annotate gamelib/animal.py @ 476:3dae0fc14009

Animals have their own gameboard references instead of lugging them around in params all the time.
author Jeremy Thurgood <firxen@gmail.com>
date Wed, 25 Nov 2009 17:44:32 +0000
parents d4f04d81fe54
children c1439f6705a2
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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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7 import imagecache
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8 import tiles
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9 from misc import Position
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10 import sound
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11 import equipment
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12 import animations
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13 import serializer
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14 import constants
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16 class Animal(Sprite, serializer.Simplifiable):
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17 """Base class for animals"""
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19 STEALTH = 0
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20 VISION_BONUS = 0
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21 VISION_RANGE_PENALTY = 10
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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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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, gameboard):
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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)
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47 self.equipment = []
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48 self.accoutrements = []
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49 self.abode = None
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50 self.facing = 'left'
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51 self.gameboard = gameboard
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53 def make(cls):
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54 """Override default Simplifiable object creation."""
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55 return cls((0, 0))
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56 make = classmethod(make)
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57
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58 def unsimplify(cls, *args, **kwargs):
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59 """Override default Simplifiable unsimplification."""
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60 obj = super(Animal, cls).unsimplify(*args, **kwargs)
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61 obj.redraw()
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62 return obj
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63 unsimplify = classmethod(unsimplify)
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64
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65 def loop(self, tv, _sprite):
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66 ppos = tv.tile_to_view(self.pos.to_tile_tuple())
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67 self.rect.x = ppos[0]
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68 self.rect.y = ppos[1]
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70 def die(self):
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71 """Play death animation, noises, whatever."""
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72 if hasattr(self, 'DEATH_SOUND'):
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73 sound.play_sound(self.DEATH_SOUND)
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74 if hasattr(self, 'DEATH_ANIMATION'):
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75 self.DEATH_ANIMATION(self.gameboard.tv, self.pos.to_tile_tuple())
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76 self._game_death()
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77
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78 def _game_death(self):
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79 # Call appropriate gameboard cleanup here.
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80 pass
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81
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82 def move(self, state):
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83 """Given the game state, return a new position for the object"""
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84 # Default is not to move
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85 pass
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86
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87 def attack(self):
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88 """Given the game state, attack a suitable target"""
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89 # Default is not to attack
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90 pass
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91
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92 def set_pos(self, tile_pos):
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93 """Move an animal to the given tile_pos."""
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94 new_pos = Position(*tile_pos)
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95 self._fix_face(new_pos)
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96 self.pos = new_pos
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97
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98 def _fix_face(self, facing_pos):
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99 """Set the face correctly"""
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100 if facing_pos.left_of(self.pos):
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101 self._set_image_facing('left')
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102 elif facing_pos.right_of(self.pos):
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103 self._set_image_facing('right')
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104
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105 def _set_image_facing(self, facing):
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106 self.facing = facing
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107 if self.facing == 'left':
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108 self.setimage(self.image_left)
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109 elif self.facing == 'right':
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110 self.setimage(self.image_right)
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111
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112 def equip(self, item):
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113 if equipment.is_equipment(item):
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114 self.equipment.append(item)
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115 elif equipment.is_accoutrement(item):
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116 self.accoutrements.append(item)
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117 self.redraw()
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118
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119 def unequip(self, item):
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120 if equipment.is_equipment(item):
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121 self.equipment = [e for e in self.equipment if e != item]
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122 elif equipment.is_accoutrement(item):
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123 self.accoutrements = [e for e in self.accoutrements if e != item]
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124 self.redraw()
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125
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126 def unequip_by_name(self, item_name):
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127 # only remove first match
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128 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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129 if matches:
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130 self.unequip(matches[0])
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131
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132 def redraw(self):
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133 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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134 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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135 for item in self.accoutrements + self.equipment:
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136 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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137 if images:
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138 layers.append(images)
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139
195
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140 layers.sort(key=lambda l: l[2])
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141
201
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142 # these always go on the bottom so that other layers don't get overwritten
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143 self.image_left = self._image_left.copy()
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144 self.image_right = self._image_right.copy()
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145 for l in layers:
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146 self.image_left.blit(l[0], (0,0))
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147 self.image_right.blit(l[1], (0,0))
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148
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149 self._set_image_facing(self.facing)
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150
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151 def weapons(self):
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152 return [e for e in self.equipment if equipment.is_weapon(e)]
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153
174
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154 def armour(self):
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155 return [e for e in self.equipment if equipment.is_armour(e)]
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156
104
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157 def covers(self, tile_pos):
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158 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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159
125
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160 def outside(self):
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161 return self.abode is None
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162
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163 def damage(self):
174
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164 for a in self.armour():
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165 if not a.survive_damage():
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166 self.unequip(a)
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167 return True
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168 self.die()
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169 return False
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170
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171 class Chicken(Animal):
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172 """A chicken"""
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173
146
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174 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
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175 DEATH_ANIMATION = animations.ChickenDeath
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176 DEATH_SOUND = 'kill-chicken.ogg'
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177 IMAGE_FILE = 'sprites/chkn.png'
146
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178
426
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179 SIMPLIFY = Animal.SIMPLIFY + ['eggs']
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180
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181 def __init__(self, pos, gameboard):
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182 Animal.__init__(self, pos, gameboard)
243
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183 self.eggs = []
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184
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185 def start_night(self):
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186 self.lay()
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187 self.reload_weapon()
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188
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189 def start_day(self):
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190 self.hatch()
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191
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192 def _game_death(self):
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193 self.gameboard.remove_chicken(self)
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194
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195 def move(self):
422
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196 """A free chicken will wander around aimlessly"""
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197 pos_x, pos_y = self.pos.to_tile_tuple()
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198 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]]
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199 pos_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.GRASSLAND and not self.gameboard.get_outside_chicken(pos.to_tile_tuple())] + [self.pos]
422
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200 self.pos = pos_options[random.randint(0, len(pos_options)-1)]
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201
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202 def has_axe(self):
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203 return bool([e for e in self.weapons() if e.TYPE == "AXE"])
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204
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205 def chop(self):
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206 if self.has_axe():
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207 pos_x, pos_y = self.pos.to_tile_tuple()
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208 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]]
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209 tree_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.WOODLAND]
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210 if tree_options:
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211 num_trees_to_cut = random.randint(1, len(tree_options))
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212 trees_to_cut = random.sample(tree_options, num_trees_to_cut)
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213 for tree_pos in trees_to_cut:
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214 self.gameboard.add_wood(5)
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215 self.gameboard.tv.set(tree_pos.to_tile_tuple(), self.gameboard.GRASSLAND)
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216
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217 def lay(self):
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218 """See if the chicken lays an egg"""
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219 if self.abode and self.abode.building.HENHOUSE:
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220 if not self.eggs:
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parents: 413
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221 for x in range(random.randint(1, 4)):
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222 self.eggs.append(Egg(self.pos, self.gameboard))
414
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223 self.equip(equipment.NestEgg())
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224 self.gameboard.eggs += self.get_num_eggs()
216
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225
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226 def remove_eggs(self):
216
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227 """Clean up the egg state"""
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228 self.gameboard.remove_eggs(len(self.eggs))
243
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229 self.eggs = []
305
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230 self.unequip_by_name("Nestegg")
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231
476
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232 def remove_one_egg(self):
243
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233 """Clean up the egg state"""
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234 self.eggs.pop()
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235 self.gameboard.remove_eggs(1)
243
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236 if not self.eggs:
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237 self.unequip_by_name("Nestegg")
243
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238
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239 def get_num_eggs(self):
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240 return len(self.eggs)
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241
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242 def hatch(self):
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243 """See if we have an egg to hatch"""
243
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244 if self.eggs:
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245 chick = self.eggs[0].hatch()
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246 if chick:
243
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247 # sell the remaining eggs
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248 # Remove hatched egg
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249 self.remove_one_egg()
243
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250 # Sell other eggs
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251 for egg in self.eggs[:]:
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252 self.gameboard.sell_one_egg(self)
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253 self.remove_eggs() # clean up stale images, etc.
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254 self.gameboard.place_hatched_chicken(chick, self.abode.building)
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255
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256 def _find_killable_fox(self, weapon):
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257 """Choose a random fox within range of this weapon."""
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258 killable_foxes = []
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259 for fox in self.gameboard.foxes:
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260 if not weapon.in_range(self.gameboard, self, fox):
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261 continue
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262 if visible(self, fox, self.gameboard):
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263 killable_foxes.append(fox)
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264 if not killable_foxes:
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265 return None
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266 return random.choice(killable_foxes)
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267
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268 def attack(self):
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269 """An armed chicken will attack a fox within range."""
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270 if not self.weapons():
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271 # Not going to take on a fox bare-winged.
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272 return
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273 # Choose the first weapon equipped.
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274 weapon = self.weapons()[0]
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275 fox = self._find_killable_fox(weapon)
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276 if not fox:
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277 return
236
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278 self._fix_face(fox.pos)
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279 if weapon.hit(self.gameboard, self, fox):
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280 fox.damage()
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281
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282 def reload_weapon(self):
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283 """If we have a weapon that takes ammunition, reload it."""
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284 for weapon in self.weapons():
429
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285 weapon.refresh_ammo()
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286
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287 class Egg(Animal):
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288 """An egg"""
25
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289
420
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290 IMAGE_FILE = 'sprites/equip_egg.png'
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291
426
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292 SIMPLIFY = Animal.SIMPLIFY + ['timer']
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293
476
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294 def __init__(self, pos, gameboard):
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295 Animal.__init__(self, pos, gameboard)
243
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296 self.timer = 2
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297
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298 # Eggs don't move
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299
171
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300 def hatch(self):
243
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301 self.timer -= 1
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302 if self.timer == 0:
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303 return Chicken(self.pos, self.gameboard)
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304 return None
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305
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306 class Fox(Animal):
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307 """A fox"""
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308
114
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309 STEALTH = 20
130
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310 IMAGE_FILE = 'sprites/fox.png'
251
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311 DEATH_ANIMATION = animations.FoxDeath
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312 DEATH_SOUND = 'kill-fox.ogg'
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313 CONFIG_NAME = 'fox'
114
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314
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315 costs = {
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316 # weighting for movement calculation
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317 'grassland' : 2,
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318 'woodland' : 1, # Try to keep to the woods if possible
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319 'broken fence' : 2,
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320 'fence' : 25,
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321 'guardtower' : 2, # We can pass under towers
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322 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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323 # catch a chicken there
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324 'hendominium' : 30,
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325 }
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326
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327 def __init__(self, pos, gameboard):
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328 Animal.__init__(self, pos, gameboard)
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329 self.landmarks = [self.pos]
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330 self.hunting = True
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331 self.dig_pos = None
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332 self.tick = 0
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333 self.safe = False
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334 self.closest = None
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335 self.last_steps = []
397
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336 # Foxes don't occupy places in the same way chickens do, but they
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337 # can still be inside
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338 self.building = None
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339
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340 def outside(self):
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341 return self.building is None
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342
476
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343 def _game_death(self):
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344 self.gameboard.kill_fox(self)
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345
476
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346 def _cost_tile(self, pos):
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347 if self.gameboard.in_bounds(pos):
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348 this_tile = self.gameboard.tv.get(pos.to_tile_tuple())
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349 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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350 else:
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351 cost = 100 # Out of bounds is expensive
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352 return cost
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353
476
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354 def _cost_path(self, path):
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355 """Calculate the cost of a path"""
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356 total = 0
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357 for pos in path:
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358 total += self._cost_tile(pos)
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359 return total
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360
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361 def _gen_path(self, start_pos, final_pos):
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362 """Construct a direct path from start_pos to final_pos,
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363 excluding start_pos"""
431
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364 return start_pos.intermediate_positions(final_pos)
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365
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366 def _find_best_path_step(self, final_pos):
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367 """Find the cheapest path to final_pos, and return the next step
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368 along the path."""
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369 # We calculate the cost of the direct path
395
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370 if final_pos.z < self.pos.z:
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371 # We need to try heading down.
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372 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
404
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373 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \
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374 final_pos.z > self.pos.z:
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375 # We try heading up
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376 return Position(self.pos.x, self.pos.y, self.pos.z + 1)
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377 cur_dist = final_pos.dist(self.pos)
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378 if cur_dist < 2:
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379 # We're right ontop of our target, so just go there
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380 return final_pos
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381 # Find the cheapest spot close to us that moves us closer to the target
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382 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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383 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)]
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384 best_pos = self.pos
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385 min_cost = 1000
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386 min_dist = cur_dist
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387 for point in neighbours:
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388 dist = point.dist(final_pos)
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389 if dist < cur_dist:
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390 cost = self._cost_tile(point)
404
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391 if cost < min_cost or (min_cost == cost and dist < min_dist):
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392 # Prefer closest of equal cost points
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393 min_dist = dist
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394 min_cost = cost
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395 best = point
476
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396 if min_cost < 20 or not self.gameboard.in_bounds(self.pos):
407
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397 # If we're not on the gameboard yet, there's no point in looking
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398 # for an optimal path.
404
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399 return best
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400 # Else expensive step, so think further
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diff changeset
401 direct_path = self._gen_path(self.pos, final_pos)
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402 min_cost = self._cost_path(direct_path)
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403 min_path = direct_path
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404 # is there a point nearby that gives us a cheaper direct path?
71
00cf9d7f22dc Expand comment
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diff changeset
405 # This is delibrately not finding the optimal path, as I don't
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diff changeset
406 # want the foxes to be too intelligent, although the implementation
00cf9d7f22dc Expand comment
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parents: 70
diff changeset
407 # isn't well optimised yet
404
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parents: 402
diff changeset
408 # FIXME: Currently, this introduces loops, but the memory kind
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parents: 402
diff changeset
409 # avoids that. Fixing this is the next goal.
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parents: 402
diff changeset
410 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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diff changeset
411 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)]
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diff changeset
412 for start in poss:
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parents: 53
diff changeset
413 cand_path = self._gen_path(self.pos, start) + \
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414 self._gen_path(start, final_pos)
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415 cost = self._cost_path(cand_path)
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diff changeset
416 if cost < min_cost:
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parents: 53
diff changeset
417 min_cost = cost
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parents: 53
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418 min_path = cand_path
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parents: 53
diff changeset
419 if not min_path:
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parents: 53
diff changeset
420 return final_pos
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parents: 53
diff changeset
421 return min_path[0]
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parents: 53
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422
476
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diff changeset
423 def _find_path_to_woodland(self):
70
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424 """Dive back to woodland through the landmarks"""
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parents: 53
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425 # find the closest point to our current location in walked path
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parents: 53
diff changeset
426 if self.pos == self.landmarks[-1]:
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parents: 53
diff changeset
427 if len(self.landmarks) > 1:
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428 self.landmarks.pop() # Moving to the next landmark
476
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parents: 475
diff changeset
429 if not self.gameboard.in_bounds(self.pos) and not self.hunting:
402
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diff changeset
430 # Safely out of sight
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parents: 401
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431 self.safe = True
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432 return self.pos
476
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433 return self._find_best_path_step(self.landmarks[-1])
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434
476
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435 def _select_target(self):
475
d4f04d81fe54 Rinkhals eats eggs, along with associated changes.
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436 min_dist = 999
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437 self.closest = None
476
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438 for chicken in self.gameboard.chickens:
475
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parents: 457
diff changeset
439 dist = chicken.pos.dist(self.pos)
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parents: 457
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440 if chicken.abode:
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441 dist += 5 # Prefer free-ranging chickens
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parents: 457
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442 if len(chicken.weapons()) > 0:
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443 dist += 5 # Prefer unarmed chickens
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444 if dist < min_dist:
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445 min_dist = dist
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446 self.closest = chicken
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parents: 457
diff changeset
447
476
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diff changeset
448 def _find_path_to_chicken(self):
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449 """Find the path to the closest chicken"""
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parents: 53
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450 # Find the closest chicken
476
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diff changeset
451 if self.closest not in self.gameboard.chickens:
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452 # Either no target, or someone ate it
476
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453 self._select_target()
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diff changeset
454 if not self.closest:
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parents: 53
diff changeset
455 # No more chickens, so leave
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parents: 53
diff changeset
456 self.hunting = False
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457 return self.pos
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diff changeset
458 if self.closest.pos == self.pos:
396
19e583e5cdc0 Refactor for further move work
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parents: 395
diff changeset
459 # No need to move
70
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parents: 53
diff changeset
460 return self.pos
395
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
461 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
462 # Only differ in z, so next step is in z
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parents: 394
diff changeset
463 if self.closest.pos.z < self.pos.z:
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
464 new_z = self.pos.z - 1
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
465 else:
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
466 new_z = self.pos.z + 1
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
467 return Position(self.pos.x, self.pos.y, new_z)
476
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parents: 475
diff changeset
468 return self._find_best_path_step(self.closest.pos)
70
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parents: 53
diff changeset
469
476
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diff changeset
470 def attack(self):
396
19e583e5cdc0 Refactor for further move work
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parents: 395
diff changeset
471 """Attack a chicken"""
476
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parents: 475
diff changeset
472 chicken = self.gameboard.get_animal_at_pos(self.pos, 'chicken')
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
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parents: 399
diff changeset
473 if chicken:
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
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parents: 399
diff changeset
474 # Always attack a chicken we step on, even if not hunting
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
475 self._catch_chicken(chicken)
396
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parents: 395
diff changeset
476
476
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parents: 475
diff changeset
477 def _catch_chicken(self, chicken):
92
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parents: 84
diff changeset
478 """Catch a chicken"""
476
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parents: 475
diff changeset
479 chicken.damage()
145
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parents: 130
diff changeset
480 self.closest = None
92
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parents: 84
diff changeset
481 self.hunting = False
149
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diff changeset
482 self.last_steps = [] # Forget history here
92
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parents: 84
diff changeset
483
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
484 def _update_pos(self, new_pos):
70
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parents: 53
diff changeset
485 """Update the position, making sure we don't step on other foxes"""
145
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parents: 130
diff changeset
486 if new_pos == self.pos:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
487 # We're not moving, so we can skip all the checks
149
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parents: 146
diff changeset
488 return new_pos
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
489 blocked = self.gameboard.get_animal_at_pos(new_pos, 'fox') is not None
399
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
490 if not blocked and new_pos.z == self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
491 # We're only worried about loops when not on a ladder
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parents: 398
diff changeset
492 blocked = new_pos in self.last_steps
149
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parents: 146
diff changeset
493 final_pos = new_pos
70
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parents: 53
diff changeset
494 if blocked:
399
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
495 if new_pos.z != self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
496 # We can only move up and down a ladder
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parents: 398
diff changeset
497 moves = [Position(self.pos.x, self.pos.y, z) for z
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parents: 398
diff changeset
498 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
499 else:
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
500 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
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parents: 398
diff changeset
501 for y in range(self.pos.y-1, self.pos.y + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
502 if Position(x,y) != self.pos and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
503 Position(x, y) not in self.last_steps and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
504 self.pos.z == 0]
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
505 # find the cheapest point in moves that's not blocked
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
506 final_pos = None
82
bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
507 min_cost = 1000
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
508 for poss in moves:
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
509 if self.gameboard.get_animal_at_pos(poss, 'fox'):
399
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
510 continue # blocked
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
511 cost = self._cost_tile(poss)
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bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
512 if cost < min_cost:
bf28f499c6b4 Tweak fox avoidance behaviour
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parents: 72
diff changeset
513 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
514 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
515 if cost == min_cost and random.randint(0, 1) > 0:
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
516 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
517 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
518 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
519 # No good choice, so stay put
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parents: 146
diff changeset
520 return self.pos
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
521 if self.gameboard.in_bounds(final_pos):
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
Jeremy Thurgood <firxen@gmail.com>
parents: 475
diff changeset
522 this_tile = self.gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
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parents: 71
diff changeset
523 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
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parents: 71
diff changeset
524 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
525 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
526 # We'll head back towards the holes we make/find
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parents: 53
diff changeset
527 self.landmarks.append(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
528 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
529 return self._dig(final_pos)
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
530 self.last_steps.append(final_pos)
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parents: 146
diff changeset
531 if len(self.last_steps) > 3:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
532 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
533 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
534
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
diff changeset
535 def _dig(self, dig_pos):
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
536 """Setup dig parameters, to be overridden if needed"""
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537 self.tick = 5
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538 self.dig_pos = dig_pos
475
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diff changeset
539 return self.pos
92
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diff changeset
540
476
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541 def _make_hole(self):
92
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diff changeset
542 """Make a hole in the fence"""
476
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diff changeset
543 fence = self.gameboard.get_building(self.dig_pos.to_tile_tuple())
394
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diff changeset
544 # Another fox could have made the same hole this turn
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diff changeset
545 if fence:
476
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diff changeset
546 fence.damage(self.gameboard.tv)
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diff changeset
547 self.dig_pos = None
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548
476
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diff changeset
549 def move(self):
28
ac3a74352b74 Change animal.py to four space indents.
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diff changeset
550 """Foxes will aim to move towards the closest henhouse or free
70
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diff changeset
551 chicken"""
398
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552 if self.safe:
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553 # We're safe, so do nothing
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554 return
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555 elif self.dig_pos:
70
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diff changeset
556 if self.tick:
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diff changeset
557 self.tick -= 1
92
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diff changeset
558 # We're still digging through the fence
70
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diff changeset
559 # Check the another fox hasn't dug a hole for us
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560 # We're too busy digging to notice if a hole appears nearby,
70
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561 # but we'll notice if the fence we're digging vanishes
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diff changeset
562 this_tile = self.gameboard.tv.get(self.dig_pos.to_tile_tuple())
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d4f04d81fe54 Rinkhals eats eggs, along with associated changes.
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diff changeset
563 if tiles.TILE_MAP[this_tile] != 'fence':
397
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diff changeset
564 self.tick = 0
70
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565 else:
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566 # We've dug through the fence, so make a hole
476
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567 self._make_hole()
397
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568 return
398
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diff changeset
569 elif self.hunting:
476
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diff changeset
570 desired_pos = self._find_path_to_chicken()
70
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571 else:
476
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diff changeset
572 desired_pos = self._find_path_to_woodland()
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573 final_pos = self._update_pos(desired_pos)
70
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574 self._fix_face(final_pos)
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575 self.pos = final_pos
398
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576 change_visible = False
397
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577 # See if we're entering/leaving a building
476
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578 building = self.gameboard.get_building(final_pos.to_tile_tuple())
397
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579 if building and self.outside():
398
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diff changeset
580 # Check if we need to enter
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581 if self.closest and not self.closest.outside() and \
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diff changeset
582 self.closest.abode.building is building:
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583 building.add_predator(self)
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diff changeset
584 change_visible = True
397
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diff changeset
585 elif self.building and final_pos.z == 0:
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parents: 396
diff changeset
586 # can only leave from the ground floor
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diff changeset
587 if building == self.building:
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parents: 396
diff changeset
588 # Check if we need to leave the building
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diff changeset
589 if not self.hunting or (self.closest and
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diff changeset
590 self.closest.abode.building is not building):
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591 self.building.remove_predator(self)
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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diff changeset
592 change_visible = True
397
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diff changeset
593 else:
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diff changeset
594 # we've moved away from the building we were in
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diff changeset
595 self.building.remove_predator(self)
398
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parents: 397
diff changeset
596 change_visible = True
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parents: 397
diff changeset
597 if change_visible:
476
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diff changeset
598 self.gameboard.set_visibility(self)
397
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599
92
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diff changeset
600
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diff changeset
601 class NinjaFox(Fox):
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diff changeset
602 """Ninja foxes are hard to see"""
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diff changeset
603
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
604 STEALTH = 60
130
96c5ef7613b5 NINJA FOXES!
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diff changeset
605 IMAGE_FILE = 'sprites/ninja_fox.png'
389
463802281182 Add basic level support (level choosing needs work)
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606 CONFIG_NAME = 'ninja fox'
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
607
92
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diff changeset
608 class DemoFox(Fox):
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diff changeset
609 """Demolition Foxes destroy fences easily"""
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diff changeset
610
241
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diff changeset
611 DIG_ANIMATION = animations.FenceExplosion
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diff changeset
612 IMAGE_FILE = 'sprites/sapper_fox.png'
389
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diff changeset
613 CONFIG_NAME = 'sapper fox'
241
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diff changeset
614
406
f8072b2d6dd1 Fix bug where sapper foxes overwrite costs for all foxes
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parents: 404
diff changeset
615 costs = Fox.costs.copy()
426
d34be925b9fc Fix SIMPLIFY for chickens and eggs. Clean-up greedy fox cost overriding.
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parents: 423
diff changeset
616 costs['fence'] = 2
269
445f746449fa Tweak sapper fox path weighting
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diff changeset
617
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
618 def _dig(self, dig_pos):
241
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diff changeset
619 """Setup dig parameters, to be overridden if needed"""
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diff changeset
620 self.tick = 0 # Costs us nothing to go through a fence.
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diff changeset
621 self.dig_pos = dig_pos
476
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diff changeset
622 self.DIG_ANIMATION(self.gameboard.tv, dig_pos.to_tile_tuple())
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diff changeset
623 self._make_hole()
475
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diff changeset
624 return self.pos
241
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diff changeset
625
92
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diff changeset
626 class GreedyFox(Fox):
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diff changeset
627 """Greedy foxes eat more chickens"""
389
463802281182 Add basic level support (level choosing needs work)
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628 CONFIG_NAME = 'greedy fox'
92
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diff changeset
629
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
630 def __init__(self, pos, gameboard):
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
631 Fox.__init__(self, pos, gameboard)
92
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diff changeset
632 self.chickens_eaten = 0
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diff changeset
633
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
634 def _catch_chicken(self, chicken):
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
635 chicken.damage()
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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diff changeset
636 self.closest = None
92
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diff changeset
637 self.chickens_eaten += 1
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diff changeset
638 if self.chickens_eaten > 2:
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diff changeset
639 self.hunting = False
149
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diff changeset
640 self.last_steps = []
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
641
290
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diff changeset
642 class Rinkhals(Fox):
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643 """The Rinkhals has eclectic tastes"""
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diff changeset
644 STEALTH = 80
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645 IMAGE_FILE = 'sprites/rinkhals.png'
389
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diff changeset
646 CONFIG_NAME = 'rinkhals'
290
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diff changeset
647
476
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diff changeset
648 def _select_target(self):
475
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diff changeset
649 """The Rinkhals eats eggs"""
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diff changeset
650 min_dist = 999
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diff changeset
651 self.closest = None
476
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diff changeset
652 for chicken in self.gameboard.chickens:
475
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diff changeset
653 dist = chicken.pos.dist(self.pos)
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diff changeset
654 if not chicken.eggs:
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diff changeset
655 dist += 100 # The closest eggs have to be *far* away to be safe
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diff changeset
656 if dist < min_dist:
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diff changeset
657 min_dist = dist
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diff changeset
658 self.closest = chicken
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diff changeset
659
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
660 def _catch_chicken(self, chicken):
475
d4f04d81fe54 Rinkhals eats eggs, along with associated changes.
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diff changeset
661 """The Rinkhals eats eggs, but does not harm chickens"""
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
662 chicken.remove_eggs()
290
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diff changeset
663 self.closest = None
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diff changeset
664 self.hunting = False
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diff changeset
665 self.last_steps = []
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diff changeset
666
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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diff changeset
667 def _dig(self, dig_pos):
475
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parents: 457
diff changeset
668 """Snakes ignore fences"""
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diff changeset
669 return dig_pos
290
664bba9be40a Fences are eclectic.
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670
476
3dae0fc14009 Animals have their own gameboard references instead of lugging them around in params all the time.
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parents: 475
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671 def damage(self):
290
664bba9be40a Fences are eclectic.
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672 """The Rinkhals is invincible!"""
664bba9be40a Fences are eclectic.
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673 return True
664bba9be40a Fences are eclectic.
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674
199
696936621a93 Buildings can affect visual acuity.
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675 def _get_vision_param(parameter, watcher):
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676 param = getattr(watcher, parameter)
696936621a93 Buildings can affect visual acuity.
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677 if watcher.abode:
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678 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
696936621a93 Buildings can affect visual acuity.
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679 param = modifier(param)
696936621a93 Buildings can affect visual acuity.
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680 return param
696936621a93 Buildings can affect visual acuity.
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681
437
95b81e917399 Buildings block line-of-sight, except for occupants.
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parents: 431
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682 def visible(watcher, watchee, gameboard):
443
4efe57fcc1d7 Anything off the board is invisible.
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parents: 441
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683 if not gameboard.in_bounds(watchee.pos):
4efe57fcc1d7 Anything off the board is invisible.
Jeremy Thurgood <firxen@gmail.com>
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684 # We can't see anything off the edge of the board.
4efe57fcc1d7 Anything off the board is invisible.
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685 return False
199
696936621a93 Buildings can affect visual acuity.
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686 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
696936621a93 Buildings can affect visual acuity.
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687 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
437
95b81e917399 Buildings block line-of-sight, except for occupants.
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parents: 431
diff changeset
688 positions = watcher.pos.intermediate_positions(watchee.pos)
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diff changeset
689 for pos in positions:
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parents: 431
diff changeset
690 building = gameboard.get_building(pos.to_tile_tuple())
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parents: 431
diff changeset
691 # This allows chickens to fire across GuardTowers and Fences.
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Jeremy Thurgood <firxen@gmail.com>
parents: 431
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692 if building and building.BLOCKS_VISION and not (watcher in building.occupants()):
95b81e917399 Buildings block line-of-sight, except for occupants.
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693 return False
199
696936621a93 Buildings can affect visual acuity.
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diff changeset
694 distance = watcher.pos.dist(watchee.pos) - 1
438
16437cf4a2b8 Trees provide a modicum of cover.
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diff changeset
695 # Intervening forests get in the way a bit.
16437cf4a2b8 Trees provide a modicum of cover.
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parents: 437
diff changeset
696 woods = len([pos for pos in positions if gameboard.tv.get(pos.to_tile_tuple()) == gameboard.WOODLAND])
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
697 roll = random.randint(1, 100)
438
16437cf4a2b8 Trees provide a modicum of cover.
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parents: 437
diff changeset
698 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance + constants.WOODLAND_CONCEALMENT*woods
389
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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diff changeset
699
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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diff changeset
700 # These don't have to add up to 100, but it's easier to think
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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701 # about them if they do.
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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diff changeset
702 DEFAULT_FOX_WEIGHTINGS = (
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
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703 (Fox, 59),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
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704 (GreedyFox, 30),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
705 (NinjaFox, 5),
463802281182 Add basic level support (level choosing needs work)
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parents: 380
diff changeset
706 (DemoFox, 5),
463802281182 Add basic level support (level choosing needs work)
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parents: 380
diff changeset
707 (Rinkhals, 1),
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
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708 )
463802281182 Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents: 380
diff changeset
709