Mercurial > rinkhals
annotate gamelib/buildings.py @ 378:71f5897ac5ef
Fences are now buildings, with appropriate (but ugly) UI changes.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 24 Oct 2009 19:08:54 +0000 |
parents | 47c411d20b00 |
children | 2d0ff46118e2 |
rev | line source |
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43 | 1 """Classes for various buildings in the game.""" |
2 | |
3 from pgu.vid import Sprite | |
204 | 4 from pygame.locals import SRCALPHA |
5 import pygame | |
43 | 6 |
7 import imagecache | |
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8 import tiles |
204 | 9 import constants |
10 | |
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11 # ignore os.popen3 warning generated by pygame.font.SysFont |
204 | 12 import warnings |
13 warnings.filterwarnings("ignore", "os.popen3 is deprecated.") | |
43 | 14 |
125 | 15 class Place(object): |
16 """Space within a building that can be occupied.""" | |
17 | |
18 def __init__(self, building, offset): | |
19 self.occupant = None | |
20 self.building = building | |
21 self.offset = offset | |
22 | |
204 | 23 def set_occupant(self, occupant, _update=True): |
24 self.clear_occupant(_update=False) | |
125 | 25 self.occupant = occupant |
26 self.occupant.abode = self | |
204 | 27 if _update: |
28 self.building.update_occupant_count() | |
125 | 29 |
204 | 30 def clear_occupant(self, _update=True): |
125 | 31 if self.occupant is not None: |
32 self.occupant.abode = None | |
33 self.occupant = None | |
204 | 34 if _update: |
35 self.building.update_occupant_count() | |
125 | 36 |
37 def get_pos(self): | |
38 bpos = self.building.pos | |
39 return (bpos[0] + self.offset[0], bpos[1] + self.offset[1]) | |
40 | |
41 class Floor(object): | |
42 """A set of places within a building. Places on a | |
43 floor are organised into rows and columns. | |
44 """ | |
45 | |
46 def __init__(self, title, places): | |
47 self.title = title # str | |
48 self.places = places # list of lists of places | |
49 | |
50 def rows(self): | |
51 for row in self.places: | |
52 yield row | |
53 | |
54 def width(self): | |
55 return max(len(row) for row in self.places) | |
56 | |
57 class BuildingFullError(Exception): | |
58 pass | |
59 | |
43 | 60 class Building(Sprite): |
61 """Base class for buildings""" | |
62 | |
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63 IS_BUILDING = True |
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64 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland'] |
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65 MODIFY_KNIFE_RANGE = lambda s, x: 0 |
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66 MODIFY_GUN_RANGE = lambda s, x: -1 |
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67 BREAKABLE = False |
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68 ABODE = False |
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69 |
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70 def __init__(self, pos): |
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71 """Initial image, tile vid position, size and tile number for building.""" |
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72 self._set_images() |
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73 self.pos = pos |
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74 self.size = self.SIZE |
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75 self.tile_no = self.TILE_NO |
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76 self._buy_price = self.BUY_PRICE |
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77 self._sell_price = self.SELL_PRICE |
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78 self._repair_price = getattr(self, 'REPAIR_PRICE', None) |
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79 self._sun_on = True |
204 | 80 self._font = pygame.font.SysFont('Vera', 30, bold=True) |
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81 self._font_image = pygame.Surface(self.images['fixed']['day'].get_size(), flags=SRCALPHA) |
204 | 82 self._font_image.fill((0, 0, 0, 0)) |
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83 self._broken = False |
125 | 84 |
85 self._floors = [] | |
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86 if self.FLOORS: |
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87 for f in range(self.FLOORS): |
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88 places = [] |
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89 for j in range(self.size[1]): |
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90 row = [] |
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91 for i in range(self.size[0]): |
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92 row.append(Place(self, (i, j))) |
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93 places.append(row) |
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94 floor = Floor("Floor %s" % (f+1,), places) |
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95 self._floors.append(floor) |
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96 |
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97 # 0: the main image |
204 | 98 # 1: above, -1: below |
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99 self.draw_stack = {"main": (0, self.images['fixed']['day'])} |
204 | 100 |
43 | 101 # Create the building somewhere far off screen |
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102 Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000)) |
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103 |
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104 def _set_images(self): |
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105 self.images = {'fixed': { |
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106 'day': imagecache.load_image(self.IMAGE), |
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107 'night': imagecache.load_image(self.IMAGE, ('night',)), |
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108 'selected': imagecache.load_image(self.SELECTED_IMAGE), |
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109 }} |
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110 if self.BREAKABLE: |
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111 self.images['broken'] = { |
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112 'day': imagecache.load_image(self.IMAGE_BROKEN), |
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113 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night',)), |
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114 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN), |
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115 } |
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116 |
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117 def _set_main_image(self): |
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118 image_set = self.images[{True: 'broken',False: 'fixed'}[self._broken]] |
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119 self._replace_main(image_set[{True: 'day', False: 'night'}[self._sun_on]]) |
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120 |
204 | 121 def _redraw(self): |
122 items = self.draw_stack.values() | |
123 items.sort(key=lambda x: x[0]) | |
124 image = items.pop(0)[1].copy() | |
125 for _lvl, overlay in items: | |
126 image.blit(overlay, (0, 0)) | |
127 self.setimage(image) | |
128 | |
129 def _replace_main(self, new_main): | |
130 self.draw_stack["main"] = (0, new_main) | |
131 self._redraw() | |
132 | |
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133 def tile_positions(self): |
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134 """Return pairs of (x, y) tile positions for each of the tile positions |
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135 occupied by the building. |
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136 """ |
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137 xpos, ypos = self.pos |
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138 xsize, ysize = self.size |
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139 |
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140 for dx in xrange(xsize): |
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141 for dy in xrange(ysize): |
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142 yield (xpos + dx, ypos + dy) |
43 | 143 |
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144 def adjacent_tiles(self): |
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145 """Return pairs of (x, y) tile positions for each of the tiles |
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146 adjacent to the building. |
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147 """ |
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148 xpos, ypos = self.pos |
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149 xsize, ysize = self.size |
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150 |
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151 for dx in xrange(xsize): # top and bottom |
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152 yield (xpos + dx, ypos - 1) |
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153 yield (xpos + dx, ypos + ysize) |
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154 |
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155 for dy in xrange(ysize): # left and right |
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156 yield (xpos - 1, ypos + dy) |
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157 yield (xpos + xsize, ypos + dy) |
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158 |
43 | 159 def loop(self, tv, _sprite): |
160 ppos = tv.tile_to_view(self.pos) | |
161 self.rect.x = ppos[0] | |
162 self.rect.y = ppos[1] | |
163 | |
164 def move(self, state): | |
165 """Given the game state, return a new position for the object""" | |
166 # Default is not to move | |
167 return self.pos | |
168 | |
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169 def place(self, tv): |
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170 """Check that the building can be placed at its current position |
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171 and place it if possible. |
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172 """ |
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173 # check that all spaces under the structure are grassland |
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174 for tile_pos in self.tile_positions(): |
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175 if not tv.get(tile_pos) == self.GRASSLAND: |
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176 return False |
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177 |
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178 # place tile |
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179 for tile_pos in self.tile_positions(): |
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180 tv.set(tile_pos, self.tile_no) |
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181 |
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182 return True |
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183 |
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184 def covers(self, tile_pos): |
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185 """Return True if build covers tile_pos, False otherwise.""" |
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186 xpos, ypos = self.pos |
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187 xsize, ysize = self.size |
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188 return (xpos <= tile_pos[0] < xpos + xsize) and \ |
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189 (ypos <= tile_pos[1] < ypos + ysize) |
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190 |
378
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191 def broken(self): |
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192 return self._broken |
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193 |
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194 def damage(self, tv): |
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195 if not self.BREAKABLE: |
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196 return False |
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197 self._broken = True |
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198 self._sell_price = self.SELL_PRICE_BROKEN |
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199 self.tile_no = self.TILE_NO_BROKEN |
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200 for tile_pos in self.tile_positions(): |
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201 tv.set(tile_pos, self.tile_no) |
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202 self._set_main_image() |
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203 |
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204 def repair(self, tv): |
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205 self._broken = False |
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206 self._sell_price = self.SELL_PRICE |
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207 self.tile_no = self.TILE_NO |
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208 for tile_pos in self.tile_positions(): |
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209 tv.set(tile_pos, self.tile_no) |
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210 self._set_main_image() |
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211 |
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212 def remove(self, tv): |
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213 """Remove the building from its current position.""" |
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214 # remove tile |
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215 for tile_pos in self.tile_positions(): |
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216 tv.set(tile_pos, self.GRASSLAND) |
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217 |
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218 def buy_price(self): |
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219 return self._buy_price |
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220 |
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221 def sell_price(self): |
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222 return self._sell_price |
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223 |
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224 def repair_price(self): |
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225 return self._repair_price |
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226 |
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227 def selected(self, selected): |
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228 if selected: |
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229 self._replace_main(self.images[{True: 'broken',False: 'fixed'}[self._broken]]['selected']) |
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230 else: |
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231 self._set_main_image() |
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232 |
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233 def sun(self, sun_on): |
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234 self._sun_on = sun_on |
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235 self._set_main_image() |
204 | 236 |
237 def update_occupant_count(self): | |
238 count = len(list(self.occupants())) | |
239 if count == 0: | |
240 if "count" in self.draw_stack: | |
241 del self.draw_stack["count"] | |
242 else: | |
243 image = self._font_image.copy() | |
244 text = self._font.render(str(count), True, constants.FG_COLOR) | |
245 w, h = image.get_size() | |
246 x, y = text.get_size() | |
247 image.blit(text, (w - x, h - y)) | |
248 self.draw_stack["count"] = (1, image) | |
249 self._redraw() | |
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250 |
125 | 251 def floors(self): |
252 return self._floors | |
253 | |
254 def places(self): | |
255 for floor in self._floors: | |
256 for row in floor.rows(): | |
257 for place in row: | |
258 yield place | |
259 | |
260 def max_floor_width(self): | |
261 return max(floor.width() for floor in self._floors) | |
262 | |
263 def first_empty_place(self): | |
264 for place in self.places(): | |
265 if place.occupant is None: | |
266 return place | |
267 raise BuildingFullError() | |
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268 |
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269 def add_occupant(self, occupant): |
125 | 270 place = self.first_empty_place() |
271 place.set_occupant(occupant) | |
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272 |
125 | 273 def occupants(self): |
274 for place in self.places(): | |
275 if place.occupant is not None: | |
276 yield place.occupant | |
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277 |
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278 class Abode(Building): |
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279 ABODE = True |
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280 |
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281 class HenHouse(Abode): |
43 | 282 """A HenHouse.""" |
283 | |
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284 TILE_NO = tiles.REVERSE_TILE_MAP['henhouse'] |
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285 BUY_PRICE = 100 |
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286 SELL_PRICE = 90 |
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287 SIZE = (3, 2) |
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288 IMAGE = 'sprites/henhouse.png' |
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289 SELECTED_IMAGE = 'sprites/select_henhouse.png' |
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290 NAME = 'Henhouse' |
125 | 291 FLOORS = 1 |
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292 |
125 | 293 class DoubleStoryHenHouse(HenHouse): |
294 """A double story hen house.""" | |
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295 |
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296 TILE_NO = tiles.REVERSE_TILE_MAP['hendominium'] |
125 | 297 BUY_PRICE = 300 |
298 SELL_PRICE = 150 | |
133
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299 SIZE = (2, 3) |
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300 IMAGE = 'sprites/hendominium.png' |
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301 SELECTED_IMAGE = 'sprites/select_hendominium.png' |
125 | 302 NAME = 'Hendominium' |
303 FLOORS = 2 | |
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304 |
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305 class GuardTower(Abode): |
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306 """A GuardTower.""" |
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307 |
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308 TILE_NO = tiles.REVERSE_TILE_MAP['guardtower'] |
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309 BUY_PRICE = 200 |
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310 SELL_PRICE = 150 |
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311 SIZE = (2, 2) |
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312 IMAGE = 'sprites/watchtower.png' |
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313 SELECTED_IMAGE = 'sprites/select_watchtower.png' |
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314 NAME = 'Watchtower' |
125 | 315 FLOORS = 1 |
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316 |
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317 MODIFY_GUN_RANGE = lambda s, x: (3*x)/2 |
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318 MODIFY_GUN_BASE_HIT = lambda s, x: x-5 |
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319 MODIFY_GUN_RANGE_PENALTY = lambda s, x: x-1 |
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320 MODIFY_VISION_BONUS = lambda s, x: x+10 |
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321 MODIFY_VISION_RANGE_PENALTY = lambda s, x: x-2 |
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322 |
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323 class Fence(Building): |
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324 """A fence.""" |
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325 |
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326 TILE_NO = tiles.REVERSE_TILE_MAP['fence'] |
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327 TILE_NO_BROKEN = tiles.REVERSE_TILE_MAP['broken fence'] |
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328 BREAKABLE = True |
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329 BUY_PRICE = 50 |
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330 SELL_PRICE = 25 |
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331 REPAIR_PRICE = 25 |
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332 SELL_PRICE_BROKEN = 5 |
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333 SIZE = (1, 1) |
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334 IMAGE = 'tiles/fence.png' |
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335 SELECTED_IMAGE = 'tiles/fence.png' |
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336 IMAGE_BROKEN = 'tiles/broken_fence.png' |
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337 SELECTED_IMAGE_BROKEN = 'tiles/broken_fence.png' |
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338 NAME = 'Fence' |
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339 FLOORS = 0 |
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340 |
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341 |
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342 def is_building(obj): |
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343 """Return true if obj is a build class.""" |
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344 return getattr(obj, "IS_BUILDING", False) and hasattr(obj, "NAME") |
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parents:
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345 |
144
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Add define for henhouses & egg laying.
Neil Muller <drnlmuller@gmail.com>
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346 # Building hens can lay eggs in |
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347 HENHOUSES = [HenHouse.NAME, DoubleStoryHenHouse.NAME] |
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Neil Muller <drnlmuller@gmail.com>
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348 |
64
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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349 BUILDINGS = [] |
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Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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350 for name in dir(): |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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351 obj = eval(name) |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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352 try: |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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353 if is_building(obj): |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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354 BUILDINGS.append(obj) |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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355 except TypeError: |
99fbb652ce8d
Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents:
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356 pass |