Mercurial > rinkhals
annotate gamelib/animal.py @ 243:4f86c2616cdf
Variable number of eggs for chickens
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 05 Sep 2009 12:05:08 +0000 |
parents | 1a7000c8211c |
children | 844bfb23d4b6 |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 import animations |
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14 |
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15 class Animal(Sprite): |
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16 """Base class for animals""" |
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17 |
114 | 18 STEALTH = 0 |
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19 VISION_BONUS = 0 |
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20 VISION_RANGE_PENALTY = 10 |
114 | 21 |
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22 def __init__(self, image_left, image_right, tile_pos): |
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23 # Create the animal somewhere far off screen |
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24 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 25 self._image_left = image_left |
26 self.image_left = image_left.copy() | |
27 self._image_right = image_right | |
28 self.image_right = image_right.copy() | |
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29 if hasattr(tile_pos, 'to_tuple'): |
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30 self.pos = tile_pos |
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31 else: |
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32 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 33 self.equipment = [] |
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34 self.accoutrements = [] |
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35 self.abode = None |
146 | 36 self.facing = 'left' |
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37 |
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38 def loop(self, tv, _sprite): |
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39 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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40 self.rect.x = ppos[0] |
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41 self.rect.y = ppos[1] |
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42 |
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43 def move(self, state): |
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44 """Given the game state, return a new position for the object""" |
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45 # Default is not to move |
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46 pass |
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47 |
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48 def set_pos(self, tile_pos): |
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49 """Move an animal to the given tile_pos.""" |
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50 new_pos = Position(*tile_pos) |
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51 self._fix_face(new_pos) |
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52 self.pos = new_pos |
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53 |
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54 def _fix_face(self, facing_pos): |
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55 """Set the face correctly""" |
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56 if facing_pos.left_of(self.pos): |
146 | 57 self._set_image_facing('left') |
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58 elif facing_pos.right_of(self.pos): |
146 | 59 self._set_image_facing('right') |
60 | |
61 def _set_image_facing(self, facing): | |
62 self.facing = facing | |
63 if self.facing == 'left': | |
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64 self.setimage(self.image_left) |
146 | 65 elif self.facing == 'right': |
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66 self.setimage(self.image_right) |
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67 |
84 | 68 def equip(self, item): |
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69 if equipment.is_equipment(item): |
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70 self.equipment.append(item) |
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71 elif equipment.is_accoutrement(item): |
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72 self.accoutrements.append(item) |
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73 self.redraw() |
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74 |
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75 def unequip(self, item): |
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76 if equipment.is_equipment(item): |
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77 self.equipment = [e for e in self.equipment if e != item] |
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78 elif equipment.is_accoutrement(item): |
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79 self.accoutrements = [e for e in self.accoutrements if e != item] |
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80 self.redraw() |
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81 |
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82 def unequip_by_name(self, item_name): |
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83 # only remove first match |
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84 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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85 if matches: |
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86 self.unequip(matches[0]) |
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87 |
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88 def redraw(self): |
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89 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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90 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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91 for item in self.accoutrements + self.equipment: |
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92 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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93 if images: |
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94 layers.append(images) |
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95 |
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96 layers.sort(key=lambda l: l[2]) |
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97 |
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98 # these always go on the bottom so that other layers don't get overwritten |
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99 self.image_left = self._image_left.copy() |
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100 self.image_right = self._image_right.copy() |
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101 for l in layers: |
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102 self.image_left.blit(l[0], (0,0)) |
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103 self.image_right.blit(l[1], (0,0)) |
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104 |
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105 self._set_image_facing(self.facing) |
84 | 106 |
107 def weapons(self): | |
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108 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 109 |
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110 def armour(self): |
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111 return [e for e in self.equipment if equipment.is_armour(e)] |
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112 |
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113 def covers(self, tile_pos): |
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114 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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115 |
125 | 116 def outside(self): |
117 return self.abode is None | |
118 | |
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119 def survive_damage(self): |
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120 for a in self.armour(): |
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121 if not a.survive_damage(): |
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122 self.unequip(a) |
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123 return True |
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124 return False |
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125 |
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126 class Chicken(Animal): |
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127 """A chicken""" |
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128 |
146 | 129 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
130 | |
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131 def __init__(self, pos): |
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132 image_left = imagecache.load_image('sprites/chkn.png') |
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133 image_right = imagecache.load_image('sprites/chkn.png', |
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134 ("right_facing",)) |
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135 Animal.__init__(self, image_left, image_right, pos) |
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136 self.eggs = [] |
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137 |
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138 def move(self, gameboard): |
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139 """A free chicken will move away from other free chickens""" |
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140 pass |
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141 |
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142 def lay(self): |
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143 """See if the chicken lays an egg""" |
243
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144 if not self.eggs: |
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145 for x in range(random.randint(1, 4)): |
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146 self.eggs.append(Egg(self.pos)) |
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147 self.equip(equipment.NestEgg()) |
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148 |
243
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149 def remove_eggs(self): |
216
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150 """Clean up the egg state""" |
243
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151 self.eggs = [] |
216
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152 self.unequip_by_name("nestegg") |
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153 |
243
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154 def remove_one_egg(self): |
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155 """Clean up the egg state""" |
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156 self.eggs.pop() |
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157 if not self.eggs: |
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158 self.unequip_by_name("nestegg") |
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159 |
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160 def get_num_eggs(self): |
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161 return len(self.eggs) |
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162 |
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163 def hatch(self, gameboard): |
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164 """See if we have an egg to hatch""" |
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165 if self.eggs: |
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166 chick = self.eggs[0].hatch() |
187 | 167 if chick: |
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168 # sell the remaining eggs |
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169 # Remove hatched egg |
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170 self.eggs.pop() |
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171 gameboard.eggs -= 1 |
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172 # Sell other eggs |
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173 for egg in self.eggs[:]: |
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174 gameboard.sell_one_egg(self) |
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175 self.remove_eggs() # clean up stale images, etc. |
187 | 176 return chick |
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177 return None |
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178 |
84 | 179 def _find_killable_fox(self, weapon, gameboard): |
180 """Choose a random fox within range of this weapon.""" | |
181 killable_foxes = [] | |
182 for fox in gameboard.foxes: | |
114 | 183 if not visible(self, fox): |
184 continue | |
84 | 185 if weapon.in_range(gameboard, self, fox): |
186 killable_foxes.append(fox) | |
187 if not killable_foxes: | |
188 return None | |
189 return random.choice(killable_foxes) | |
190 | |
191 def attack(self, gameboard): | |
192 """An armed chicken will attack a fox within range.""" | |
193 if not self.weapons(): | |
194 # Not going to take on a fox bare-winged. | |
195 return | |
196 # Choose the first weapon equipped. | |
197 weapon = self.weapons()[0] | |
198 fox = self._find_killable_fox(weapon, gameboard) | |
199 if not fox: | |
200 return | |
236
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201 self._fix_face(fox.pos) |
84 | 202 if weapon.hit(gameboard, self, fox): |
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203 sound.play_sound("kill-fox.ogg") |
84 | 204 gameboard.kill_fox(fox) |
205 | |
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206 class Egg(Animal): |
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207 """An egg""" |
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208 |
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209 def __init__(self, pos): |
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210 image = imagecache.load_image('sprites/egg.png') |
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211 Animal.__init__(self, image, image, pos) |
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212 self.timer = 2 |
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213 |
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214 # Eggs don't move |
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215 |
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216 def hatch(self): |
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217 self.timer -= 1 |
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218 if self.timer == 0: |
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219 return Chicken(self.pos) |
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220 return None |
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221 |
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222 class Fox(Animal): |
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223 """A fox""" |
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224 |
114 | 225 STEALTH = 20 |
130 | 226 IMAGE_FILE = 'sprites/fox.png' |
114 | 227 |
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228 costs = { |
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229 # weighting for movement calculation |
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230 'grassland' : 2, |
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231 'woodland' : 1, # Try to keep to the woods if possible |
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232 'broken fence' : 2, |
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233 'fence' : 10, |
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234 'guardtower' : 2, # We can pass under towers |
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235 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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236 # catch a chicken there |
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237 'hendominium' : 30, |
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238 } |
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239 |
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240 def __init__(self, pos): |
130 | 241 image_left = imagecache.load_image(self.IMAGE_FILE) |
242 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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243 Animal.__init__(self, image_left, image_right, pos) |
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244 self.landmarks = [self.pos] |
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245 self.hunting = True |
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246 self.dig_pos = None |
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247 self.tick = 0 |
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248 self.safe = False |
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249 self.closest = None |
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250 self.last_steps = [] |
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251 |
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252 def _cost_tile(self, pos, gameboard): |
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253 if gameboard.in_bounds(pos): |
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254 this_tile = gameboard.tv.get(pos.to_tuple()) |
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255 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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256 else: |
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257 cost = 100 # Out of bounds is expensive |
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258 return cost |
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259 |
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260 def _cost_path(self, path, gameboard): |
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261 """Calculate the cost of a path""" |
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262 total = 0 |
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263 for pos in path: |
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264 total += self._cost_tile(pos, gameboard) |
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265 return total |
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266 |
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267 def _gen_path(self, start_pos, final_pos): |
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268 """Construct a direct path from start_pos to final_pos, |
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269 excluding start_pos""" |
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270 if abs(start_pos.x - final_pos.x) < 2 and \ |
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271 abs(start_pos.y - final_pos.y) < 2: |
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272 # pgu gets this case wrong on occasion. |
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273 return [final_pos] |
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274 start = start_pos.to_tuple() |
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275 end = final_pos.to_tuple() |
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276 points = getline(start, end) |
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277 points.remove(start) # exclude start_pos |
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278 if end not in points: |
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279 # Rounding errors in getline cause this |
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280 points.append(end) |
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281 return [Position(x[0], x[1]) for x in points] |
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282 |
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283 def _find_best_path_step(self, final_pos, gameboard): |
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284 """Find the cheapest path to final_pos, and return the next step |
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285 along the path.""" |
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286 # We calculate the cost of the direct path |
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287 direct_path = self._gen_path(self.pos, final_pos) |
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288 min_cost = self._cost_path(direct_path, gameboard) |
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289 min_path = direct_path |
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290 # is there a point nearby that gives us a cheaper direct path? |
71 | 291 # This is delibrately not finding the optimal path, as I don't |
292 # want the foxes to be too intelligent, although the implementation | |
293 # isn't well optimised yet | |
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294 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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295 for y in range(self.pos.y - 3, self.pos.y + 4) |
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296 if (x, y) != (0,0)] |
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297 for start in poss: |
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298 cand_path = self._gen_path(self.pos, start) + \ |
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299 self._gen_path(start, final_pos) |
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300 cost = self._cost_path(cand_path, gameboard) |
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301 if cost < min_cost: |
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302 min_cost = cost |
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303 min_path = cand_path |
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304 if not min_path: |
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305 return final_pos |
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306 return min_path[0] |
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307 |
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308 def _find_path_to_woodland(self, gameboard): |
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309 """Dive back to woodland through the landmarks""" |
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310 # find the closest point to our current location in walked path |
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311 if self.pos == self.landmarks[-1]: |
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312 if len(self.landmarks) > 1: |
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313 self.landmarks.pop() # Moving to the next landmark |
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314 else: |
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315 # Safely back at the start |
122
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316 self.safe = True |
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317 return self.pos |
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318 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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319 |
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320 def _find_path_to_chicken(self, gameboard): |
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321 """Find the path to the closest chicken""" |
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322 # Find the closest chicken |
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323 min_dist = 999 |
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324 if self.closest not in gameboard.chickens: |
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325 # Either no target, or someone ate it |
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326 self.closest = None |
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327 for chicken in gameboard.chickens: |
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328 dist = chicken.pos.dist(self.pos) |
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329 if chicken.abode: |
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330 dist += 10 # Prefer free-ranging chickens |
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331 if dist < min_dist: |
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332 min_dist = dist |
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333 self.closest = chicken |
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334 if not self.closest: |
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335 # No more chickens, so leave |
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336 self.hunting = False |
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337 return self.pos |
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338 if self.closest.pos == self.pos: |
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339 # Caught a chicken |
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340 self._catch_chicken(self.closest, gameboard) |
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341 return self.pos |
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342 return self._find_best_path_step(self.closest.pos, gameboard) |
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343 |
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344 def _catch_chicken(self, chicken, gameboard): |
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345 """Catch a chicken""" |
174
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346 if not chicken.survive_damage(): |
158
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347 sound.play_sound("kill-chicken.ogg") |
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348 gameboard.remove_chicken(chicken) |
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349 self.closest = None |
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350 self.hunting = False |
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351 self.last_steps = [] # Forget history here |
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352 |
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353 def _update_pos(self, gameboard, new_pos): |
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354 """Update the position, making sure we don't step on other foxes""" |
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355 if new_pos == self.pos: |
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356 # We're not moving, so we can skip all the checks |
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357 return new_pos |
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358 final_pos = new_pos |
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359 blocked = final_pos in self.last_steps |
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360 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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361 for y in range(self.pos.y-1, self.pos.y + 2) |
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362 if Position(x,y) != self.pos and \ |
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363 Position(x, y) not in self.last_steps] |
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364 for fox in gameboard.foxes: |
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365 if fox is not self and fox.pos == final_pos: |
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366 blocked = True |
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367 if fox.pos in moves: |
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368 moves.remove(fox.pos) |
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369 if blocked: |
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370 # find the cheapest point in moves to new_pos that's not blocked |
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371 final_pos = None |
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372 min_cost = 1000 |
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373 for poss in moves: |
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374 cost = self._cost_tile(poss, gameboard) |
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375 if cost < min_cost: |
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376 min_cost = cost |
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377 final_pos = poss |
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378 if not final_pos: |
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379 # No good choice, so stay put |
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380 return self.pos |
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381 if gameboard.in_bounds(final_pos): |
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382 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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383 else: |
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384 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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385 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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386 # We'll head back towards the holes we make/find |
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387 self.landmarks.append(final_pos) |
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388 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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389 self._dig(gameboard, final_pos) |
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390 return self.pos |
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391 self.last_steps.append(final_pos) |
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392 if len(self.last_steps) > 3: |
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393 self.last_steps.pop(0) |
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394 return final_pos |
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395 |
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396 def _dig(self, gameboard, dig_pos): |
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397 """Setup dig parameters, to be overridden if needed""" |
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398 self.tick = 5 |
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399 self.dig_pos = dig_pos |
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400 |
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401 def _make_hole(self, gameboard): |
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402 """Make a hole in the fence""" |
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403 gameboard.tv.set(self.dig_pos.to_tuple(), |
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404 tiles.REVERSE_TILE_MAP['broken fence']) |
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405 self.dig_pos = None |
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406 |
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407 def move(self, gameboard): |
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408 """Foxes will aim to move towards the closest henhouse or free |
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409 chicken""" |
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410 if self.dig_pos: |
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411 if self.tick: |
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412 self.tick -= 1 |
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413 # We're still digging through the fence |
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414 # Check the another fox hasn't dug a hole for us |
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415 # We're too busy digging to notice if a hole appears nearby, |
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416 # but we'll notice if the fence we're digging vanishes |
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417 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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418 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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419 self.tick = 0 |
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420 return |
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421 else: |
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422 # We've dug through the fence, so make a hole |
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423 self._make_hole(gameboard) |
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424 return |
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425 if self.hunting: |
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426 desired_pos = self._find_path_to_chicken(gameboard) |
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427 else: |
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428 desired_pos = self._find_path_to_woodland(gameboard) |
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429 final_pos = self._update_pos(gameboard, desired_pos) |
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430 self._fix_face(final_pos) |
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431 self.pos = final_pos |
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432 |
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433 class NinjaFox(Fox): |
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434 """Ninja foxes are hard to see""" |
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435 |
114 | 436 STEALTH = 60 |
130 | 437 IMAGE_FILE = 'sprites/ninja_fox.png' |
114 | 438 |
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439 class DemoFox(Fox): |
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440 """Demolition Foxes destroy fences easily""" |
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441 |
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442 DIG_ANIMATION = animations.FenceExplosion |
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443 IMAGE_FILE = 'sprites/sapper_fox.png' |
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444 |
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445 def _dig(self, gameboard, dig_pos): |
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446 """Setup dig parameters, to be overridden if needed""" |
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447 self.tick = 0 # Costs us nothing to go through a fence. |
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448 self.dig_pos = dig_pos |
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449 gameboard.animations.append(self.DIG_ANIMATION(dig_pos)) |
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450 self._make_hole(gameboard) |
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451 |
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452 class GreedyFox(Fox): |
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453 """Greedy foxes eat more chickens""" |
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454 |
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455 def __init__(self, pos): |
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456 Fox.__init__(self, pos) |
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457 self.chickens_eaten = 0 |
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458 |
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459 def _catch_chicken(self, chicken, gameboard): |
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460 gameboard.remove_chicken(chicken) |
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461 self.closest = None |
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462 self.chickens_eaten += 1 |
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463 if self.chickens_eaten > 2: |
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464 self.hunting = False |
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465 self.last_steps = [] |
114 | 466 |
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467 def _get_vision_param(parameter, watcher): |
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468 param = getattr(watcher, parameter) |
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469 if watcher.abode: |
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470 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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471 param = modifier(param) |
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472 return param |
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473 |
114 | 474 def visible(watcher, watchee): |
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475 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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476 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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477 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 478 roll = random.randint(1, 100) |
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479 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |