Mercurial > rinkhals
annotate gamelib/animal.py @ 98:725b292ca07b
Added sounds killing foxes and chickens, and nightfall
Renamed sounds for clarity
author | David Fraser <davidf@sjsoft.com> |
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date | Wed, 02 Sep 2009 12:14:24 +0000 |
parents | bea1b9364583 |
children | d17375586866 |
rev | line source |
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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 |
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13 class Animal(Sprite): |
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14 """Base class for animals""" |
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15 |
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16 def __init__(self, image_left, image_right, tile_pos): |
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17 # Create the animal somewhere far off screen |
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18 Sprite.__init__(self, image_left, (-1000, -1000)) |
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19 self.image_left = image_left |
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20 self.image_right = image_right |
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21 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 22 self.equipment = [] |
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23 |
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24 def loop(self, tv, _sprite): |
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25 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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26 self.rect.x = ppos[0] |
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27 self.rect.y = ppos[1] |
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28 |
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29 def move(self, state): |
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30 """Given the game state, return a new position for the object""" |
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31 # Default is not to move |
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32 pass |
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33 |
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34 def _fix_face(self, final_pos): |
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35 """Set the face correctly""" |
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36 if final_pos.left_of(self.pos): |
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37 self.setimage(self.image_left) |
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38 elif final_pos.right_of(self.pos): |
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39 self.setimage(self.image_right) |
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40 |
84 | 41 def equip(self, item): |
42 self.equipment.append(item) | |
43 | |
44 def weapons(self): | |
45 return [e for e in self.equipment if e.is_weapon] | |
46 | |
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47 class Chicken(Animal): |
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48 """A chicken""" |
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49 |
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50 def __init__(self, pos): |
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51 image_left = imagecache.load_image('sprites/chkn.png') |
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52 image_right = imagecache.load_image('sprites/chkn.png', |
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53 ("right_facing",)) |
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54 Animal.__init__(self, image_left, image_right, pos) |
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55 |
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56 def move(self, gameboard): |
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57 """A free chicken will move away from other free chickens""" |
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58 pass |
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59 |
84 | 60 def _find_killable_fox(self, weapon, gameboard): |
61 """Choose a random fox within range of this weapon.""" | |
62 killable_foxes = [] | |
63 for fox in gameboard.foxes: | |
64 if weapon.in_range(gameboard, self, fox): | |
65 killable_foxes.append(fox) | |
66 if not killable_foxes: | |
67 return None | |
68 return random.choice(killable_foxes) | |
69 | |
70 def attack(self, gameboard): | |
71 """An armed chicken will attack a fox within range.""" | |
72 if not self.weapons(): | |
73 # Not going to take on a fox bare-winged. | |
74 return | |
75 # Choose the first weapon equipped. | |
76 weapon = self.weapons()[0] | |
77 fox = self._find_killable_fox(weapon, gameboard) | |
78 if not fox: | |
79 return | |
80 if weapon.hit(gameboard, self, fox): | |
98
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81 sound.play_sound("kill-fox.ogg") |
84 | 82 gameboard.kill_fox(fox) |
83 | |
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84 class Egg(Animal): |
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85 """An egg""" |
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86 |
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87 def __init__(self, pos): |
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88 image = imagecache.load_image('sprites/egg.png') |
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89 Animal.__init__(self, image, image, pos) |
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90 |
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91 # Eggs don't move |
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92 |
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93 class Fox(Animal): |
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94 """A fox""" |
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95 |
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96 costs = { |
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97 # weighting for movement calculation |
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98 'grassland' : 2, |
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99 'woodland' : 1, # Try to keep to the woods if possible |
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100 'broken fence' : 2, |
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101 'fence' : 10, |
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102 'guardtower' : 2, # We can pass under towers |
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103 'henhouse' : 2, |
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104 } |
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105 |
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106 def __init__(self, pos): |
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107 image_left = imagecache.load_image('sprites/fox.png') |
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108 image_right = imagecache.load_image('sprites/fox.png', |
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109 ("right_facing",)) |
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110 Animal.__init__(self, image_left, image_right, pos) |
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111 self.landmarks = [self.pos] |
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112 self.hunting = True |
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113 self.dig_pos = None |
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114 self.tick = 0 |
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115 |
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116 def _cost_tile(self, pos, gameboard): |
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117 if gameboard.in_bounds(pos): |
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118 this_tile = gameboard.tv.get(pos.to_tuple()) |
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119 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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120 else: |
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121 cost = 100 # Out of bounds is expensive |
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122 return cost |
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123 |
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124 def _cost_path(self, path, gameboard): |
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125 """Calculate the cost of a path""" |
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126 total = 0 |
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127 for pos in path: |
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128 total += self._cost_tile(pos, gameboard) |
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129 return total |
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130 |
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131 def _gen_path(self, start_pos, final_pos): |
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132 """Construct a direct path from start_pos to final_pos, |
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133 excluding start_pos""" |
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134 if abs(start_pos.x - final_pos.x) < 2 and \ |
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135 abs(start_pos.y - final_pos.y) < 2: |
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136 # pgu gets this case wrong on occasion. |
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137 return [final_pos] |
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138 start = start_pos.to_tuple() |
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139 end = final_pos.to_tuple() |
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140 points = getline(start, end) |
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141 points.remove(start) # exclude start_pos |
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142 if end not in points: |
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143 # Rounding errors in getline cause this |
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144 points.append(end) |
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145 return [Position(x[0], x[1]) for x in points] |
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146 |
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147 def _find_best_path_step(self, final_pos, gameboard): |
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148 """Find the cheapest path to final_pos, and return the next step |
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149 along the path.""" |
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150 # We calculate the cost of the direct path |
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151 direct_path = self._gen_path(self.pos, final_pos) |
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152 min_cost = self._cost_path(direct_path, gameboard) |
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153 min_path = direct_path |
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154 # is there a point nearby that gives us a cheaper direct path? |
71 | 155 # This is delibrately not finding the optimal path, as I don't |
156 # want the foxes to be too intelligent, although the implementation | |
157 # isn't well optimised yet | |
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158 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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159 for y in range(self.pos.y - 3, self.pos.y + 4) |
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160 if (x, y) != (0,0)] |
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161 for start in poss: |
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162 cand_path = self._gen_path(self.pos, start) + \ |
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163 self._gen_path(start, final_pos) |
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164 cost = self._cost_path(cand_path, gameboard) |
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165 if cost < min_cost: |
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166 min_cost = cost |
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167 min_path = cand_path |
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168 if not min_path: |
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169 return final_pos |
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170 return min_path[0] |
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171 |
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172 def _find_path_to_woodland(self, gameboard): |
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173 """Dive back to woodland through the landmarks""" |
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174 # find the closest point to our current location in walked path |
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175 if self.pos == self.landmarks[-1]: |
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176 if len(self.landmarks) > 1: |
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177 self.landmarks.pop() # Moving to the next landmark |
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178 else: |
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179 # Safely back at the start |
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180 return self.pos |
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181 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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182 |
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183 def _find_path_to_chicken(self, gameboard): |
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184 """Find the path to the closest chicken""" |
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185 # Find the closest chicken |
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186 min_dist = 999 |
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187 closest = None |
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188 for chicken in gameboard.chickens: |
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189 dist = chicken.pos.dist(self.pos) |
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190 if dist < min_dist: |
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191 min_dist = dist |
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192 closest = chicken |
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193 if not closest: |
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194 # No more chickens, so leave |
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195 self.hunting = False |
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196 return self.pos |
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197 if closest.pos == self.pos: |
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198 # Caught a chicken |
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199 self._catch_chicken(closest, gameboard) |
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200 return self.pos |
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201 return self._find_best_path_step(closest.pos, gameboard) |
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202 |
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203 def _catch_chicken(self, chicken, gameboard): |
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204 """Catch a chicken""" |
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205 sound.play_sound("kill-chicken.ogg") |
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206 gameboard.remove_chicken(chicken) |
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207 self.hunting = False |
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208 |
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209 def _update_pos(self, gameboard, new_pos): |
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210 """Update the position, making sure we don't step on other foxes""" |
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211 final_pos = new_pos |
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212 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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213 for y in range(self.pos.y-1, self.pos.y + 2) |
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214 if (x,y) != (0,0)] |
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215 blocked = False |
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216 for fox in gameboard.foxes: |
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217 if fox is not self and fox.pos == new_pos: |
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218 blocked = True |
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219 if fox.pos in moves: |
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220 moves.remove(fox.pos) |
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221 if blocked: |
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222 # find the cheapest point in moves to new_pos that's not blocked |
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223 final_pos = None |
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224 min_cost = 1000 |
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225 for poss in moves: |
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226 cost = self._cost_tile(poss, gameboard) |
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227 if cost < min_cost: |
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228 min_cost = cost |
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229 final_pos = poss |
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230 if gameboard.in_bounds(final_pos): |
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231 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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232 else: |
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233 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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234 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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235 # We'll head back towards the holes we make/find |
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236 self.landmarks.append(final_pos) |
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237 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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238 self._dig(final_pos) |
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239 return self.pos |
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240 return final_pos |
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241 |
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242 def _dig(self, dig_pos): |
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243 """Setup dig parameters, to be overridden if needed""" |
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244 self.tick = 5 |
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245 self.dig_pos = dig_pos |
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246 |
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247 def _make_hole(self, gameboard): |
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248 """Make a hole in the fence""" |
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249 gameboard.tv.set(self.dig_pos.to_tuple(), |
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250 tiles.REVERSE_TILE_MAP['broken fence']) |
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251 self.dig_pos = None |
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252 |
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253 def move(self, gameboard): |
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254 """Foxes will aim to move towards the closest henhouse or free |
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255 chicken""" |
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256 if self.dig_pos: |
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257 if self.tick: |
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258 self.tick -= 1 |
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259 # We're still digging through the fence |
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260 # Check the another fox hasn't dug a hole for us |
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261 # We're too busy digging to notice if a hole appears nearby, |
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262 # but we'll notice if the fence we're digging vanishes |
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263 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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264 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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265 self.tick = 0 |
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266 return |
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267 else: |
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268 # We've dug through the fence, so make a hole |
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269 self._make_hole(gameboard) |
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270 return |
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271 if self.hunting: |
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272 desired_pos = self._find_path_to_chicken(gameboard) |
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273 else: |
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274 desired_pos = self._find_path_to_woodland(gameboard) |
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275 final_pos = self._update_pos(gameboard, desired_pos) |
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276 self._fix_face(final_pos) |
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277 self.pos = final_pos |
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278 |
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279 class NinjaFox(Fox): |
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280 """Ninja foxes are hard to see""" |
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281 |
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282 class DemoFox(Fox): |
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283 """Demolition Foxes destroy fences easily""" |
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284 |
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285 class GreedyFox(Fox): |
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286 """Greedy foxes eat more chickens""" |
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287 |
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288 def __init__(self, pos): |
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289 Fox.__init__(self, pos) |
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290 self.chickens_eaten = 0 |
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291 |
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292 def _catch_chicken(self, chicken, gameboard): |
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293 gameboard.remove_chicken(chicken) |
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294 self.chickens_eaten += 1 |
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295 if self.chickens_eaten > 2: |
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296 self.hunting = False |