Mercurial > rinkhals
annotate gamelib/animal.py @ 533:7addf41b6abb
Allow backtracking on ladders
author | Neil Muller <drnlmuller@gmail.com> |
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date | Fri, 27 Nov 2009 22:09:54 +0000 |
parents | 452cde9af2a2 |
children | 11c4cebfe4c5 |
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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 |
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7 import imagecache |
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8 import tiles |
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9 from misc import Position |
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10 import sound |
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11 import equipment |
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12 import animations |
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13 import serializer |
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14 import constants |
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15 |
507 | 16 |
17 NEIGHBOUR_4 = [Position(-1, 0), Position(1, 0), Position(0, 1), Position(0, -1)] | |
18 | |
19 | |
20 NEIGHBOUR_8 = [Position(-1, 0), Position(1, 0), Position(0, 1), Position(0, -1), | |
21 Position(1, 1), Position(1, -1), Position(-1, 1), Position(-1, -1)] | |
22 | |
23 | |
24 TILE_FENCE = tiles.REVERSE_TILE_MAP['fence'] | |
25 | |
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26 class Animal(Sprite, serializer.Simplifiable): |
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27 """Base class for animals""" |
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28 |
114 | 29 STEALTH = 0 |
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30 VISION_BONUS = 0 |
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31 VISION_RANGE_PENALTY = 10 |
114 | 32 |
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33 # sub-class must set this to the name of an image |
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34 # file |
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35 IMAGE_FILE = None |
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36 |
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37 SIMPLIFY = [ |
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38 'pos', |
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39 'equipment', |
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40 'accoutrements', |
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41 'abode', |
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42 'facing', |
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43 'gameboard', |
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44 ] |
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45 |
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46 def __init__(self, tile_pos, gameboard): |
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47 # load images |
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48 self._image_left = imagecache.load_image(self.IMAGE_FILE) |
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49 self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) |
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50 # Create the animal somewhere far off screen |
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51 Sprite.__init__(self, self._image_left, (-1000, -1000)) |
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52 self.image_left = self._image_left.copy() |
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53 self.image_right = self._image_right.copy() |
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54 if hasattr(tile_pos, 'to_tile_tuple'): |
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55 self.pos = tile_pos |
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56 else: |
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57 self.pos = Position(tile_pos[0], tile_pos[1], 0) |
84 | 58 self.equipment = [] |
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59 self.accoutrements = [] |
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60 self.abode = None |
146 | 61 self.facing = 'left' |
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62 self.gameboard = gameboard |
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63 |
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64 @classmethod |
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65 def make(cls): |
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66 """Override default Simplifiable object creation.""" |
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67 return cls((0, 0), None) |
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68 |
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69 @classmethod |
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70 def unsimplify(cls, *args, **kwargs): |
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71 """Override default Simplifiable unsimplification.""" |
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72 obj = super(Animal, cls).unsimplify(*args, **kwargs) |
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73 obj.redraw() |
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74 return obj |
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75 |
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76 def loop(self, tv, _sprite): |
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77 ppos = tv.tile_to_view(self.pos.to_tile_tuple()) |
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78 self.rect.x = ppos[0] |
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79 self.rect.y = ppos[1] |
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80 |
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81 def die(self): |
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82 """Play death animation, noises, whatever.""" |
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83 if hasattr(self, 'DEATH_SOUND'): |
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84 sound.play_sound(self.DEATH_SOUND) |
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85 if hasattr(self, 'DEATH_ANIMATION'): |
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86 self.DEATH_ANIMATION(self.gameboard.tv, self.pos.to_tile_tuple()) |
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87 self._game_death() |
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88 |
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89 def _game_death(self): |
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90 # Call appropriate gameboard cleanup here. |
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91 pass |
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92 |
507 | 93 def move(self): |
94 """Return a new position for the object""" | |
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95 # Default is not to move |
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96 pass |
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97 |
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98 def attack(self): |
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99 """Given the game state, attack a suitable target""" |
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100 # Default is not to attack |
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101 pass |
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102 |
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103 def set_pos(self, tile_pos): |
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104 """Move an animal to the given tile_pos.""" |
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105 new_pos = Position(*tile_pos) |
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106 self._fix_face(new_pos) |
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107 self.pos = new_pos |
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108 |
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109 def _fix_face(self, facing_pos): |
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110 """Set the face correctly""" |
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111 if facing_pos.left_of(self.pos): |
146 | 112 self._set_image_facing('left') |
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113 elif facing_pos.right_of(self.pos): |
146 | 114 self._set_image_facing('right') |
115 | |
116 def _set_image_facing(self, facing): | |
117 self.facing = facing | |
118 if self.facing == 'left': | |
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119 self.setimage(self.image_left) |
146 | 120 elif self.facing == 'right': |
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121 self.setimage(self.image_right) |
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122 |
84 | 123 def equip(self, item): |
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124 if equipment.is_equipment(item): |
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125 self.equipment.append(item) |
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126 elif equipment.is_accoutrement(item): |
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127 self.accoutrements.append(item) |
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128 self.redraw() |
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129 |
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130 def unequip(self, item): |
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131 if equipment.is_equipment(item): |
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132 self.equipment = [e for e in self.equipment if e != item] |
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133 elif equipment.is_accoutrement(item): |
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134 self.accoutrements = [e for e in self.accoutrements if e != item] |
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135 self.redraw() |
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136 |
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137 def unequip_by_name(self, item_name): |
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138 # only remove first match |
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139 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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140 if matches: |
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141 self.unequip(matches[0]) |
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142 |
163
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143 def redraw(self): |
195
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144 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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145 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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146 for item in self.accoutrements + self.equipment: |
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147 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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148 if images: |
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149 layers.append(images) |
158
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150 |
195
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151 layers.sort(key=lambda l: l[2]) |
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152 |
201
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153 # these always go on the bottom so that other layers don't get overwritten |
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154 self.image_left = self._image_left.copy() |
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155 self.image_right = self._image_right.copy() |
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156 for l in layers: |
195
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157 self.image_left.blit(l[0], (0,0)) |
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158 self.image_right.blit(l[1], (0,0)) |
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159 |
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160 self._set_image_facing(self.facing) |
84 | 161 |
162 def weapons(self): | |
109
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163 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 164 |
174
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165 def armour(self): |
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166 return [e for e in self.equipment if equipment.is_armour(e)] |
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167 |
104
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168 def covers(self, tile_pos): |
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169 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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170 |
125 | 171 def outside(self): |
172 return self.abode is None | |
173 | |
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174 def damage(self): |
174
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175 for a in self.armour(): |
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176 if not a.survive_damage(): |
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177 self.unequip(a) |
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178 return True |
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179 self.die() |
174
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180 return False |
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181 |
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182 class Chicken(Animal): |
28
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183 """A chicken""" |
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184 |
146 | 185 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
251
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186 DEATH_ANIMATION = animations.ChickenDeath |
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187 DEATH_SOUND = 'kill-chicken.ogg' |
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188 IMAGE_FILE = 'sprites/chkn.png' |
146 | 189 |
426
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190 SIMPLIFY = Animal.SIMPLIFY + ['eggs'] |
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191 |
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192 def __init__(self, pos, gameboard): |
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193 Animal.__init__(self, pos, gameboard) |
243
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194 self.eggs = [] |
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195 |
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196 def start_night(self): |
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197 self.lay() |
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198 self.reload_weapon() |
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199 |
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200 def start_day(self): |
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201 self.hatch() |
419
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202 |
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203 def _game_death(self): |
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204 self.gameboard.remove_chicken(self) |
251
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205 |
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206 def move(self): |
422
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207 """A free chicken will wander around aimlessly""" |
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208 pos_x, pos_y = self.pos.to_tile_tuple() |
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209 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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210 pos_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.GRASSLAND and not self.gameboard.get_outside_chicken(pos.to_tile_tuple())] + [self.pos] |
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211 self.pos = pos_options[random.randint(0, len(pos_options)-1)] |
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212 |
441
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213 def has_axe(self): |
445 | 214 return bool([e for e in self.weapons() if e.TYPE == "AXE"]) |
441
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215 |
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216 def chop(self): |
441
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217 if self.has_axe(): |
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218 pos_x, pos_y = self.pos.to_tile_tuple() |
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219 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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220 tree_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.WOODLAND] |
441
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221 if tree_options: |
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222 num_trees_to_cut = random.randint(1, len(tree_options)) |
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223 trees_to_cut = random.sample(tree_options, num_trees_to_cut) |
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224 for tree_pos in trees_to_cut: |
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225 self.gameboard.add_wood(5) |
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226 self.gameboard.tv.set(tree_pos.to_tile_tuple(), self.gameboard.GRASSLAND) |
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227 |
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228 def lay(self): |
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229 """See if the chicken lays an egg""" |
414
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230 if self.abode and self.abode.building.HENHOUSE: |
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231 if not self.eggs: |
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232 for x in range(random.randint(1, 4)): |
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233 self.eggs.append(Egg(self.pos, self.gameboard)) |
414
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234 self.equip(equipment.NestEgg()) |
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235 self.gameboard.eggs += self.get_num_eggs() |
216
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236 |
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237 def remove_eggs(self): |
216
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238 """Clean up the egg state""" |
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239 self.gameboard.remove_eggs(len(self.eggs)) |
243
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240 self.eggs = [] |
305
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241 self.unequip_by_name("Nestegg") |
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242 |
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243 def remove_one_egg(self): |
243
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244 """Clean up the egg state""" |
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245 self.eggs.pop() |
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246 self.gameboard.remove_eggs(1) |
243
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247 if not self.eggs: |
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248 self.unequip_by_name("Nestegg") |
243
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249 |
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250 def get_num_eggs(self): |
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251 return len(self.eggs) |
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252 |
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253 def hatch(self): |
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254 """See if we have an egg to hatch""" |
243
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255 if self.eggs: |
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256 chick = self.eggs[0].hatch() |
187 | 257 if chick: |
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258 # sell the remaining eggs |
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259 # Remove hatched egg |
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260 self.remove_one_egg() |
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261 # Sell other eggs |
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262 for egg in self.eggs[:]: |
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263 self.gameboard.sell_one_egg(self) |
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264 self.remove_eggs() # clean up stale images, etc. |
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265 self.gameboard.place_hatched_chicken(chick, self.abode.building) |
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266 |
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267 def _find_killable_fox(self, weapon): |
84 | 268 """Choose a random fox within range of this weapon.""" |
269 killable_foxes = [] | |
476
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270 for fox in self.gameboard.foxes: |
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271 if not weapon.in_range(self.gameboard, self, fox): |
114 | 272 continue |
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273 if visible(self, fox, self.gameboard): |
84 | 274 killable_foxes.append(fox) |
275 if not killable_foxes: | |
276 return None | |
277 return random.choice(killable_foxes) | |
278 | |
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279 def attack(self): |
84 | 280 """An armed chicken will attack a fox within range.""" |
281 if not self.weapons(): | |
282 # Not going to take on a fox bare-winged. | |
283 return | |
284 # Choose the first weapon equipped. | |
285 weapon = self.weapons()[0] | |
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286 fox = self._find_killable_fox(weapon) |
84 | 287 if not fox: |
288 return | |
236
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289 self._fix_face(fox.pos) |
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290 if weapon.hit(self.gameboard, self, fox): |
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291 fox.damage() |
84 | 292 |
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293 def reload_weapon(self): |
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294 """If we have a weapon that takes ammunition, reload it.""" |
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295 for weapon in self.weapons(): |
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296 weapon.refresh_ammo() |
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297 |
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298 class Egg(Animal): |
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299 """An egg""" |
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300 |
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301 IMAGE_FILE = 'sprites/equip_egg.png' |
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302 |
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303 SIMPLIFY = Animal.SIMPLIFY + ['timer'] |
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304 |
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305 def __init__(self, pos, gameboard): |
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306 Animal.__init__(self, pos, gameboard) |
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307 self.timer = 2 |
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308 |
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309 # Eggs don't move |
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310 |
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311 def hatch(self): |
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312 self.timer -= 1 |
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313 if self.timer == 0: |
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314 return Chicken(self.pos, self.gameboard) |
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315 return None |
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316 |
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317 class Fox(Animal): |
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318 """A fox""" |
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319 |
114 | 320 STEALTH = 20 |
130 | 321 IMAGE_FILE = 'sprites/fox.png' |
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322 DEATH_ANIMATION = animations.FoxDeath |
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323 DEATH_SOUND = 'kill-fox.ogg' |
389
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324 CONFIG_NAME = 'fox' |
114 | 325 |
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326 costs = { |
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327 # weighting for movement calculation |
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328 'grassland' : 2, |
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329 'woodland' : 1, # Try to keep to the woods if possible |
507 | 330 'broken fence' : 1, |
404
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331 'fence' : 25, |
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332 'guardtower' : 2, # We can pass under towers |
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333 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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334 # catch a chicken there |
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335 'hendominium' : 30, |
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336 } |
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337 |
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338 def __init__(self, pos, gameboard): |
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339 Animal.__init__(self, pos, gameboard) |
507 | 340 self.start_pos = self.pos |
341 self.target = None | |
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342 self.hunting = True |
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343 self.dig_pos = None |
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344 self.tick = 0 |
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345 self.safe = False |
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346 self.closest = None |
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347 # Foxes don't occupy places in the same way chickens do, but they |
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348 # can still be inside |
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349 self.building = None |
507 | 350 self._last_steps = [] |
351 self.path = [] | |
397
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352 |
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353 def outside(self): |
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354 return self.building is None |
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355 |
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356 def _game_death(self): |
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357 self.gameboard.kill_fox(self) |
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358 |
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359 def _cost_tile(self, pos): |
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360 if self.gameboard.in_bounds(pos): |
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361 this_tile = self.gameboard.tv.get(pos.to_tile_tuple()) |
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362 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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363 else: |
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364 cost = 100 # Out of bounds is expensive |
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365 return cost |
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366 |
507 | 367 def _is_fence(self, pos): |
368 if self.gameboard.in_bounds(pos): | |
369 this_tile = self.gameboard.tv.get(pos.to_tile_tuple()) | |
370 return this_tile == TILE_FENCE | |
371 return False | |
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372 |
507 | 373 def _check_steps(self, step, border_func, end_func, max_steps): |
374 steps = 0 | |
375 cur_pos = self.pos | |
376 path = [] | |
377 while steps < max_steps: | |
378 if not border_func(cur_pos): | |
379 # Not walking the edge | |
380 return None | |
381 path.append(cur_pos) | |
382 if end_func(cur_pos): | |
383 # is there an 8-NEIGHBOUR that also satisfies end_func and is | |
384 # closer to target | |
385 dist = self.target.dist(cur_pos) | |
386 fin_pos = None | |
387 for pos in [cur_pos + x for x in NEIGHBOUR_8]: | |
511
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388 if pos in path: |
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389 continue |
507 | 390 if end_func(pos) and self.target.dist(pos) < dist: |
391 fin_pos = pos | |
392 dist = self.target.dist(pos) | |
393 if fin_pos: | |
394 path.append(fin_pos) | |
395 return path | |
396 steps += 1 | |
397 cur_pos = cur_pos + step | |
398 return None | |
399 | |
400 def _search_for_path(self, border_func, end_func, max_steps): | |
401 paths = [None] * 4 | |
402 paths[0] = self._check_steps(Position(-1, 0), border_func, end_func, max_steps) | |
403 paths[1] = self._check_steps(Position(0, -1), border_func, end_func, max_steps) | |
404 paths[2] = self._check_steps(Position(1, 0), border_func, end_func, max_steps) | |
405 paths[3] = self._check_steps(Position(0, 1), border_func, end_func, max_steps) | |
406 cands = [x for x in paths if x is not None] | |
407 if not cands: | |
408 return None | |
409 elif len(cands) == 1: | |
410 return cands[0][1:] | |
411 # take the end point closest to our target | |
412 final_path = cands[0] | |
413 min_dist = final_path[-1].dist(self.target) | |
414 for this_path in cands[1:]: | |
415 dist = this_path[-1].dist(self.target) | |
416 if dist < min_dist: | |
417 min_dist = dist | |
418 final_path = this_path | |
419 elif dist == min_dist and random.randint(0, 1) == 0: | |
420 final_path = this_path | |
421 return final_path[1:] # path's include self.pos | |
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422 |
507 | 423 def _find_nearest_corner(self): |
424 """Find the nearest corner of the bulding""" | |
425 COST_MARGIN = 25 | |
426 def border(pos): | |
427 cost = self._cost_tile(pos) | |
428 if cost >= COST_MARGIN: | |
429 return False # in building isn't border | |
430 for tpos in [pos + step for step in NEIGHBOUR_8]: | |
431 if self.gameboard.in_bounds(tpos): | |
432 cost = self._cost_tile(tpos) | |
433 if cost >= COST_MARGIN: | |
434 return True | |
435 return False | |
436 | |
437 def corner(pos): | |
438 # A corner is not 4-connected to a building | |
439 if not border(pos): | |
440 return False | |
441 for tpos in [pos + step for step in NEIGHBOUR_4]: | |
442 if self.gameboard.in_bounds(tpos): | |
443 cost = self._cost_tile(tpos) | |
444 if cost >= COST_MARGIN: | |
445 return False | |
446 return True | |
447 | |
448 return self._search_for_path(border, corner, 6) | |
449 | |
450 def _find_fence_gap(self): | |
451 # We search for a gap in the fence | |
452 # we know we are next to fence. A gap in the fence is | |
453 # a point that borders the fence where the fence is not | |
454 # 4-connected | |
455 | |
456 COST_MARGIN = 25 | |
457 | |
458 def border(pos): | |
459 if self._is_fence(pos) or self._cost_tile(pos) >= COST_MARGIN: | |
460 return False | |
461 for tpos in [pos + step for step in NEIGHBOUR_8]: | |
462 if self._is_fence(tpos) or self._cost_tile(tpos) >= COST_MARGIN: | |
463 return True | |
464 return False | |
465 | |
466 def is_gap(pos): | |
467 # A gap neighbours only fence tiles which has < 2 4-neighbours | |
468 if self._is_fence(pos): | |
469 return False | |
470 fence_neighbours = [0] | |
471 for tpos in [pos + step for step in NEIGHBOUR_8]: | |
472 if self._is_fence(tpos): | |
473 connections = 0 | |
474 for fpos in [tpos + step for step in NEIGHBOUR_4]: | |
475 if self.gameboard.in_bounds(fpos): | |
476 if self._is_fence(fpos) or self._cost_tile(tpos) >= COST_MARGIN: | |
477 # Expensive building is considered fence | |
478 connections += 1 | |
479 else: | |
480 # Fence connecting to out of bounds counts as fence | |
481 connections += 1 | |
482 fence_neighbours.append(connections) | |
483 return max(fence_neighbours) < 2 | |
484 | |
485 return self._search_for_path(border, is_gap, 7) | |
486 | |
487 def _find_min_cost_neighbour(self, target): | |
488 """Find the minimum cost neighbour that's closer to target""" | |
489 cur_dist = target.dist(self.pos) | |
490 neighbours = [self.pos + step for step in NEIGHBOUR_8] | |
404
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491 min_cost = 1000 |
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492 min_dist = cur_dist |
507 | 493 best = self.pos |
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494 for point in neighbours: |
507 | 495 if point in self._last_steps: |
496 continue | |
497 dist = point.dist(target) | |
498 if dist <= min_dist: | |
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499 cost = self._cost_tile(point) |
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500 if cost < min_cost or (min_cost == cost and dist < min_dist): |
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501 # Prefer closest of equal cost points |
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502 min_dist = dist |
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503 min_cost = cost |
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504 best = point |
507 | 505 elif min_cost == cost and random.randint(0, 1) == 0: |
506 # Be slightly non-deterministic when presented with | |
507 # equal choices | |
508 best = point | |
509 return best, min_cost | |
510 | |
511 def _find_best_path_step(self): | |
512 """Find the cheapest path to final_pos, and return the next step | |
513 along the path.""" | |
514 if self.path: | |
515 next_step = self.path.pop(0) | |
516 if next_step.dist(self.pos) < 2: | |
517 return next_step | |
518 else: | |
519 # Been bounced off the path | |
520 self.path = [] | |
533
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521 new_pos = None |
507 | 522 if self.target.z < self.pos.z: |
523 # We need to try heading down. | |
533
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524 new_pos = Position(self.pos.x, self.pos.y, self.pos.z - 1) |
507 | 525 if self.target.x == self.pos.x and self.target.y == self.pos.y and \ |
526 self.target.z > self.pos.z: | |
527 # We try heading up | |
533
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528 new_pos = Position(self.pos.x, self.pos.y, self.pos.z + 1) |
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529 if new_pos: |
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530 if new_pos in self._last_steps: |
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531 # ladder, so we allow backtracking |
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532 self._last_steps.remove(new_pos) |
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533 return new_pos |
507 | 534 cur_dist = self.target.dist(self.pos) |
535 if cur_dist < 2: | |
536 # We're right ontop of our target, so just go there | |
537 return self.target | |
538 # Find the cheapest spot close to us that moves us closer to the target | |
531
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539 best, min_cost = self._find_min_cost_neighbour(self.target) |
507 | 540 if min_cost < 20 or not self.gameboard.in_bounds(self.pos) \ |
541 or not self.gameboard.in_bounds(best): | |
407
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542 # If we're not on the gameboard yet, there's no point in looking |
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543 # for an optimal path. |
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544 return best |
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545 # Else expensive step, so think further |
507 | 546 if self._is_fence(best): |
547 path = self._find_fence_gap() | |
548 elif min_cost == 30: | |
549 # building | |
550 path = self._find_nearest_corner() | |
551 else: | |
552 # We're looping | |
553 self._last_steps = [] | |
554 return self.pos | |
555 if path: | |
556 self.path = path[1:] # exclude 1st step | |
557 return path[0] | |
558 return best | |
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559 |
507 | 560 def _calc_next_move(self): |
561 """Find the path to the target""" | |
562 if self.hunting: | |
563 # Check if we need to update our idea of a target | |
564 if not self.closest or self.closest not in self.gameboard.chickens: | |
565 # Either no target, or someone ate it | |
566 self._select_prey() | |
567 elif not self.target: | |
568 self.target = self.closest.pos | |
569 if not self.target: | |
570 self.target = self.start_pos | |
571 self._last_steps = [] | |
572 if self.target == self.pos: | |
573 # No need to move, but we will need to update the target | |
574 self.target = None | |
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575 return self.pos |
507 | 576 if self.target.to_tile_tuple() == self.pos.to_tile_tuple(): |
577 # Only differ in z, so next step is in z | |
578 if self.target.z < self.pos.z: | |
579 new_z = self.pos.z - 1 | |
580 else: | |
581 new_z = self.pos.z + 1 | |
582 return Position(self.pos.x, self.pos.y, new_z) | |
583 return self._find_best_path_step() | |
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584 |
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585 def _calculate_dist(self, chicken): |
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586 """Calculate the distance to the chicken""" |
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587 dist = chicken.pos.dist(self.pos) |
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588 if chicken.abode: |
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589 dist += 5 # Prefer free-ranging chickens |
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590 if len(chicken.weapons()) > 0: |
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591 dist += 5 # Prefer unarmed chickens |
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592 return dist |
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593 |
507 | 594 def _select_prey(self): |
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595 min_dist = 999 |
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596 self.closest = None |
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597 for chicken in self.gameboard.chickens: |
518
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598 dist = self._calculate_dist(chicken) |
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599 if dist < min_dist: |
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600 min_dist = dist |
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601 self.closest = chicken |
507 | 602 self.target = chicken.pos |
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603 if not self.closest: |
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604 # No more chickens, so leave |
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605 self.hunting = False |
507 | 606 self.target = self.start_pos |
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607 return self.pos |
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608 |
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609 def attack(self): |
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610 """Attack a chicken""" |
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611 chicken = self.gameboard.get_animal_at_pos(self.pos, 'chicken') |
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612 if chicken: |
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613 # Always attack a chicken we step on, even if not hunting |
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614 self._catch_chicken(chicken) |
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615 |
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616 def _catch_chicken(self, chicken): |
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617 """Catch a chicken""" |
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618 chicken.damage() |
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619 self.closest = None |
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620 self.hunting = False |
507 | 621 self.target = self.start_pos |
622 self._last_steps = [] | |
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623 |
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624 def _update_pos(self, new_pos): |
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625 """Update the position, making sure we don't step on other foxes""" |
507 | 626 if not self.hunting and not self.gameboard.in_bounds(self.pos): |
627 self.safe = True | |
628 return self.pos | |
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629 if new_pos == self.pos: |
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630 # We're not moving, so we can skip all the checks |
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631 return new_pos |
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632 blocked = self.gameboard.get_animal_at_pos(new_pos, 'fox') is not None |
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633 final_pos = new_pos |
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634 if blocked: |
507 | 635 if new_pos.z != self.pos.z or self.pos.z != 0: |
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636 # We can only move up and down a ladder |
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637 moves = [Position(self.pos.x, self.pos.y, z) for z |
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638 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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639 else: |
507 | 640 moves = [self.pos + step for step in NEIGHBOUR_8] |
399
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641 # find the cheapest point in moves that's not blocked |
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642 final_pos = None |
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643 min_cost = 1000 |
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644 for poss in moves: |
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645 if self.gameboard.get_animal_at_pos(poss, 'fox'): |
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646 continue # blocked |
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647 cost = self._cost_tile(poss) |
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648 if cost < min_cost: |
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649 min_cost = cost |
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650 final_pos = poss |
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651 if cost == min_cost and random.randint(0, 1) > 0: |
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652 # Add some randomness in this case |
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653 final_pos = poss |
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654 if not final_pos: |
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655 # No good choice, so stay put |
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656 return self.pos |
507 | 657 if self._is_fence(final_pos) and not self.dig_pos: |
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658 return self._dig(final_pos) |
507 | 659 self._last_steps.append(final_pos) |
660 if len(self._last_steps) > 6: | |
661 self._last_steps.pop(0) | |
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662 return final_pos |
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663 |
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664 def _dig(self, dig_pos): |
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665 """Setup dig parameters, to be overridden if needed""" |
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666 self.tick = 5 |
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667 self.dig_pos = dig_pos |
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668 return self.pos |
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669 |
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670 def _make_hole(self): |
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671 """Make a hole in the fence""" |
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672 fence = self.gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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673 # Another fox could have made the same hole this turn |
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674 if fence: |
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675 fence.damage(self.gameboard.tv) |
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676 self.dig_pos = None |
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677 |
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678 def move(self): |
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679 """Foxes will aim to move towards the closest henhouse or free |
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680 chicken""" |
398
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681 if self.safe: |
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682 # We're safe, so do nothing |
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683 return |
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684 elif self.dig_pos: |
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685 if self.tick: |
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686 self.tick -= 1 |
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687 # We're still digging through the fence |
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688 # Check the another fox hasn't dug a hole for us |
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689 # We're too busy digging to notice if a hole appears nearby, |
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690 # but we'll notice if the fence we're digging vanishes |
507 | 691 if not self._is_fence(self.dig_pos): |
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692 self.tick = 0 |
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693 else: |
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694 # We've dug through the fence, so make a hole |
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695 self._make_hole() |
397
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696 return |
533
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697 desired_pos = self._calc_next_move() |
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698 final_pos = self._update_pos(desired_pos) |
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699 self._fix_face(final_pos) |
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700 self.pos = final_pos |
398
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701 change_visible = False |
397
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702 # See if we're entering/leaving a building |
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703 building = self.gameboard.get_building(final_pos.to_tile_tuple()) |
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704 if building and self.outside(): |
398
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705 # Check if we need to enter |
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706 if self.closest and not self.closest.outside() and \ |
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707 self.closest.abode.building is building: |
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708 building.add_predator(self) |
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709 change_visible = True |
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710 elif self.building and final_pos.z == 0: |
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711 # can only leave from the ground floor |
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712 if building == self.building: |
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713 # Check if we need to leave the building |
515 | 714 if not self.hunting or (self.closest and self.closest.abode |
715 and self.closest.abode.building is not building): | |
397
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716 self.building.remove_predator(self) |
398
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717 change_visible = True |
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718 else: |
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719 # we've moved away from the building we were in |
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720 self.building.remove_predator(self) |
398
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721 change_visible = True |
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722 if change_visible: |
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723 self.gameboard.set_visibility(self) |
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724 |
92
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725 |
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726 class NinjaFox(Fox): |
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727 """Ninja foxes are hard to see""" |
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728 |
114 | 729 STEALTH = 60 |
130 | 730 IMAGE_FILE = 'sprites/ninja_fox.png' |
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731 CONFIG_NAME = 'ninja fox' |
114 | 732 |
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733 class DemoFox(Fox): |
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734 """Demolition Foxes destroy fences easily""" |
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735 |
241
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736 DIG_ANIMATION = animations.FenceExplosion |
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737 IMAGE_FILE = 'sprites/sapper_fox.png' |
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738 CONFIG_NAME = 'sapper fox' |
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739 |
406
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diff
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|
740 costs = Fox.costs.copy() |
426
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parents:
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diff
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|
741 costs['fence'] = 2 |
269
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|
742 |
476
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|
743 def _dig(self, dig_pos): |
241
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744 """Setup dig parameters, to be overridden if needed""" |
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745 self.tick = 0 # Costs us nothing to go through a fence. |
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746 self.dig_pos = dig_pos |
476
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747 self.DIG_ANIMATION(self.gameboard.tv, dig_pos.to_tile_tuple()) |
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|
748 self._make_hole() |
475
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diff
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|
749 return self.pos |
241
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|
750 |
92
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|
751 class GreedyFox(Fox): |
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752 """Greedy foxes eat more chickens""" |
389
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diff
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|
753 CONFIG_NAME = 'greedy fox' |
92
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754 |
476
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755 def __init__(self, pos, gameboard): |
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756 Fox.__init__(self, pos, gameboard) |
92
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757 self.chickens_eaten = 0 |
518
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|
758 self.last_chicken = None |
92
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759 |
476
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|
760 def _catch_chicken(self, chicken): |
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|
761 chicken.damage() |
518
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762 self.last_chicken = self.closest |
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763 self.closest = None |
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764 self.chickens_eaten += 1 |
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765 if self.chickens_eaten > 2: |
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diff
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|
766 self.hunting = False |
507 | 767 self.target = self.start_pos |
768 self._last_steps = [] | |
518
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parents:
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diff
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|
769 else: |
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diff
changeset
|
770 self._select_prey() # select new target |
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|
771 |
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772 def _calculate_dist(self, chicken): |
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|
773 """Calculate the distance to the chicken""" |
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diff
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|
774 dist = super(GreedyFox, self)._calculate_dist(chicken) |
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775 if self.last_chicken and self.last_chicken is chicken: |
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|
776 # We hurt our teeth, only attack the same chicken if it's the |
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diff
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|
777 # only one nearby |
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|
778 dist += 15 |
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|
779 return dist |
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|
780 |
114 | 781 |
290 | 782 class Rinkhals(Fox): |
783 """The Rinkhals has eclectic tastes""" | |
784 STEALTH = 80 | |
785 IMAGE_FILE = 'sprites/rinkhals.png' | |
389
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|
786 CONFIG_NAME = 'rinkhals' |
290 | 787 |
507 | 788 costs = Fox.costs.copy() |
789 costs['fence'] = 2 | |
790 | |
518
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|
791 def _calculate_dist(self, chicken): |
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diff
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|
792 """The Rinkhals eats eggs, so tweak distance accordingly""" |
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|
793 dist = chicken.pos.dist(self.pos) |
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changeset
|
794 if not chicken.eggs: |
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|
795 dist += 100 # The closest eggs have to be *far* away to be safe |
a42852e50df1
Rework prey selection. Greedy Foxes are less inclined to attack the same chicken multiple times
Neil Muller <drnlmuller@gmail.com>
parents:
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796 return dist |
475
d4f04d81fe54
Rinkhals eats eggs, along with associated changes.
Jeremy Thurgood <firxen@gmail.com>
parents:
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797 |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
Jeremy Thurgood <firxen@gmail.com>
parents:
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798 def _catch_chicken(self, chicken): |
475
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Rinkhals eats eggs, along with associated changes.
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parents:
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799 """The Rinkhals eats eggs, but does not harm chickens""" |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
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800 chicken.remove_eggs() |
290 | 801 self.closest = None |
802 self.hunting = False | |
507 | 803 self.target = self.start_pos |
804 self._last_steps = [] | |
290 | 805 |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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806 def _dig(self, dig_pos): |
475
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Rinkhals eats eggs, along with associated changes.
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parents:
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807 """Snakes ignore fences""" |
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Rinkhals eats eggs, along with associated changes.
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parents:
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808 return dig_pos |
290 | 809 |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
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810 def damage(self): |
290 | 811 """The Rinkhals is invincible!""" |
812 return True | |
813 | |
199
696936621a93
Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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814 def _get_vision_param(parameter, watcher): |
696936621a93
Buildings can affect visual acuity.
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parents:
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815 param = getattr(watcher, parameter) |
696936621a93
Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
parents:
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816 if watcher.abode: |
696936621a93
Buildings can affect visual acuity.
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parents:
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817 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
696936621a93
Buildings can affect visual acuity.
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parents:
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818 param = modifier(param) |
696936621a93
Buildings can affect visual acuity.
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parents:
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819 return param |
696936621a93
Buildings can affect visual acuity.
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parents:
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820 |
437
95b81e917399
Buildings block line-of-sight, except for occupants.
Jeremy Thurgood <firxen@gmail.com>
parents:
431
diff
changeset
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821 def visible(watcher, watchee, gameboard): |
443
4efe57fcc1d7
Anything off the board is invisible.
Jeremy Thurgood <firxen@gmail.com>
parents:
441
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822 if not gameboard.in_bounds(watchee.pos): |
4efe57fcc1d7
Anything off the board is invisible.
Jeremy Thurgood <firxen@gmail.com>
parents:
441
diff
changeset
|
823 # We can't see anything off the edge of the board. |
4efe57fcc1d7
Anything off the board is invisible.
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parents:
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diff
changeset
|
824 return False |
199
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parents:
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diff
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|
825 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
696936621a93
Buildings can affect visual acuity.
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parents:
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826 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
437
95b81e917399
Buildings block line-of-sight, except for occupants.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
changeset
|
827 positions = watcher.pos.intermediate_positions(watchee.pos) |
95b81e917399
Buildings block line-of-sight, except for occupants.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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|
828 for pos in positions: |
95b81e917399
Buildings block line-of-sight, except for occupants.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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|
829 building = gameboard.get_building(pos.to_tile_tuple()) |
95b81e917399
Buildings block line-of-sight, except for occupants.
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parents:
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diff
changeset
|
830 # This allows chickens to fire across GuardTowers and Fences. |
95b81e917399
Buildings block line-of-sight, except for occupants.
Jeremy Thurgood <firxen@gmail.com>
parents:
431
diff
changeset
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831 if building and building.BLOCKS_VISION and not (watcher in building.occupants()): |
95b81e917399
Buildings block line-of-sight, except for occupants.
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parents:
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diff
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|
832 return False |
199
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833 distance = watcher.pos.dist(watchee.pos) - 1 |
438
16437cf4a2b8
Trees provide a modicum of cover.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
changeset
|
834 # Intervening forests get in the way a bit. |
16437cf4a2b8
Trees provide a modicum of cover.
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parents:
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diff
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|
835 woods = len([pos for pos in positions if gameboard.tv.get(pos.to_tile_tuple()) == gameboard.WOODLAND]) |
114 | 836 roll = random.randint(1, 100) |
438
16437cf4a2b8
Trees provide a modicum of cover.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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|
837 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance + constants.WOODLAND_CONCEALMENT*woods |
389
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
838 |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
839 # These don't have to add up to 100, but it's easier to think |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
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|
840 # about them if they do. |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
841 DEFAULT_FOX_WEIGHTINGS = ( |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
842 (Fox, 59), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
843 (GreedyFox, 30), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
844 (NinjaFox, 5), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
845 (DemoFox, 5), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
846 (Rinkhals, 1), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
847 ) |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
848 |