annotate gamelib/animal.py @ 114:4c2fbab20abe

Foxes are stealthy now.
author Jeremy Thurgood <firxen@gmail.com>
date Wed, 02 Sep 2009 19:17:26 +0000
parents 48019afde338
children 2b2007e231da
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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 class Egg(Animal):
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100 """An egg"""
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101
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102 def __init__(self, pos):
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103 image = imagecache.load_image('sprites/egg.png')
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104 Animal.__init__(self, image, image, pos)
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105
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106 # Eggs don't move
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107
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108 class Fox(Animal):
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109 """A fox"""
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110
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111 STEALTH = 20
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112
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113 costs = {
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114 # weighting for movement calculation
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115 'grassland' : 2,
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116 'woodland' : 1, # Try to keep to the woods if possible
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117 'broken fence' : 2,
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118 'fence' : 10,
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119 'guardtower' : 2, # We can pass under towers
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120 'henhouse' : 2,
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121 }
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122
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123 def __init__(self, pos):
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124 image_left = imagecache.load_image('sprites/fox.png')
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125 image_right = imagecache.load_image('sprites/fox.png',
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126 ("right_facing",))
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127 Animal.__init__(self, image_left, image_right, pos)
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128 self.landmarks = [self.pos]
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129 self.hunting = True
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130 self.dig_pos = None
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131 self.tick = 0
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132
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133 def _cost_tile(self, pos, gameboard):
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134 if gameboard.in_bounds(pos):
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135 this_tile = gameboard.tv.get(pos.to_tuple())
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136 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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137 else:
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138 cost = 100 # Out of bounds is expensive
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139 return cost
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140
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141 def _cost_path(self, path, gameboard):
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142 """Calculate the cost of a path"""
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143 total = 0
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144 for pos in path:
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145 total += self._cost_tile(pos, gameboard)
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146 return total
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147
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148 def _gen_path(self, start_pos, final_pos):
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149 """Construct a direct path from start_pos to final_pos,
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150 excluding start_pos"""
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151 if abs(start_pos.x - final_pos.x) < 2 and \
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152 abs(start_pos.y - final_pos.y) < 2:
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153 # pgu gets this case wrong on occasion.
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154 return [final_pos]
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155 start = start_pos.to_tuple()
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156 end = final_pos.to_tuple()
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157 points = getline(start, end)
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158 points.remove(start) # exclude start_pos
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159 if end not in points:
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160 # Rounding errors in getline cause this
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161 points.append(end)
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162 return [Position(x[0], x[1]) for x in points]
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163
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164 def _find_best_path_step(self, final_pos, gameboard):
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165 """Find the cheapest path to final_pos, and return the next step
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166 along the path."""
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167 # We calculate the cost of the direct path
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168 direct_path = self._gen_path(self.pos, final_pos)
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169 min_cost = self._cost_path(direct_path, gameboard)
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170 min_path = direct_path
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171 # is there a point nearby that gives us a cheaper direct path?
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172 # This is delibrately not finding the optimal path, as I don't
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173 # want the foxes to be too intelligent, although the implementation
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174 # isn't well optimised yet
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175 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4)
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176 for y in range(self.pos.y - 3, self.pos.y + 4)
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177 if (x, y) != (0,0)]
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178 for start in poss:
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179 cand_path = self._gen_path(self.pos, start) + \
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180 self._gen_path(start, final_pos)
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181 cost = self._cost_path(cand_path, gameboard)
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182 if cost < min_cost:
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183 min_cost = cost
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184 min_path = cand_path
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185 if not min_path:
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186 return final_pos
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187 return min_path[0]
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188
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189 def _find_path_to_woodland(self, gameboard):
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190 """Dive back to woodland through the landmarks"""
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191 # find the closest point to our current location in walked path
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192 if self.pos == self.landmarks[-1]:
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193 if len(self.landmarks) > 1:
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194 self.landmarks.pop() # Moving to the next landmark
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195 else:
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196 # Safely back at the start
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197 return self.pos
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198 return self._find_best_path_step(self.landmarks[-1], gameboard)
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199
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200 def _find_path_to_chicken(self, gameboard):
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201 """Find the path to the closest chicken"""
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202 # Find the closest chicken
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203 min_dist = 999
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204 closest = None
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205 for chicken in gameboard.chickens:
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206 dist = chicken.pos.dist(self.pos)
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207 if dist < min_dist:
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208 min_dist = dist
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209 closest = chicken
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210 if not closest:
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211 # No more chickens, so leave
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212 self.hunting = False
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213 return self.pos
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214 if closest.pos == self.pos:
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215 # Caught a chicken
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216 self._catch_chicken(closest, gameboard)
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217 return self.pos
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218 return self._find_best_path_step(closest.pos, gameboard)
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219
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220 def _catch_chicken(self, chicken, gameboard):
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221 """Catch a chicken"""
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222 sound.play_sound("kill-chicken.ogg")
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223 gameboard.remove_chicken(chicken)
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224 self.hunting = False
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225
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226 def _update_pos(self, gameboard, new_pos):
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227 """Update the position, making sure we don't step on other foxes"""
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228 final_pos = new_pos
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229 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
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230 for y in range(self.pos.y-1, self.pos.y + 2)
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231 if (x,y) != (0,0)]
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232 blocked = False
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233 for fox in gameboard.foxes:
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234 if fox is not self and fox.pos == new_pos:
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235 blocked = True
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236 if fox.pos in moves:
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237 moves.remove(fox.pos)
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238 if blocked:
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239 # find the cheapest point in moves to new_pos that's not blocked
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240 final_pos = None
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241 min_cost = 1000
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242 for poss in moves:
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243 cost = self._cost_tile(poss, gameboard)
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244 if cost < min_cost:
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245 min_cost = cost
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246 final_pos = poss
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247 if gameboard.in_bounds(final_pos):
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248 this_tile = gameboard.tv.get(final_pos.to_tuple())
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249 else:
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250 this_tile = tiles.REVERSE_TILE_MAP['woodland']
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251 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
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252 # We'll head back towards the holes we make/find
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253 self.landmarks.append(final_pos)
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254 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
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255 self._dig(final_pos)
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256 return self.pos
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257 return final_pos
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258
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259 def _dig(self, dig_pos):
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260 """Setup dig parameters, to be overridden if needed"""
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261 self.tick = 5
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262 self.dig_pos = dig_pos
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263
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264 def _make_hole(self, gameboard):
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265 """Make a hole in the fence"""
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266 gameboard.tv.set(self.dig_pos.to_tuple(),
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267 tiles.REVERSE_TILE_MAP['broken fence'])
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268 self.dig_pos = None
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269
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270 def move(self, gameboard):
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271 """Foxes will aim to move towards the closest henhouse or free
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272 chicken"""
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273 if self.dig_pos:
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274 if self.tick:
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275 self.tick -= 1
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276 # We're still digging through the fence
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277 # Check the another fox hasn't dug a hole for us
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278 # We're too busy digging to notice if a hole appears nearby,
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279 # but we'll notice if the fence we're digging vanishes
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280 this_tile = gameboard.tv.get(self.dig_pos.to_tuple())
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281 if tiles.TILE_MAP[this_tile] == 'broken fence':
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282 self.tick = 0
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283 return
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284 else:
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285 # We've dug through the fence, so make a hole
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286 self._make_hole(gameboard)
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287 return
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288 if self.hunting:
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289 desired_pos = self._find_path_to_chicken(gameboard)
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290 else:
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291 desired_pos = self._find_path_to_woodland(gameboard)
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292 final_pos = self._update_pos(gameboard, desired_pos)
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293 self._fix_face(final_pos)
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294 self.pos = final_pos
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295
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296 class NinjaFox(Fox):
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297 """Ninja foxes are hard to see"""
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298
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299 STEALTH = 60
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300
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301 class DemoFox(Fox):
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302 """Demolition Foxes destroy fences easily"""
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303
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304 class GreedyFox(Fox):
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305 """Greedy foxes eat more chickens"""
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306
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307 def __init__(self, pos):
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308 Fox.__init__(self, pos)
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309 self.chickens_eaten = 0
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310
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311 def _catch_chicken(self, chicken, gameboard):
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312 gameboard.remove_chicken(chicken)
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313 self.chickens_eaten += 1
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314 if self.chickens_eaten > 2:
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315 self.hunting = False
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316
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317 def visible(watcher, watchee):
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318 roll = random.randint(1, 100)
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319 distance = watcher.pos.dist(watchee.pos) - 1
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320 return roll > watchee.STEALTH + 10*distance