annotate gamelib/buildings.py @ 561:7f037ee2a6c8

Show count of selected chickens in buildings
author Neil Muller <drnlmuller@gmail.com>
date Sat, 28 Nov 2009 18:40:04 +0000
parents 50d6c68ce267
children
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1 """Classes for various buildings in the game."""
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2
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3 from pgu.vid import Sprite
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4 from pygame.locals import SRCALPHA
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5 import pygame
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6
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7 import imagecache
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8 import tiles
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9 import constants
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10 import serializer
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11
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12 # ignore os.popen3 warning generated by pygame.font.SysFont
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13 import warnings
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14 warnings.filterwarnings("ignore", "os.popen3 is deprecated.")
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15
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16 class Place(serializer.Simplifiable):
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17 """Space within a building that can be occupied."""
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18
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19 SIMPLIFY = [
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20 'occupant',
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21 'building',
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22 'offset',
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23 ]
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24
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25 def __init__(self, building, offset):
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26 self.occupant = None
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27 self.building = building
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28 self.offset = offset
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29
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30 def set_occupant(self, occupant, _update=True, _predator=False):
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31 self.clear_occupant(_update=False)
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32 self.occupant = occupant
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33 self.occupant.abode = self
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34 if _update:
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35 self.building.update_occupant_count()
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36
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37 def clear_occupant(self, _update=True):
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38 if self.occupant is not None:
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39 self.occupant.abode = None
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40 self.occupant = None
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41 if _update:
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42 self.building.update_occupant_count()
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43
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44 def get_pos(self):
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45 bpos = self.building.pos
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46 return (bpos[0] + self.offset[0], bpos[1] + self.offset[1],
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47 self.offset[2])
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48
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49 class Floor(serializer.Simplifiable):
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50 """A set of places within a building. Places on a
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51 floor are organised into rows and columns.
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52 """
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53
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54 SIMPLIFY = [
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55 'title',
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56 'places',
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57 ]
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58
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59 def __init__(self, title, places):
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60 self.title = title # str
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61 self.places = places # list of lists of places
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62
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63 def rows(self):
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64 for row in self.places:
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65 yield row
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66
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67 def width(self):
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68 return max(len(row) for row in self.places)
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69
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70 class BuildingFullError(Exception):
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71 pass
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72
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73 class Building(Sprite, serializer.Simplifiable):
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74 """Base class for buildings"""
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75
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76 IS_BUILDING = True
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77 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland']
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78 MODIFY_KNIFE_RANGE = lambda s, x: 0
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79 MODIFY_GUN_RANGE = lambda s, x: -1
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80 BREAKABLE = False
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81 ABODE = False
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82 FLOORS = None
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83 HENHOUSE = False
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84 BLOCKS_VISION = True
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85
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86 SIMPLIFY = [
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87 'pos',
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88 'size',
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89 'tile_no',
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90 '_buy_price',
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91 '_sell_price',
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92 '_repair_price',
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93 '_sun_on',
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94 '_broken',
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95 '_floors',
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96 'gameboard',
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97 ]
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98
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99 def __init__(self, pos, gameboard):
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100 """Initial image, tile vid position, size and tile number for building."""
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101 self._set_images()
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102 self.pos = pos
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103 self.gameboard = gameboard
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104 self.size = self.SIZE
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105 self.tile_no = self.TILE_NO
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106 self._buy_price = self.BUY_PRICE
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107 self._sell_price = self.SELL_PRICE
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108 self._repair_price = getattr(self, 'REPAIR_PRICE', None)
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109 self._sun_on = True
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110 self._font = pygame.font.SysFont('Vera', 30, bold=True)
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111 self._font_image = pygame.Surface(self.images['fixed']['day'].get_size(), flags=SRCALPHA)
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112 self._font_image.fill((0, 0, 0, 0))
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113 self._broken = False
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114 self._predators = []
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115
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116 self._floors = []
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117 if self.FLOORS:
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118 for f, z in enumerate(self.FLOORS):
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119 places = []
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120 for j in range(self.size[1]):
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121 row = []
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122 for i in range(self.size[0]):
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123 row.append(Place(self, (i, j, z)))
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124 places.append(row)
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125 floor = Floor("Floor %s" % (f+1,), places)
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126 self._floors.append(floor)
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127
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128 # 0: the main image
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129 # 1: above, -1: below
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130 self.draw_stack = {"main": (0, self.images['fixed']['day'])}
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131
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132 # Create the building somewhere far off screen
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133 Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000))
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134
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135 @classmethod
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136 def make(cls):
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137 """Override default Simplifiable object creation."""
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138 return cls((0, 0), None)
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139
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140 @classmethod
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141 def unsimplify(cls, *args, **kwargs):
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142 """Override default Simplifiable unsimplification."""
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143 obj = super(Building, cls).unsimplify(*args, **kwargs)
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144 obj._set_main_image()
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145 obj.update_occupant_count()
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146 return obj
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147
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148 def _set_images(self):
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149 self.images = {'fixed': {
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150 'day': imagecache.load_image(self.IMAGE),
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151 'night': imagecache.load_image(self.IMAGE, ('night',)),
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152 'selected': imagecache.load_image(self.SELECTED_IMAGE),
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153 }}
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154 if self.BREAKABLE:
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155 self.images['broken'] = {
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156 'day': imagecache.load_image(self.IMAGE_BROKEN),
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157 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night',)),
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158 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN),
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159 }
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160
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161 def _set_main_image(self):
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162 image_set = self.images[{True: 'broken',False: 'fixed'}[self._broken]]
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163 self._replace_main(image_set[{True: 'day', False: 'night'}[self._sun_on]])
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164
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165 def _redraw(self):
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166 items = self.draw_stack.values()
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167 items.sort(key=lambda x: x[0])
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168 image = items.pop(0)[1].copy()
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169 for _lvl, overlay in items:
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170 image.blit(overlay, (0, 0))
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171 self.setimage(image)
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172
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173 def _replace_main(self, new_main):
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174 self.draw_stack["main"] = (0, new_main)
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175 self._redraw()
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176
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177 def tile_positions(self):
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178 """Return pairs of (x, y) tile positions for each of the tile positions
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179 occupied by the building.
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180 """
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181 xpos, ypos = self.pos
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182 xsize, ysize = self.size
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183
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184 for dx in xrange(xsize):
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185 for dy in xrange(ysize):
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186 yield (xpos + dx, ypos + dy)
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187
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188 def adjacent_tiles(self):
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189 """Return pairs of (x, y) tile positions for each of the tiles
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190 adjacent to the building.
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191 """
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192 xpos, ypos = self.pos
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193 xsize, ysize = self.size
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194
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195 for dx in xrange(xsize): # top and bottom
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196 yield (xpos + dx, ypos - 1)
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197 yield (xpos + dx, ypos + ysize)
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198
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199 for dy in xrange(ysize): # left and right
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200 yield (xpos - 1, ypos + dy)
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201 yield (xpos + xsize, ypos + dy)
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202
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203 def loop(self, tv, _sprite):
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204 ppos = tv.tile_to_view(self.pos)
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205 self.rect.x = ppos[0]
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206 self.rect.y = ppos[1]
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207
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208 def move(self, state):
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209 """Given the game state, return a new position for the object"""
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210 # Default is not to move
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211 return self.pos
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212
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213 def place(self):
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214 """Check that the building can be placed at its current position
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215 and place it if possible.
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216 """
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217 # check that all spaces under the structure are grassland
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218 for tile_pos in self.tile_positions():
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219 if not self.gameboard.tv.get(tile_pos) == self.GRASSLAND:
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220 return False
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221
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222 # place tile
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223 for tile_pos in self.tile_positions():
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224 self.gameboard.tv.set(tile_pos, self.tile_no)
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225
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226 return True
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227
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228 def covers(self, tile_pos):
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229 """Return True if build covers tile_pos, False otherwise."""
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230 xpos, ypos = self.pos
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231 xsize, ysize = self.size
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232 return (xpos <= tile_pos[0] < xpos + xsize) and \
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233 (ypos <= tile_pos[1] < ypos + ysize)
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234
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235 def broken(self):
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236 return self._broken
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237
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238 def damage(self):
378
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239 if not self.BREAKABLE:
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240 return False
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241 self._broken = True
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242 self._sell_price = self.SELL_PRICE_BROKEN
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243 self.tile_no = self.TILE_NO_BROKEN
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244 for tile_pos in self.tile_positions():
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245 self.gameboard.tv.set(tile_pos, self.tile_no)
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246 self._set_main_image()
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247
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248 def repair(self):
378
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249 self._broken = False
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250 self._sell_price = self.SELL_PRICE
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251 self.tile_no = self.TILE_NO
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252 for tile_pos in self.tile_positions():
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253 self.gameboard.tv.set(tile_pos, self.tile_no)
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254 self._set_main_image()
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255
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256 def remove(self):
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257 """Remove the building from its current position."""
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258 # remove tile
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259 for tile_pos in self.tile_positions():
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260 self.gameboard.tv.set(tile_pos, self.GRASSLAND)
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261
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262 def buy_price(self):
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263 return self._buy_price
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264
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265 def sell_price(self):
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266 return self._sell_price
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267
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268 def repair_price(self):
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269 return self._repair_price
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270
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271 def selected(self, selected):
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272 if selected:
378
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273 self._replace_main(self.images[{True: 'broken',False: 'fixed'}[self._broken]]['selected'])
170
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274 else:
378
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275 self._set_main_image()
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276
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277 def sun(self, sun_on):
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278 self._sun_on = sun_on
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279 self._set_main_image()
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280
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281 def update_occupant_count(self):
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282 count = len(list(self.occupants()))
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283 if count == 0 and not self._predators:
204
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284 if "count" in self.draw_stack:
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285 del self.draw_stack["count"]
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286 else:
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287 # Render chicken count
204
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288 image = self._font_image.copy()
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289 w, h = image.get_size()
397
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290 if count:
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291 text = self._font.render(str(count), True,
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diff changeset
292 constants.FG_COLOR)
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293 # Blit to the right
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294 x, y = text.get_size()
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295 image.blit(text, (w - x, h - y))
561
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296 sel_count = len([chick for chick in self.occupants()
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297 if chick in self.gameboard.selected_chickens])
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298 if sel_count:
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299 text = self._font.render(str(sel_count), True,
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diff changeset
300 constants.SELECTED_COUNT_COLOR)
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301 x, y = text.get_size()
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302 image.blit(text, (0, h - y))
397
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303 # Render predator count
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304 if self._predators:
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305 text = self._font.render(str(len(self._predators)), True,
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diff changeset
306 constants.PREDATOR_COUNT_COLOR)
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diff changeset
307 # Blit to the left
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diff changeset
308 x, y = text.get_size()
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309 image.blit(text, (0, h - y))
204
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diff changeset
310 self.draw_stack["count"] = (1, image)
397
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311
204
636c3fafa32d Add counts to buildings.
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312 self._redraw()
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313
125
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314 def floors(self):
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315 return self._floors
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316
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317 def places(self):
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318 for floor in reversed(self._floors):
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319 for row in floor.rows():
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320 for place in row:
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321 yield place
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322
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323 def max_floor_width(self):
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324 return max(floor.width() for floor in self._floors)
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325
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326 def first_empty_place(self):
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327 for place in self.places():
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328 if place.occupant is None:
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329 return place
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330 raise BuildingFullError()
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331
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332 def add_occupant(self, occupant):
125
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333 place = self.first_empty_place()
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334 place.set_occupant(occupant)
108
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335
125
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336 def occupants(self):
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337 for place in self.places():
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338 if place.occupant is not None:
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339 yield place.occupant
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340
397
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341 def add_predator(self, animal):
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342 animal.building = self
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343 self._predators.append(animal)
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344 self.update_occupant_count()
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345
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346 def remove_predator(self, animal):
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347 if animal in self._predators:
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348 self._predators.remove(animal)
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349 animal.building = None
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350 self.update_occupant_count()
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351
378
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352 class Abode(Building):
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353 ABODE = True
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354
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355 class HenHouse(Abode):
43
fb5be14ea930 Start of building sprites.
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356 """A HenHouse."""
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357
64
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358 TILE_NO = tiles.REVERSE_TILE_MAP['henhouse']
428
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359 BUY_PRICE = 20
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360 SELL_PRICE = 18
64
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361 SIZE = (3, 2)
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362 IMAGE = 'sprites/henhouse.png'
170
92d11e0544bc Switch building to selected image when building is selected.
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diff changeset
363 SELECTED_IMAGE = 'sprites/select_henhouse.png'
177
b400991ccce1 pedantic building renaming
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diff changeset
364 NAME = 'Henhouse'
395
2d0ff46118e2 Basic support for z coordinate
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diff changeset
365 FLOORS = [0]
57
08665fa60345 Implement henhouses and henhouse adding.
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366
414
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
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diff changeset
367 HENHOUSE = True
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diff changeset
368
125
2e3a05b9594d Chickens in buildings\!
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369 class DoubleStoryHenHouse(HenHouse):
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370 """A double story hen house."""
198
355eaae40b1f Buildings now affect weapon range and accuracy.
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diff changeset
371
133
b7dc405a28be Add Hendominium image support.
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diff changeset
372 TILE_NO = tiles.REVERSE_TILE_MAP['hendominium']
428
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diff changeset
373 BUY_PRICE = 60
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374 SELL_PRICE = 30
133
b7dc405a28be Add Hendominium image support.
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diff changeset
375 SIZE = (2, 3)
b7dc405a28be Add Hendominium image support.
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diff changeset
376 IMAGE = 'sprites/hendominium.png'
170
92d11e0544bc Switch building to selected image when building is selected.
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diff changeset
377 SELECTED_IMAGE = 'sprites/select_hendominium.png'
125
2e3a05b9594d Chickens in buildings\!
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diff changeset
378 NAME = 'Hendominium'
395
2d0ff46118e2 Basic support for z coordinate
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diff changeset
379 FLOORS = [0, 1]
57
08665fa60345 Implement henhouses and henhouse adding.
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diff changeset
380
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
381 class GuardTower(Abode):
57
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382 """A GuardTower."""
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diff changeset
383
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
384 TILE_NO = tiles.REVERSE_TILE_MAP['guardtower']
428
a356e57529ea buildings cost wood
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diff changeset
385 BUY_PRICE = 40
a356e57529ea buildings cost wood
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diff changeset
386 SELL_PRICE = 30
64
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diff changeset
387 SIZE = (2, 2)
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
388 IMAGE = 'sprites/watchtower.png'
170
92d11e0544bc Switch building to selected image when building is selected.
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diff changeset
389 SELECTED_IMAGE = 'sprites/select_watchtower.png'
177
b400991ccce1 pedantic building renaming
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diff changeset
390 NAME = 'Watchtower'
395
2d0ff46118e2 Basic support for z coordinate
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diff changeset
391 FLOORS = [2]
57
08665fa60345 Implement henhouses and henhouse adding.
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diff changeset
392
198
355eaae40b1f Buildings now affect weapon range and accuracy.
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diff changeset
393 MODIFY_GUN_RANGE = lambda s, x: (3*x)/2
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diff changeset
394 MODIFY_GUN_BASE_HIT = lambda s, x: x-5
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diff changeset
395 MODIFY_GUN_RANGE_PENALTY = lambda s, x: x-1
199
696936621a93 Buildings can affect visual acuity.
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diff changeset
396 MODIFY_VISION_BONUS = lambda s, x: x+10
696936621a93 Buildings can affect visual acuity.
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parents: 198
diff changeset
397 MODIFY_VISION_RANGE_PENALTY = lambda s, x: x-2
437
95b81e917399 Buildings block line-of-sight, except for occupants.
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diff changeset
398 BLOCKS_VISION = False
198
355eaae40b1f Buildings now affect weapon range and accuracy.
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diff changeset
399
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
400 class Fence(Building):
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diff changeset
401 """A fence."""
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diff changeset
402
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
403 TILE_NO = tiles.REVERSE_TILE_MAP['fence']
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diff changeset
404 TILE_NO_BROKEN = tiles.REVERSE_TILE_MAP['broken fence']
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diff changeset
405 BREAKABLE = True
428
a356e57529ea buildings cost wood
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diff changeset
406 BUY_PRICE = 10
a356e57529ea buildings cost wood
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diff changeset
407 SELL_PRICE = 5
a356e57529ea buildings cost wood
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diff changeset
408 REPAIR_PRICE = 5
a356e57529ea buildings cost wood
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diff changeset
409 SELL_PRICE_BROKEN = 1
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
410 SIZE = (1, 1)
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diff changeset
411 IMAGE = 'tiles/fence.png'
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diff changeset
412 SELECTED_IMAGE = 'tiles/fence.png'
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diff changeset
413 IMAGE_BROKEN = 'tiles/broken_fence.png'
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diff changeset
414 SELECTED_IMAGE_BROKEN = 'tiles/broken_fence.png'
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diff changeset
415 NAME = 'Fence'
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diff changeset
416
437
95b81e917399 Buildings block line-of-sight, except for occupants.
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diff changeset
417 BLOCKS_VISION = False
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parents: 428
diff changeset
418
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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parents: 268
diff changeset
419
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
420 def is_building(obj):
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diff changeset
421 """Return true if obj is a build class."""
109
48019afde338 Equipment purchasing and some toolbar tweaks.
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diff changeset
422 return getattr(obj, "IS_BUILDING", False) and hasattr(obj, "NAME")
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 63
diff changeset
423
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
424 BUILDINGS = []
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diff changeset
425 for name in dir():
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diff changeset
426 obj = eval(name)
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 63
diff changeset
427 try:
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
428 if is_building(obj):
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diff changeset
429 BUILDINGS.append(obj)
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
430 except TypeError:
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
431 pass