annotate gamelib/animal.py @ 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.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 21 Nov 2009 12:48:12 +0000
parents bdc4757e0497
children 8f012ef1f64f
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1 """Class for the various animals in the game"""
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3 import random
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5 from pgu.vid import Sprite
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6 from pgu.algo import getline
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8 import imagecache
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9 import tiles
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10 from misc import Position
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11 import sound
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12 import equipment
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13 import animations
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15 class Animal(Sprite):
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16 """Base class for animals"""
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18 STEALTH = 0
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19 VISION_BONUS = 0
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20 VISION_RANGE_PENALTY = 10
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21
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22 def __init__(self, image_left, image_right, tile_pos):
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23 # Create the animal somewhere far off screen
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24 Sprite.__init__(self, image_left, (-1000, -1000))
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25 self._image_left = image_left
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26 self.image_left = image_left.copy()
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27 self._image_right = image_right
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28 self.image_right = image_right.copy()
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29 if hasattr(tile_pos, 'to_tile_tuple'):
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30 self.pos = tile_pos
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31 else:
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32 self.pos = Position(tile_pos[0], tile_pos[1], 0)
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33 self.equipment = []
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34 self.accoutrements = []
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35 self.abode = None
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36 self.facing = 'left'
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38 def loop(self, tv, _sprite):
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39 ppos = tv.tile_to_view(self.pos.to_tile_tuple())
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40 self.rect.x = ppos[0]
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41 self.rect.y = ppos[1]
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43 def die(self, gameboard):
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44 """Play death animation, noises, whatever."""
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45 if hasattr(self, 'DEATH_SOUND'):
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46 sound.play_sound(self.DEATH_SOUND)
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47 if hasattr(self, 'DEATH_ANIMATION'):
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48 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple())
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49 self._game_death(gameboard)
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51 def _game_death(self, gameboard):
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52 # Call appropriate gameboard cleanup here.
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53 pass
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55 def move(self, state):
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56 """Given the game state, return a new position for the object"""
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57 # Default is not to move
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58 pass
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60 def attack(self, gameboard):
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61 """Given the game state, attack a suitable target"""
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62 # Default is not to attack
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63 pass
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64
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65 def set_pos(self, tile_pos):
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66 """Move an animal to the given tile_pos."""
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67 new_pos = Position(*tile_pos)
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68 self._fix_face(new_pos)
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69 self.pos = new_pos
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71 def _fix_face(self, facing_pos):
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72 """Set the face correctly"""
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73 if facing_pos.left_of(self.pos):
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74 self._set_image_facing('left')
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75 elif facing_pos.right_of(self.pos):
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76 self._set_image_facing('right')
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77
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78 def _set_image_facing(self, facing):
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79 self.facing = facing
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80 if self.facing == 'left':
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81 self.setimage(self.image_left)
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82 elif self.facing == 'right':
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83 self.setimage(self.image_right)
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85 def equip(self, item):
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86 if equipment.is_equipment(item):
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87 self.equipment.append(item)
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88 elif equipment.is_accoutrement(item):
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89 self.accoutrements.append(item)
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90 self.redraw()
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92 def unequip(self, item):
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93 if equipment.is_equipment(item):
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94 self.equipment = [e for e in self.equipment if e != item]
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95 elif equipment.is_accoutrement(item):
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96 self.accoutrements = [e for e in self.accoutrements if e != item]
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97 self.redraw()
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98
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99 def unequip_by_name(self, item_name):
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100 # only remove first match
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101 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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102 if matches:
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103 self.unequip(matches[0])
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104
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105 def redraw(self):
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106 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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107 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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108 for item in self.accoutrements + self.equipment:
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109 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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110 if images:
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111 layers.append(images)
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112
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113 layers.sort(key=lambda l: l[2])
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114
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115 # these always go on the bottom so that other layers don't get overwritten
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116 self.image_left = self._image_left.copy()
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117 self.image_right = self._image_right.copy()
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118 for l in layers:
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119 self.image_left.blit(l[0], (0,0))
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120 self.image_right.blit(l[1], (0,0))
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121
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122 self._set_image_facing(self.facing)
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123
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124 def weapons(self):
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125 return [e for e in self.equipment if equipment.is_weapon(e)]
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126
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127 def armour(self):
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128 return [e for e in self.equipment if equipment.is_armour(e)]
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129
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130 def covers(self, tile_pos):
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131 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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132
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133 def outside(self):
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134 return self.abode is None
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135
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136 def damage(self, gameboard):
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137 for a in self.armour():
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138 if not a.survive_damage():
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139 self.unequip(a)
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140 return True
251
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141 self.die(gameboard)
174
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142 return False
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143
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144 class Chicken(Animal):
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145 """A chicken"""
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146
146
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147 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
251
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148 DEATH_ANIMATION = animations.ChickenDeath
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149 DEATH_SOUND = 'kill-chicken.ogg'
146
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150
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151 def __init__(self, pos):
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152 image_left = imagecache.load_image('sprites/chkn.png')
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153 image_right = imagecache.load_image('sprites/chkn.png',
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154 ("right_facing",))
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155 Animal.__init__(self, image_left, image_right, pos)
243
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156 self.eggs = []
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157
414
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158 def start_night(self, gameboard):
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159 self.lay(gameboard)
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160 self.reload_weapon()
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161
251
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162 def _game_death(self, gameboard):
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163 gameboard.remove_chicken(self)
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164
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165 def move(self, gameboard):
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166 """A free chicken will move away from other free chickens"""
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167 pass
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168
414
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169 def lay(self, gameboard):
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170 """See if the chicken lays an egg"""
414
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171 if self.abode and self.abode.building.HENHOUSE:
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172 if not self.eggs:
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173 for x in range(random.randint(1, 4)):
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174 self.eggs.append(Egg(self.pos))
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175 self.equip(equipment.NestEgg())
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176 gameboard.eggs += self.get_num_eggs()
216
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177
243
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178 def remove_eggs(self):
216
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179 """Clean up the egg state"""
243
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180 self.eggs = []
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181 self.unequip_by_name("Nestegg")
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182
243
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183 def remove_one_egg(self):
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184 """Clean up the egg state"""
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185 self.eggs.pop()
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186 if not self.eggs:
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187 self.unequip_by_name("Nestegg")
243
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188
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189 def get_num_eggs(self):
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190 return len(self.eggs)
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191
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192 def hatch(self, gameboard):
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193 """See if we have an egg to hatch"""
243
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194 if self.eggs:
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195 chick = self.eggs[0].hatch()
187
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196 if chick:
243
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197 # sell the remaining eggs
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198 # Remove hatched egg
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199 self.eggs.pop()
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200 gameboard.eggs -= 1
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201 # Sell other eggs
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202 for egg in self.eggs[:]:
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203 gameboard.sell_one_egg(self)
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204 self.remove_eggs() # clean up stale images, etc.
187
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205 return chick
116
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206 return None
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207
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208 def _find_killable_fox(self, weapon, gameboard):
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209 """Choose a random fox within range of this weapon."""
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210 killable_foxes = []
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211 for fox in gameboard.foxes:
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212 if not visible(self, fox):
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213 continue
84
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214 if weapon.in_range(gameboard, self, fox):
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215 killable_foxes.append(fox)
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216 if not killable_foxes:
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217 return None
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218 return random.choice(killable_foxes)
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219
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220 def attack(self, gameboard):
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221 """An armed chicken will attack a fox within range."""
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222 if not self.weapons():
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223 # Not going to take on a fox bare-winged.
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224 return
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225 # Choose the first weapon equipped.
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226 weapon = self.weapons()[0]
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227 fox = self._find_killable_fox(weapon, gameboard)
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228 if not fox:
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229 return
236
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230 self._fix_face(fox.pos)
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231 if weapon.hit(gameboard, self, fox):
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232 fox.damage(gameboard)
84
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233
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234 def reload_weapon(self):
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235 """If we have a weapon that takes ammunition, reload it."""
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236 if not self.weapons():
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237 # Nothing to reload
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238 return
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239 for weapon in self.weapons():
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240 if hasattr(weapon, 'AMMUNITION'):
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241 weapon.ammunition = weapon.AMMUNITION
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242
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243 class Egg(Animal):
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244 """An egg"""
25
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245
47
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246 def __init__(self, pos):
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78c49d87e175 oops - bugfix
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247 image = imagecache.load_image('sprites/equip_egg.png')
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248 Animal.__init__(self, image, image, pos)
243
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249 self.timer = 2
47
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250
28
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251 # Eggs don't move
25
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252
171
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253 def hatch(self):
243
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254 self.timer -= 1
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diff changeset
255 if self.timer == 0:
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diff changeset
256 return Chicken(self.pos)
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257 return None
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258
25
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259 class Fox(Animal):
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260 """A fox"""
25
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261
114
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262 STEALTH = 20
130
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263 IMAGE_FILE = 'sprites/fox.png'
251
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264 DEATH_ANIMATION = animations.FoxDeath
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265 DEATH_SOUND = 'kill-fox.ogg'
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diff changeset
266 CONFIG_NAME = 'fox'
114
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267
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diff changeset
268 costs = {
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269 # weighting for movement calculation
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270 'grassland' : 2,
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271 'woodland' : 1, # Try to keep to the woods if possible
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272 'broken fence' : 2,
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273 'fence' : 25,
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274 'guardtower' : 2, # We can pass under towers
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diff changeset
275 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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diff changeset
276 # catch a chicken there
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diff changeset
277 'hendominium' : 30,
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diff changeset
278 }
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diff changeset
279
28
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parents: 25
diff changeset
280 def __init__(self, pos):
130
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281 image_left = imagecache.load_image(self.IMAGE_FILE)
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282 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",))
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283 Animal.__init__(self, image_left, image_right, pos)
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284 self.landmarks = [self.pos]
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285 self.hunting = True
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286 self.dig_pos = None
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287 self.tick = 0
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288 self.safe = False
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289 self.closest = None
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290 self.last_steps = []
397
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291 # Foxes don't occupy places in the same way chickens do, but they
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292 # can still be inside
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293 self.building = None
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294
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295 def outside(self):
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296 return self.building is None
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297
251
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298 def _game_death(self, gameboard):
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299 gameboard.kill_fox(self)
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300
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301 def _cost_tile(self, pos, gameboard):
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302 if gameboard.in_bounds(pos):
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303 this_tile = gameboard.tv.get(pos.to_tile_tuple())
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304 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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305 else:
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306 cost = 100 # Out of bounds is expensive
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307 return cost
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308
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309 def _cost_path(self, path, gameboard):
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310 """Calculate the cost of a path"""
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311 total = 0
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312 for pos in path:
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313 total += self._cost_tile(pos, gameboard)
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314 return total
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315
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316 def _gen_path(self, start_pos, final_pos):
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317 """Construct a direct path from start_pos to final_pos,
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318 excluding start_pos"""
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319 if abs(start_pos.x - final_pos.x) < 2 and \
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320 abs(start_pos.y - final_pos.y) < 2:
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321 # pgu gets this case wrong on occasion.
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322 return [final_pos]
395
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323 start = start_pos.to_tile_tuple()
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324 end = final_pos.to_tile_tuple()
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325 points = getline(start, end)
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326 points.remove(start) # exclude start_pos
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327 if end not in points:
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328 # Rounding errors in getline cause this
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329 points.append(end)
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330 return [Position(x[0], x[1]) for x in points]
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331
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332 def _find_best_path_step(self, final_pos, gameboard):
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333 """Find the cheapest path to final_pos, and return the next step
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334 along the path."""
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335 # We calculate the cost of the direct path
395
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336 if final_pos.z < self.pos.z:
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337 # We need to try heading down.
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338 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
404
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339 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \
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340 final_pos.z > self.pos.z:
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341 # We try heading up
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342 return Position(self.pos.x, self.pos.y, self.pos.z + 1)
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343 cur_dist = final_pos.dist(self.pos)
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344 if cur_dist < 2:
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345 # We're right ontop of our target, so just go there
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346 return final_pos
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347 # Find the cheapest spot close to us that moves us closer to the target
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348 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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349 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)]
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350 best_pos = self.pos
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351 min_cost = 1000
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352 min_dist = cur_dist
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353 for point in neighbours:
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354 dist = point.dist(final_pos)
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355 if dist < cur_dist:
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356 cost = self._cost_tile(point, gameboard)
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357 if cost < min_cost or (min_cost == cost and dist < min_dist):
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358 # Prefer closest of equal cost points
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359 min_dist = dist
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360 min_cost = cost
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361 best = point
407
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362 if min_cost < 20 or not gameboard.in_bounds(self.pos):
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parents: 406
diff changeset
363 # If we're not on the gameboard yet, there's no point in looking
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parents: 406
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364 # for an optimal path.
404
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365 return best
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366 # Else expensive step, so think further
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367 direct_path = self._gen_path(self.pos, final_pos)
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368 min_cost = self._cost_path(direct_path, gameboard)
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369 min_path = direct_path
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370 # is there a point nearby that gives us a cheaper direct path?
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371 # This is delibrately not finding the optimal path, as I don't
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372 # want the foxes to be too intelligent, although the implementation
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373 # isn't well optimised yet
404
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374 # FIXME: Currently, this introduces loops, but the memory kind
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375 # avoids that. Fixing this is the next goal.
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376 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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parents: 402
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377 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)]
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378 for start in poss:
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379 cand_path = self._gen_path(self.pos, start) + \
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diff changeset
380 self._gen_path(start, final_pos)
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381 cost = self._cost_path(cand_path, gameboard)
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diff changeset
382 if cost < min_cost:
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383 min_cost = cost
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384 min_path = cand_path
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385 if not min_path:
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386 return final_pos
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387 return min_path[0]
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388
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389 def _find_path_to_woodland(self, gameboard):
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diff changeset
390 """Dive back to woodland through the landmarks"""
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391 # find the closest point to our current location in walked path
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392 if self.pos == self.landmarks[-1]:
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393 if len(self.landmarks) > 1:
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394 self.landmarks.pop() # Moving to the next landmark
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diff changeset
395 if not gameboard.in_bounds(self.pos) and not self.hunting:
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parents: 401
diff changeset
396 # Safely out of sight
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parents: 401
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397 self.safe = True
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398 return self.pos
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399 return self._find_best_path_step(self.landmarks[-1], gameboard)
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diff changeset
400
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diff changeset
401 def _find_path_to_chicken(self, gameboard):
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402 """Find the path to the closest chicken"""
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diff changeset
403 # Find the closest chicken
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404 min_dist = 999
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diff changeset
405 if self.closest not in gameboard.chickens:
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parents: 130
diff changeset
406 # Either no target, or someone ate it
196
edcb5edfa0ff If the closest chicken is gone, clear it.
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parents: 195
diff changeset
407 self.closest = None
145
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diff changeset
408 for chicken in gameboard.chickens:
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parents: 130
diff changeset
409 dist = chicken.pos.dist(self.pos)
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parents: 130
diff changeset
410 if chicken.abode:
370
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parents: 305
diff changeset
411 dist += 5 # Prefer free-ranging chickens
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parents: 305
diff changeset
412 if len(chicken.weapons()) > 0:
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parents: 305
diff changeset
413 dist += 5 # Prefer unarmed chickens
145
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diff changeset
414 if dist < min_dist:
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diff changeset
415 min_dist = dist
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416 self.closest = chicken
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diff changeset
417 if not self.closest:
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
418 # No more chickens, so leave
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
419 self.hunting = False
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
420 return self.pos
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
421 if self.closest.pos == self.pos:
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
422 # No need to move
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
423 return self.pos
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
424 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
425 # Only differ in z, so next step is in z
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
426 if self.closest.pos.z < self.pos.z:
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
427 new_z = self.pos.z - 1
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
428 else:
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
429 new_z = self.pos.z + 1
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
430 return Position(self.pos.x, self.pos.y, new_z)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
431 return self._find_best_path_step(self.closest.pos, gameboard)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
432
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
433 def attack(self, gameboard):
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
434 """Attack a chicken"""
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
435 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken')
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
436 if chicken:
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
437 # Always attack a chicken we step on, even if not hunting
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
438 self._catch_chicken(chicken, gameboard)
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
439
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
440 def _catch_chicken(self, chicken, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
441 """Catch a chicken"""
251
844bfb23d4b6 Refactored animal death and added death animations.
Jeremy Thurgood <firxen@gmail.com>
parents: 243
diff changeset
442 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
443 self.closest = None
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
444 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
445 self.last_steps = [] # Forget history here
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
446
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
447 def _update_pos(self, gameboard, new_pos):
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
448 """Update the position, making sure we don't step on other foxes"""
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
449 if new_pos == self.pos:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
450 # We're not moving, so we can skip all the checks
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
451 return new_pos
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
452 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
453 if not blocked and new_pos.z == self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
454 # We're only worried about loops when not on a ladder
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
455 blocked = new_pos in self.last_steps
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
456 final_pos = new_pos
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
457 if blocked:
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
458 if new_pos.z != self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
459 # We can only move up and down a ladder
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
460 moves = [Position(self.pos.x, self.pos.y, z) for z
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
461 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
462 else:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
463 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
464 for y in range(self.pos.y-1, self.pos.y + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
465 if Position(x,y) != self.pos and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
466 Position(x, y) not in self.last_steps and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
467 self.pos.z == 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
468 # find the cheapest point in moves that's not blocked
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
469 final_pos = None
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
470 min_cost = 1000
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
471 for poss in moves:
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
472 if gameboard.get_animal_at_pos(poss, 'fox'):
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
473 continue # blocked
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
474 cost = self._cost_tile(poss, gameboard)
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
475 if cost < min_cost:
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
476 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
477 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
478 if cost == min_cost and random.randint(0, 1) > 0:
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
479 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
480 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
481 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
482 # No good choice, so stay put
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
483 return self.pos
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
484 if gameboard.in_bounds(final_pos):
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
485 this_tile = gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
486 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
487 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
488 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
489 # We'll head back towards the holes we make/find
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
490 self.landmarks.append(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
491 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
492 self._dig(gameboard, final_pos)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
493 return self.pos
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
494 self.last_steps.append(final_pos)
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
495 if len(self.last_steps) > 3:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
496 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
497 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
498
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
499 def _dig(self, gameboard, dig_pos):
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
500 """Setup dig parameters, to be overridden if needed"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
501 self.tick = 5
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
502 self.dig_pos = dig_pos
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
503
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
504 def _make_hole(self, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
505 """Make a hole in the fence"""
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
506 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
507 # Another fox could have made the same hole this turn
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
508 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
509 fence.damage(gameboard.tv)
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
510 self.dig_pos = None
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
511
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
512 def move(self, gameboard):
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
513 """Foxes will aim to move towards the closest henhouse or free
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
514 chicken"""
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
515 if self.safe:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
516 # We're safe, so do nothing
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
517 return
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
518 elif self.dig_pos:
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
519 if self.tick:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
520 self.tick -= 1
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
521 # We're still digging through the fence
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
522 # Check the another fox hasn't dug a hole for us
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
523 # We're too busy digging to notice if a hole appears nearby,
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
524 # but we'll notice if the fence we're digging vanishes
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
525 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple())
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
526 if tiles.TILE_MAP[this_tile] == 'broken fence':
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
527 self.tick = 0
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
528 else:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
529 # We've dug through the fence, so make a hole
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
530 self._make_hole(gameboard)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
531 return
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
532 elif self.hunting:
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
533 desired_pos = self._find_path_to_chicken(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
534 else:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
535 desired_pos = self._find_path_to_woodland(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
536 final_pos = self._update_pos(gameboard, desired_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
537 self._fix_face(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
538 self.pos = final_pos
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
539 change_visible = False
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
540 # See if we're entering/leaving a building
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
541 building = gameboard.get_building(final_pos.to_tile_tuple())
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
542 if building and self.outside():
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
543 # Check if we need to enter
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
544 if self.closest and not self.closest.outside() and \
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
545 self.closest.abode.building is building:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
546 building.add_predator(self)
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
547 change_visible = True
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
548 elif self.building and final_pos.z == 0:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
549 # can only leave from the ground floor
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
550 if building == self.building:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
551 # Check if we need to leave the building
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
552 if not self.hunting or (self.closest and
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
553 self.closest.abode.building is not building):
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554 self.building.remove_predator(self)
398
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555 change_visible = True
397
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556 else:
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557 # we've moved away from the building we were in
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558 self.building.remove_predator(self)
398
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559 change_visible = True
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560 if change_visible:
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561 gameboard.set_visibility(self)
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562
92
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563
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564 class NinjaFox(Fox):
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565 """Ninja foxes are hard to see"""
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566
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567 STEALTH = 60
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568 IMAGE_FILE = 'sprites/ninja_fox.png'
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569 CONFIG_NAME = 'ninja fox'
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570
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571 class DemoFox(Fox):
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572 """Demolition Foxes destroy fences easily"""
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573
241
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574 DIG_ANIMATION = animations.FenceExplosion
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575 IMAGE_FILE = 'sprites/sapper_fox.png'
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576 CONFIG_NAME = 'sapper fox'
241
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577
406
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578 costs = Fox.costs.copy()
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579
269
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580 def __init__(self, pos):
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581 Fox.__init__(self, pos)
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582 self.costs['fence'] = 2 # We don't worry about fences
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583
241
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584 def _dig(self, gameboard, dig_pos):
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585 """Setup dig parameters, to be overridden if needed"""
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586 self.tick = 0 # Costs us nothing to go through a fence.
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587 self.dig_pos = dig_pos
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588 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple())
241
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589 self._make_hole(gameboard)
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590
92
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591 class GreedyFox(Fox):
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592 """Greedy foxes eat more chickens"""
389
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593 CONFIG_NAME = 'greedy fox'
92
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diff changeset
594
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595 def __init__(self, pos):
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596 Fox.__init__(self, pos)
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597 self.chickens_eaten = 0
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598
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diff changeset
599 def _catch_chicken(self, chicken, gameboard):
251
844bfb23d4b6 Refactored animal death and added death animations.
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600 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
601 self.closest = None
92
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602 self.chickens_eaten += 1
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diff changeset
603 if self.chickens_eaten > 2:
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604 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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diff changeset
605 self.last_steps = []
114
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606
290
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diff changeset
607 class Rinkhals(Fox):
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608 """The Rinkhals has eclectic tastes"""
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609 STEALTH = 80
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610 IMAGE_FILE = 'sprites/rinkhals.png'
389
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611 CONFIG_NAME = 'rinkhals'
290
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612
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613 def _catch_chicken(self, chicken, gameboard):
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614 """The Rinkhals hunts for sport, catch and release style"""
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615 self.closest = None
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616 self.hunting = False
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617 self.last_steps = []
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618
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619 def _make_hole(self, gameboard):
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620 """The Rinkhals eats fences"""
395
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diff changeset
621 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
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diff changeset
622 if fence:
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diff changeset
623 fence.remove(gameboard.tv)
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624 gameboard.remove_building(fence)
290
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625 self.dig_pos = None
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626
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627 def damage(self, gameboard):
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diff changeset
628 """The Rinkhals is invincible!"""
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629 return True
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630
199
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631 def _get_vision_param(parameter, watcher):
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632 param = getattr(watcher, parameter)
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633 if watcher.abode:
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634 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
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diff changeset
635 param = modifier(param)
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diff changeset
636 return param
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diff changeset
637
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
638 def visible(watcher, watchee):
199
696936621a93 Buildings can affect visual acuity.
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diff changeset
639 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
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diff changeset
640 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
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diff changeset
641 distance = watcher.pos.dist(watchee.pos) - 1
114
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diff changeset
642 roll = random.randint(1, 100)
199
696936621a93 Buildings can affect visual acuity.
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643 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance
389
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diff changeset
644
463802281182 Add basic level support (level choosing needs work)
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diff changeset
645 # These don't have to add up to 100, but it's easier to think
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diff changeset
646 # about them if they do.
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diff changeset
647 DEFAULT_FOX_WEIGHTINGS = (
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648 (Fox, 59),
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649 (GreedyFox, 30),
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diff changeset
650 (NinjaFox, 5),
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diff changeset
651 (DemoFox, 5),
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652 (Rinkhals, 1),
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653 )
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654