Mercurial > rinkhals
annotate gamelib/animal.py @ 401:7405f7db469f
Tweak fox attack logic - we no longer ignore chickens we accidently step on
author | Neil Muller <drnlmuller@gmail.com> |
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date | Wed, 18 Nov 2009 15:54:31 +0000 |
parents | 3294929223bd |
children | 3a469d46b820 |
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 |
98
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Added sounds killing foxes and chickens, and nightfall
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11 import sound |
109
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Equipment purchasing and some toolbar tweaks.
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12 import equipment |
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Demolition foxes, including better fox selection.
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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_tile_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], 0) |
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_tile_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 die(self, gameboard): |
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44 """Play death animation, noises, whatever.""" |
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45 if hasattr(self, 'DEATH_SOUND'): |
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46 sound.play_sound(self.DEATH_SOUND) |
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47 if hasattr(self, 'DEATH_ANIMATION'): |
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48 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple()) |
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49 self._game_death(gameboard) |
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50 |
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51 def _game_death(self, gameboard): |
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52 # Call appropriate gameboard cleanup here. |
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53 pass |
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54 |
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55 def move(self, state): |
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56 """Given the game state, return a new position for the object""" |
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57 # Default is not to move |
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58 pass |
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59 |
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60 def attack(self, gameboard): |
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61 """Given the game state, attack a suitable target""" |
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62 # Default is not to attack |
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63 pass |
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64 |
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65 def set_pos(self, tile_pos): |
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66 """Move an animal to the given tile_pos.""" |
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67 new_pos = Position(*tile_pos) |
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68 self._fix_face(new_pos) |
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69 self.pos = new_pos |
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70 |
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71 def _fix_face(self, facing_pos): |
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72 """Set the face correctly""" |
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73 if facing_pos.left_of(self.pos): |
146 | 74 self._set_image_facing('left') |
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75 elif facing_pos.right_of(self.pos): |
146 | 76 self._set_image_facing('right') |
77 | |
78 def _set_image_facing(self, facing): | |
79 self.facing = facing | |
80 if self.facing == 'left': | |
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81 self.setimage(self.image_left) |
146 | 82 elif self.facing == 'right': |
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83 self.setimage(self.image_right) |
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84 |
84 | 85 def equip(self, item): |
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86 if equipment.is_equipment(item): |
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87 self.equipment.append(item) |
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88 elif equipment.is_accoutrement(item): |
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89 self.accoutrements.append(item) |
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90 self.redraw() |
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91 |
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92 def unequip(self, item): |
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93 if equipment.is_equipment(item): |
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94 self.equipment = [e for e in self.equipment if e != item] |
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95 elif equipment.is_accoutrement(item): |
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96 self.accoutrements = [e for e in self.accoutrements if e != item] |
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97 self.redraw() |
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98 |
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99 def unequip_by_name(self, item_name): |
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100 # only remove first match |
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101 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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102 if matches: |
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103 self.unequip(matches[0]) |
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104 |
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105 def redraw(self): |
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106 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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107 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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108 for item in self.accoutrements + self.equipment: |
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109 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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110 if images: |
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111 layers.append(images) |
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112 |
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113 layers.sort(key=lambda l: l[2]) |
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114 |
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115 # these always go on the bottom so that other layers don't get overwritten |
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116 self.image_left = self._image_left.copy() |
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117 self.image_right = self._image_right.copy() |
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118 for l in layers: |
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119 self.image_left.blit(l[0], (0,0)) |
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120 self.image_right.blit(l[1], (0,0)) |
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121 |
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122 self._set_image_facing(self.facing) |
84 | 123 |
124 def weapons(self): | |
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125 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 126 |
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127 def armour(self): |
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128 return [e for e in self.equipment if equipment.is_armour(e)] |
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129 |
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130 def covers(self, tile_pos): |
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131 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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132 |
125 | 133 def outside(self): |
134 return self.abode is None | |
135 | |
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136 def damage(self, gameboard): |
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137 for a in self.armour(): |
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138 if not a.survive_damage(): |
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139 self.unequip(a) |
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140 return True |
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141 self.die(gameboard) |
174
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142 return False |
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143 |
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144 class Chicken(Animal): |
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145 """A chicken""" |
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146 |
146 | 147 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
251
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148 DEATH_ANIMATION = animations.ChickenDeath |
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149 DEATH_SOUND = 'kill-chicken.ogg' |
146 | 150 |
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151 def __init__(self, pos): |
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152 image_left = imagecache.load_image('sprites/chkn.png') |
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153 image_right = imagecache.load_image('sprites/chkn.png', |
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154 ("right_facing",)) |
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155 Animal.__init__(self, image_left, image_right, pos) |
243
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156 self.eggs = [] |
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157 |
251
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158 def _game_death(self, gameboard): |
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159 gameboard.remove_chicken(self) |
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160 |
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161 def move(self, gameboard): |
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162 """A free chicken will move away from other free chickens""" |
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163 pass |
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164 |
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165 def lay(self): |
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166 """See if the chicken lays an egg""" |
243
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167 if not self.eggs: |
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168 for x in range(random.randint(1, 4)): |
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169 self.eggs.append(Egg(self.pos)) |
216
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170 self.equip(equipment.NestEgg()) |
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171 |
243
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172 def remove_eggs(self): |
216
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173 """Clean up the egg state""" |
243
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174 self.eggs = [] |
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175 self.unequip_by_name("Nestegg") |
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176 |
243
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177 def remove_one_egg(self): |
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178 """Clean up the egg state""" |
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179 self.eggs.pop() |
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180 if not self.eggs: |
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181 self.unequip_by_name("Nestegg") |
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182 |
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183 def get_num_eggs(self): |
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184 return len(self.eggs) |
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185 |
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186 def hatch(self, gameboard): |
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187 """See if we have an egg to hatch""" |
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188 if self.eggs: |
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189 chick = self.eggs[0].hatch() |
187 | 190 if chick: |
243
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191 # sell the remaining eggs |
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192 # Remove hatched egg |
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193 self.eggs.pop() |
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194 gameboard.eggs -= 1 |
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195 # Sell other eggs |
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196 for egg in self.eggs[:]: |
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197 gameboard.sell_one_egg(self) |
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198 self.remove_eggs() # clean up stale images, etc. |
187 | 199 return chick |
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200 return None |
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201 |
84 | 202 def _find_killable_fox(self, weapon, gameboard): |
203 """Choose a random fox within range of this weapon.""" | |
204 killable_foxes = [] | |
205 for fox in gameboard.foxes: | |
114 | 206 if not visible(self, fox): |
207 continue | |
84 | 208 if weapon.in_range(gameboard, self, fox): |
209 killable_foxes.append(fox) | |
210 if not killable_foxes: | |
211 return None | |
212 return random.choice(killable_foxes) | |
213 | |
214 def attack(self, gameboard): | |
215 """An armed chicken will attack a fox within range.""" | |
216 if not self.weapons(): | |
217 # Not going to take on a fox bare-winged. | |
218 return | |
219 # Choose the first weapon equipped. | |
220 weapon = self.weapons()[0] | |
221 fox = self._find_killable_fox(weapon, gameboard) | |
222 if not fox: | |
223 return | |
236
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224 self._fix_face(fox.pos) |
84 | 225 if weapon.hit(gameboard, self, fox): |
251
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226 fox.damage(gameboard) |
84 | 227 |
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228 class Egg(Animal): |
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229 """An egg""" |
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230 |
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231 def __init__(self, pos): |
293 | 232 image = imagecache.load_image('sprites/equip_egg.png') |
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233 Animal.__init__(self, image, image, pos) |
243
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234 self.timer = 2 |
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235 |
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236 # Eggs don't move |
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237 |
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238 def hatch(self): |
243
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239 self.timer -= 1 |
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240 if self.timer == 0: |
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241 return Chicken(self.pos) |
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242 return None |
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243 |
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244 class Fox(Animal): |
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245 """A fox""" |
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246 |
114 | 247 STEALTH = 20 |
130 | 248 IMAGE_FILE = 'sprites/fox.png' |
251
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249 DEATH_ANIMATION = animations.FoxDeath |
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250 DEATH_SOUND = 'kill-fox.ogg' |
389
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251 CONFIG_NAME = 'fox' |
114 | 252 |
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253 costs = { |
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254 # weighting for movement calculation |
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255 'grassland' : 2, |
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256 'woodland' : 1, # Try to keep to the woods if possible |
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257 'broken fence' : 2, |
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258 'fence' : 10, |
72
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259 'guardtower' : 2, # We can pass under towers |
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260 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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261 # catch a chicken there |
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262 'hendominium' : 30, |
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263 } |
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264 |
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265 def __init__(self, pos): |
130 | 266 image_left = imagecache.load_image(self.IMAGE_FILE) |
267 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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268 Animal.__init__(self, image_left, image_right, pos) |
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269 self.landmarks = [self.pos] |
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270 self.hunting = True |
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271 self.dig_pos = None |
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272 self.tick = 0 |
122
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273 self.safe = False |
145
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274 self.closest = None |
149
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275 self.last_steps = [] |
397
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276 # Foxes don't occupy places in the same way chickens do, but they |
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277 # can still be inside |
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278 self.building = None |
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279 |
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280 def outside(self): |
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281 return self.building is None |
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282 |
251
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283 def _game_death(self, gameboard): |
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284 gameboard.kill_fox(self) |
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285 |
82
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286 def _cost_tile(self, pos, gameboard): |
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287 if gameboard.in_bounds(pos): |
395
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288 this_tile = gameboard.tv.get(pos.to_tile_tuple()) |
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289 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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290 else: |
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291 cost = 100 # Out of bounds is expensive |
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292 return cost |
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293 |
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294 def _cost_path(self, path, gameboard): |
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295 """Calculate the cost of a path""" |
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296 total = 0 |
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297 for pos in path: |
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298 total += self._cost_tile(pos, gameboard) |
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299 return total |
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300 |
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301 def _gen_path(self, start_pos, final_pos): |
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302 """Construct a direct path from start_pos to final_pos, |
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303 excluding start_pos""" |
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304 if abs(start_pos.x - final_pos.x) < 2 and \ |
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305 abs(start_pos.y - final_pos.y) < 2: |
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306 # pgu gets this case wrong on occasion. |
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307 return [final_pos] |
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308 start = start_pos.to_tile_tuple() |
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309 end = final_pos.to_tile_tuple() |
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310 points = getline(start, end) |
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311 points.remove(start) # exclude start_pos |
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312 if end not in points: |
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313 # Rounding errors in getline cause this |
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314 points.append(end) |
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315 return [Position(x[0], x[1]) for x in points] |
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316 |
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317 def _find_best_path_step(self, final_pos, gameboard): |
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318 """Find the cheapest path to final_pos, and return the next step |
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319 along the path.""" |
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320 # We calculate the cost of the direct path |
395
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321 if final_pos.z < self.pos.z: |
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322 # We need to try heading down. |
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323 return Position(self.pos.x, self.pos.y, self.pos.z - 1) |
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324 direct_path = self._gen_path(self.pos, final_pos) |
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325 min_cost = self._cost_path(direct_path, gameboard) |
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326 min_path = direct_path |
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327 # is there a point nearby that gives us a cheaper direct path? |
71 | 328 # This is delibrately not finding the optimal path, as I don't |
329 # want the foxes to be too intelligent, although the implementation | |
330 # isn't well optimised yet | |
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331 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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332 for y in range(self.pos.y - 3, self.pos.y + 4) |
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333 if (x, y) != (0,0)] |
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334 for start in poss: |
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335 cand_path = self._gen_path(self.pos, start) + \ |
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336 self._gen_path(start, final_pos) |
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337 cost = self._cost_path(cand_path, gameboard) |
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338 if cost < min_cost: |
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339 min_cost = cost |
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340 min_path = cand_path |
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341 if not min_path: |
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342 return final_pos |
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343 return min_path[0] |
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344 |
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345 def _find_path_to_woodland(self, gameboard): |
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346 """Dive back to woodland through the landmarks""" |
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347 # find the closest point to our current location in walked path |
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348 if self.pos == self.landmarks[-1]: |
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349 if len(self.landmarks) > 1: |
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350 self.landmarks.pop() # Moving to the next landmark |
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351 else: |
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352 # Safely back at the start |
122
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353 self.safe = True |
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354 return self.pos |
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355 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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356 |
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357 def _find_path_to_chicken(self, gameboard): |
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358 """Find the path to the closest chicken""" |
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359 # Find the closest chicken |
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360 min_dist = 999 |
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361 if self.closest not in gameboard.chickens: |
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362 # Either no target, or someone ate it |
196
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363 self.closest = None |
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364 for chicken in gameboard.chickens: |
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365 dist = chicken.pos.dist(self.pos) |
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366 if chicken.abode: |
370
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367 dist += 5 # Prefer free-ranging chickens |
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368 if len(chicken.weapons()) > 0: |
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369 dist += 5 # Prefer unarmed chickens |
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370 if dist < min_dist: |
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371 min_dist = dist |
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372 self.closest = chicken |
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373 if not self.closest: |
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374 # No more chickens, so leave |
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375 self.hunting = False |
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376 return self.pos |
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377 if self.closest.pos == self.pos: |
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378 # No need to move |
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379 return self.pos |
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380 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple(): |
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381 # Only differ in z, so next step is in z |
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382 if self.closest.pos.z < self.pos.z: |
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383 new_z = self.pos.z - 1 |
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384 else: |
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385 new_z = self.pos.z + 1 |
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386 return Position(self.pos.x, self.pos.y, new_z) |
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387 return self._find_best_path_step(self.closest.pos, gameboard) |
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388 |
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389 def attack(self, gameboard): |
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390 """Attack a chicken""" |
401
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391 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken') |
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392 if chicken: |
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393 # Always attack a chicken we step on, even if not hunting |
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394 self._catch_chicken(chicken, gameboard) |
396
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395 |
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396 def _catch_chicken(self, chicken, gameboard): |
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397 """Catch a chicken""" |
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398 chicken.damage(gameboard) |
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399 self.closest = None |
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400 self.hunting = False |
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401 self.last_steps = [] # Forget history here |
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402 |
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403 def _update_pos(self, gameboard, new_pos): |
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404 """Update the position, making sure we don't step on other foxes""" |
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405 if new_pos == self.pos: |
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406 # We're not moving, so we can skip all the checks |
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|
407 return new_pos |
401
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408 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None |
399
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409 if not blocked and new_pos.z == self.pos.z: |
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|
410 # We're only worried about loops when not on a ladder |
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411 blocked = new_pos in self.last_steps |
149
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|
412 final_pos = new_pos |
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|
413 if blocked: |
399
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|
414 if new_pos.z != self.pos.z: |
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|
415 # We can only move up and down a ladder |
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416 moves = [Position(self.pos.x, self.pos.y, z) for z |
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417 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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|
418 else: |
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419 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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420 for y in range(self.pos.y-1, self.pos.y + 2) |
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|
421 if Position(x,y) != self.pos and |
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|
422 Position(x, y) not in self.last_steps and |
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changeset
|
423 self.pos.z == 0] |
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|
424 # find the cheapest point in moves that's not blocked |
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|
425 final_pos = None |
82
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426 min_cost = 1000 |
70
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|
427 for poss in moves: |
401
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parents:
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|
428 if gameboard.get_animal_at_pos(poss, 'fox'): |
399
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|
429 continue # blocked |
82
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430 cost = self._cost_tile(poss, gameboard) |
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|
431 if cost < min_cost: |
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432 min_cost = cost |
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433 final_pos = poss |
257
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434 if cost == min_cost and random.randint(0, 1) > 0: |
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435 # Add some randomness in this case |
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436 final_pos = poss |
149
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437 if not final_pos: |
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changeset
|
438 # No good choice, so stay put |
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diff
changeset
|
439 return self.pos |
72
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diff
changeset
|
440 if gameboard.in_bounds(final_pos): |
395
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|
441 this_tile = gameboard.tv.get(final_pos.to_tile_tuple()) |
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|
442 else: |
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443 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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444 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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445 # We'll head back towards the holes we make/find |
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446 self.landmarks.append(final_pos) |
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447 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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|
448 self._dig(gameboard, final_pos) |
70
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449 return self.pos |
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450 self.last_steps.append(final_pos) |
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|
451 if len(self.last_steps) > 3: |
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452 self.last_steps.pop(0) |
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changeset
|
453 return final_pos |
28
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Change animal.py to four space indents.
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25
diff
changeset
|
454 |
241
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changeset
|
455 def _dig(self, gameboard, dig_pos): |
92
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changeset
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456 """Setup dig parameters, to be overridden if needed""" |
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457 self.tick = 5 |
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458 self.dig_pos = dig_pos |
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changeset
|
459 |
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460 def _make_hole(self, gameboard): |
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|
461 """Make a hole in the fence""" |
395
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changeset
|
462 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
394
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389
diff
changeset
|
463 # Another fox could have made the same hole this turn |
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389
diff
changeset
|
464 if fence: |
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changeset
|
465 fence.damage(gameboard.tv) |
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|
466 self.dig_pos = None |
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diff
changeset
|
467 |
28
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25
diff
changeset
|
468 def move(self, gameboard): |
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25
diff
changeset
|
469 """Foxes will aim to move towards the closest henhouse or free |
70
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diff
changeset
|
470 chicken""" |
398
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|
471 if self.safe: |
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changeset
|
472 # We're safe, so do nothing |
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changeset
|
473 return |
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|
474 elif self.dig_pos: |
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diff
changeset
|
475 if self.tick: |
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diff
changeset
|
476 self.tick -= 1 |
92
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diff
changeset
|
477 # We're still digging through the fence |
70
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diff
changeset
|
478 # Check the another fox hasn't dug a hole for us |
92
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diff
changeset
|
479 # We're too busy digging to notice if a hole appears nearby, |
70
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Make foxes move 'better' and break fences
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diff
changeset
|
480 # but we'll notice if the fence we're digging vanishes |
395
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Basic support for z coordinate
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diff
changeset
|
481 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple()) |
70
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diff
changeset
|
482 if tiles.TILE_MAP[this_tile] == 'broken fence': |
397
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diff
changeset
|
483 self.tick = 0 |
70
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diff
changeset
|
484 else: |
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Make foxes move 'better' and break fences
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diff
changeset
|
485 # We've dug through the fence, so make a hole |
92
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diff
changeset
|
486 self._make_hole(gameboard) |
397
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396
diff
changeset
|
487 return |
398
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Regain time lost when adding foxes to buildings
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397
diff
changeset
|
488 elif self.hunting: |
70
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diff
changeset
|
489 desired_pos = self._find_path_to_chicken(gameboard) |
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diff
changeset
|
490 else: |
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Make foxes move 'better' and break fences
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diff
changeset
|
491 desired_pos = self._find_path_to_woodland(gameboard) |
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diff
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|
492 final_pos = self._update_pos(gameboard, desired_pos) |
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diff
changeset
|
493 self._fix_face(final_pos) |
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diff
changeset
|
494 self.pos = final_pos |
398
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diff
changeset
|
495 change_visible = False |
397
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diff
changeset
|
496 # See if we're entering/leaving a building |
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diff
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|
497 building = gameboard.get_building(final_pos.to_tile_tuple()) |
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diff
changeset
|
498 if building and self.outside(): |
398
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diff
changeset
|
499 # Check if we need to enter |
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diff
changeset
|
500 if self.closest and not self.closest.outside() and \ |
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diff
changeset
|
501 self.closest.abode.building is building: |
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changeset
|
502 building.add_predator(self) |
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diff
changeset
|
503 change_visible = True |
397
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diff
changeset
|
504 elif self.building and final_pos.z == 0: |
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diff
changeset
|
505 # can only leave from the ground floor |
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diff
changeset
|
506 if building == self.building: |
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diff
changeset
|
507 # Check if we need to leave the building |
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diff
changeset
|
508 if not self.hunting or (self.closest and |
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diff
changeset
|
509 self.closest.abode.building is not building): |
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diff
changeset
|
510 self.building.remove_predator(self) |
398
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diff
changeset
|
511 change_visible = True |
397
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diff
changeset
|
512 else: |
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diff
changeset
|
513 # we've moved away from the building we were in |
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diff
changeset
|
514 self.building.remove_predator(self) |
398
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diff
changeset
|
515 change_visible = True |
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diff
changeset
|
516 if change_visible: |
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changeset
|
517 gameboard.set_visibility(self) |
397
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diff
changeset
|
518 |
92
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diff
changeset
|
519 |
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diff
changeset
|
520 class NinjaFox(Fox): |
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diff
changeset
|
521 """Ninja foxes are hard to see""" |
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diff
changeset
|
522 |
114 | 523 STEALTH = 60 |
130 | 524 IMAGE_FILE = 'sprites/ninja_fox.png' |
389
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Add basic level support (level choosing needs work)
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380
diff
changeset
|
525 CONFIG_NAME = 'ninja fox' |
114 | 526 |
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527 class DemoFox(Fox): |
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528 """Demolition Foxes destroy fences easily""" |
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529 |
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530 DIG_ANIMATION = animations.FenceExplosion |
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531 IMAGE_FILE = 'sprites/sapper_fox.png' |
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532 CONFIG_NAME = 'sapper fox' |
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533 |
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534 def __init__(self, pos): |
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535 Fox.__init__(self, pos) |
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536 self.costs['fence'] = 2 # We don't worry about fences |
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537 |
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538 def _dig(self, gameboard, dig_pos): |
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539 """Setup dig parameters, to be overridden if needed""" |
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540 self.tick = 0 # Costs us nothing to go through a fence. |
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541 self.dig_pos = dig_pos |
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542 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple()) |
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543 self._make_hole(gameboard) |
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544 |
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545 class GreedyFox(Fox): |
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546 """Greedy foxes eat more chickens""" |
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547 CONFIG_NAME = 'greedy fox' |
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548 |
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549 def __init__(self, pos): |
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550 Fox.__init__(self, pos) |
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551 self.chickens_eaten = 0 |
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552 |
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553 def _catch_chicken(self, chicken, gameboard): |
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554 chicken.damage(gameboard) |
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555 self.closest = None |
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556 self.chickens_eaten += 1 |
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557 if self.chickens_eaten > 2: |
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558 self.hunting = False |
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559 self.last_steps = [] |
114 | 560 |
290 | 561 class Rinkhals(Fox): |
562 """The Rinkhals has eclectic tastes""" | |
563 STEALTH = 80 | |
564 IMAGE_FILE = 'sprites/rinkhals.png' | |
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565 CONFIG_NAME = 'rinkhals' |
290 | 566 |
567 def _catch_chicken(self, chicken, gameboard): | |
568 """The Rinkhals hunts for sport, catch and release style""" | |
569 self.closest = None | |
570 self.hunting = False | |
571 self.last_steps = [] | |
572 | |
573 def _make_hole(self, gameboard): | |
574 """The Rinkhals eats fences""" | |
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575 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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576 if fence: |
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577 fence.remove(gameboard.tv) |
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578 gameboard.remove_building(fence) |
290 | 579 self.dig_pos = None |
580 | |
581 def damage(self, gameboard): | |
582 """The Rinkhals is invincible!""" | |
583 return True | |
584 | |
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585 def _get_vision_param(parameter, watcher): |
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586 param = getattr(watcher, parameter) |
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587 if watcher.abode: |
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588 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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589 param = modifier(param) |
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590 return param |
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591 |
114 | 592 def visible(watcher, watchee): |
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593 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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594 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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595 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 596 roll = random.randint(1, 100) |
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597 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |
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598 |
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599 # These don't have to add up to 100, but it's easier to think |
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600 # about them if they do. |
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601 DEFAULT_FOX_WEIGHTINGS = ( |
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602 (Fox, 59), |
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603 (GreedyFox, 30), |
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604 (NinjaFox, 5), |
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605 (DemoFox, 5), |
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606 (Rinkhals, 1), |
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607 ) |
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608 |