238 blocked = True
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239 if fox.pos in moves:
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240 moves.remove(fox.pos)
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241 if blocked:
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242 # find the cheapest point in moves to new_pos that's not blocked
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243 final_pos = None
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244 min_cost = 1000
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245 for poss in moves:
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246 cost = self._cost_tile(poss, gameboard)
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247 if cost < min_cost:
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248 min_cost = cost
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249 final_pos = poss
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250 if gameboard.in_bounds(final_pos):
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251 this_tile = gameboard.tv.get(final_pos.to_tuple())
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252 else:
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253 this_tile = tiles.REVERSE_TILE_MAP['woodland']
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254 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
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255 # We'll head back towards the holes we make/find
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256 self.landmarks.append(final_pos)
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257 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
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258 self._dig(final_pos)
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259 return self.pos
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260 return final_pos
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261
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262 def _dig(self, dig_pos):
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263 """Setup dig parameters, to be overridden if needed"""
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264 self.tick = 5
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265 self.dig_pos = dig_pos
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266
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267 def _make_hole(self, gameboard):
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268 """Make a hole in the fence"""
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269 gameboard.tv.set(self.dig_pos.to_tuple(),
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270 tiles.REVERSE_TILE_MAP['broken fence'])
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271 self.dig_pos = None
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272
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273 def move(self, gameboard):
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274 """Foxes will aim to move towards the closest henhouse or free
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275 chicken"""
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276 if self.dig_pos:
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277 if self.tick:
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278 self.tick -= 1
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279 # We're still digging through the fence
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280 # Check the another fox hasn't dug a hole for us
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281 # We're too busy digging to notice if a hole appears nearby,
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282 # but we'll notice if the fence we're digging vanishes
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283 this_tile = gameboard.tv.get(self.dig_pos.to_tuple())
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284 if tiles.TILE_MAP[this_tile] == 'broken fence':
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285 self.tick = 0
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286 return
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287 else:
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288 # We've dug through the fence, so make a hole
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289 self._make_hole(gameboard)
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290 return
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291 if self.hunting:
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292 desired_pos = self._find_path_to_chicken(gameboard)
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293 else:
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294 desired_pos = self._find_path_to_woodland(gameboard)
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295 final_pos = self._update_pos(gameboard, desired_pos)
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296 self._fix_face(final_pos)
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297 self.pos = final_pos
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298
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299 class NinjaFox(Fox):
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300 """Ninja foxes are hard to see"""
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301
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302 STEALTH = 60
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303
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304 class DemoFox(Fox):
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305 """Demolition Foxes destroy fences easily"""
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306
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307 class GreedyFox(Fox):
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308 """Greedy foxes eat more chickens"""
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309
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310 def __init__(self, pos):
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311 Fox.__init__(self, pos)
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312 self.chickens_eaten = 0
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313
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314 def _catch_chicken(self, chicken, gameboard):
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315 gameboard.remove_chicken(chicken)
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316 self.chickens_eaten += 1
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317 if self.chickens_eaten > 2:
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318 self.hunting = False
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319
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320 def visible(watcher, watchee):
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321 roll = random.randint(1, 100)
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322 distance = watcher.pos.dist(watchee.pos) - 1
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323 return roll > watchee.STEALTH + 10*distance