Mercurial > rinkhals
annotate gamelib/buildings.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> |
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date | Sat, 21 Nov 2009 12:48:12 +0000 |
parents | 532f1ea476ff |
children | 8f012ef1f64f |
rev | line source |
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43 | 1 """Classes for various buildings in the game.""" |
2 | |
3 from pgu.vid import Sprite | |
204 | 4 from pygame.locals import SRCALPHA |
5 import pygame | |
43 | 6 |
7 import imagecache | |
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8 import tiles |
204 | 9 import constants |
10 | |
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11 # ignore os.popen3 warning generated by pygame.font.SysFont |
204 | 12 import warnings |
13 warnings.filterwarnings("ignore", "os.popen3 is deprecated.") | |
43 | 14 |
125 | 15 class Place(object): |
16 """Space within a building that can be occupied.""" | |
17 | |
18 def __init__(self, building, offset): | |
19 self.occupant = None | |
20 self.building = building | |
21 self.offset = offset | |
22 | |
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23 def set_occupant(self, occupant, _update=True, _predator=False): |
204 | 24 self.clear_occupant(_update=False) |
125 | 25 self.occupant = occupant |
26 self.occupant.abode = self | |
204 | 27 if _update: |
28 self.building.update_occupant_count() | |
125 | 29 |
204 | 30 def clear_occupant(self, _update=True): |
125 | 31 if self.occupant is not None: |
32 self.occupant.abode = None | |
33 self.occupant = None | |
204 | 34 if _update: |
35 self.building.update_occupant_count() | |
125 | 36 |
37 def get_pos(self): | |
38 bpos = self.building.pos | |
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39 return (bpos[0] + self.offset[0], bpos[1] + self.offset[1], |
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40 self.offset[2]) |
125 | 41 |
42 class Floor(object): | |
43 """A set of places within a building. Places on a | |
44 floor are organised into rows and columns. | |
45 """ | |
46 | |
47 def __init__(self, title, places): | |
48 self.title = title # str | |
49 self.places = places # list of lists of places | |
50 | |
51 def rows(self): | |
52 for row in self.places: | |
53 yield row | |
54 | |
55 def width(self): | |
56 return max(len(row) for row in self.places) | |
57 | |
58 class BuildingFullError(Exception): | |
59 pass | |
60 | |
43 | 61 class Building(Sprite): |
62 """Base class for buildings""" | |
63 | |
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64 IS_BUILDING = True |
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65 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland'] |
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66 MODIFY_KNIFE_RANGE = lambda s, x: 0 |
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67 MODIFY_GUN_RANGE = lambda s, x: -1 |
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68 BREAKABLE = False |
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69 ABODE = False |
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70 FLOORS = None |
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71 HENHOUSE = False |
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72 |
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73 def __init__(self, pos): |
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74 """Initial image, tile vid position, size and tile number for building.""" |
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75 self._set_images() |
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76 self.pos = pos |
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77 self.size = self.SIZE |
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78 self.tile_no = self.TILE_NO |
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79 self._buy_price = self.BUY_PRICE |
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80 self._sell_price = self.SELL_PRICE |
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81 self._repair_price = getattr(self, 'REPAIR_PRICE', None) |
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82 self._sun_on = True |
204 | 83 self._font = pygame.font.SysFont('Vera', 30, bold=True) |
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84 self._font_image = pygame.Surface(self.images['fixed']['day'].get_size(), flags=SRCALPHA) |
204 | 85 self._font_image.fill((0, 0, 0, 0)) |
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86 self._broken = False |
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87 self._predators = [] |
125 | 88 |
89 self._floors = [] | |
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90 if self.FLOORS: |
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91 for f, z in enumerate(self.FLOORS): |
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92 places = [] |
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93 for j in range(self.size[1]): |
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94 row = [] |
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95 for i in range(self.size[0]): |
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96 row.append(Place(self, (i, j, z))) |
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97 places.append(row) |
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98 floor = Floor("Floor %s" % (f+1,), places) |
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99 self._floors.append(floor) |
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100 |
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101 # 0: the main image |
204 | 102 # 1: above, -1: below |
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103 self.draw_stack = {"main": (0, self.images['fixed']['day'])} |
204 | 104 |
43 | 105 # Create the building somewhere far off screen |
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106 Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000)) |
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107 |
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108 def _set_images(self): |
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109 self.images = {'fixed': { |
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110 'day': imagecache.load_image(self.IMAGE), |
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111 'night': imagecache.load_image(self.IMAGE, ('night',)), |
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112 'selected': imagecache.load_image(self.SELECTED_IMAGE), |
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113 }} |
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114 if self.BREAKABLE: |
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115 self.images['broken'] = { |
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116 'day': imagecache.load_image(self.IMAGE_BROKEN), |
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117 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night',)), |
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118 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN), |
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119 } |
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120 |
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121 def _set_main_image(self): |
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122 image_set = self.images[{True: 'broken',False: 'fixed'}[self._broken]] |
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123 self._replace_main(image_set[{True: 'day', False: 'night'}[self._sun_on]]) |
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124 |
204 | 125 def _redraw(self): |
126 items = self.draw_stack.values() | |
127 items.sort(key=lambda x: x[0]) | |
128 image = items.pop(0)[1].copy() | |
129 for _lvl, overlay in items: | |
130 image.blit(overlay, (0, 0)) | |
131 self.setimage(image) | |
132 | |
133 def _replace_main(self, new_main): | |
134 self.draw_stack["main"] = (0, new_main) | |
135 self._redraw() | |
136 | |
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137 def tile_positions(self): |
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138 """Return pairs of (x, y) tile positions for each of the tile positions |
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139 occupied by the building. |
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140 """ |
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141 xpos, ypos = self.pos |
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142 xsize, ysize = self.size |
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143 |
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144 for dx in xrange(xsize): |
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145 for dy in xrange(ysize): |
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146 yield (xpos + dx, ypos + dy) |
43 | 147 |
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148 def adjacent_tiles(self): |
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149 """Return pairs of (x, y) tile positions for each of the tiles |
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150 adjacent to the building. |
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151 """ |
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152 xpos, ypos = self.pos |
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153 xsize, ysize = self.size |
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154 |
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155 for dx in xrange(xsize): # top and bottom |
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156 yield (xpos + dx, ypos - 1) |
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157 yield (xpos + dx, ypos + ysize) |
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158 |
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159 for dy in xrange(ysize): # left and right |
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160 yield (xpos - 1, ypos + dy) |
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161 yield (xpos + xsize, ypos + dy) |
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162 |
43 | 163 def loop(self, tv, _sprite): |
164 ppos = tv.tile_to_view(self.pos) | |
165 self.rect.x = ppos[0] | |
166 self.rect.y = ppos[1] | |
167 | |
168 def move(self, state): | |
169 """Given the game state, return a new position for the object""" | |
170 # Default is not to move | |
171 return self.pos | |
172 | |
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173 def place(self, tv): |
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174 """Check that the building can be placed at its current position |
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175 and place it if possible. |
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176 """ |
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177 # check that all spaces under the structure are grassland |
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178 for tile_pos in self.tile_positions(): |
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179 if not tv.get(tile_pos) == self.GRASSLAND: |
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180 return False |
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181 |
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182 # place tile |
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183 for tile_pos in self.tile_positions(): |
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184 tv.set(tile_pos, self.tile_no) |
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185 |
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186 return True |
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187 |
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188 def covers(self, tile_pos): |
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189 """Return True if build covers tile_pos, False otherwise.""" |
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190 xpos, ypos = self.pos |
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191 xsize, ysize = self.size |
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192 return (xpos <= tile_pos[0] < xpos + xsize) and \ |
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193 (ypos <= tile_pos[1] < ypos + ysize) |
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194 |
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195 def broken(self): |
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196 return self._broken |
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197 |
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198 def damage(self, tv): |
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199 if not self.BREAKABLE: |
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200 return False |
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201 self._broken = True |
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202 self._sell_price = self.SELL_PRICE_BROKEN |
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203 self.tile_no = self.TILE_NO_BROKEN |
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204 for tile_pos in self.tile_positions(): |
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205 tv.set(tile_pos, self.tile_no) |
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206 self._set_main_image() |
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207 |
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208 def repair(self, tv): |
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209 self._broken = False |
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210 self._sell_price = self.SELL_PRICE |
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211 self.tile_no = self.TILE_NO |
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212 for tile_pos in self.tile_positions(): |
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213 tv.set(tile_pos, self.tile_no) |
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214 self._set_main_image() |
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215 |
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216 def remove(self, tv): |
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217 """Remove the building from its current position.""" |
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218 # remove tile |
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219 for tile_pos in self.tile_positions(): |
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220 tv.set(tile_pos, self.GRASSLAND) |
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221 |
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222 def buy_price(self): |
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223 return self._buy_price |
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224 |
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225 def sell_price(self): |
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226 return self._sell_price |
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227 |
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228 def repair_price(self): |
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229 return self._repair_price |
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230 |
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231 def selected(self, selected): |
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232 if selected: |
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233 self._replace_main(self.images[{True: 'broken',False: 'fixed'}[self._broken]]['selected']) |
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234 else: |
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235 self._set_main_image() |
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236 |
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237 def sun(self, sun_on): |
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238 self._sun_on = sun_on |
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239 self._set_main_image() |
204 | 240 |
241 def update_occupant_count(self): | |
242 count = len(list(self.occupants())) | |
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243 if count == 0 and not self._predators: |
204 | 244 if "count" in self.draw_stack: |
245 del self.draw_stack["count"] | |
246 else: | |
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247 # Render chicken count |
204 | 248 image = self._font_image.copy() |
249 w, h = image.get_size() | |
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250 if count: |
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251 text = self._font.render(str(count), True, |
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252 constants.FG_COLOR) |
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253 # Blit to the right |
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254 x, y = text.get_size() |
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255 image.blit(text, (w - x, h - y)) |
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256 # Render predator count |
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257 if self._predators: |
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258 text = self._font.render(str(len(self._predators)), True, |
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259 constants.PREDATOR_COUNT_COLOR) |
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260 # Blit to the left |
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261 x, y = text.get_size() |
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262 image.blit(text, (0, h - y)) |
204 | 263 self.draw_stack["count"] = (1, image) |
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264 |
204 | 265 self._redraw() |
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266 |
125 | 267 def floors(self): |
268 return self._floors | |
269 | |
270 def places(self): | |
271 for floor in self._floors: | |
272 for row in floor.rows(): | |
273 for place in row: | |
274 yield place | |
275 | |
276 def max_floor_width(self): | |
277 return max(floor.width() for floor in self._floors) | |
278 | |
279 def first_empty_place(self): | |
280 for place in self.places(): | |
281 if place.occupant is None: | |
282 return place | |
283 raise BuildingFullError() | |
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284 |
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285 def add_occupant(self, occupant): |
125 | 286 place = self.first_empty_place() |
287 place.set_occupant(occupant) | |
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288 |
125 | 289 def occupants(self): |
290 for place in self.places(): | |
291 if place.occupant is not None: | |
292 yield place.occupant | |
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293 |
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294 def add_predator(self, animal): |
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295 animal.building = self |
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296 self._predators.append(animal) |
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297 self.update_occupant_count() |
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298 |
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299 def remove_predator(self, animal): |
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300 if animal in self._predators: |
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301 self._predators.remove(animal) |
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302 animal.building = None |
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303 self.update_occupant_count() |
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304 |
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305 class Abode(Building): |
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306 ABODE = True |
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307 |
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308 class HenHouse(Abode): |
43 | 309 """A HenHouse.""" |
310 | |
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311 TILE_NO = tiles.REVERSE_TILE_MAP['henhouse'] |
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312 BUY_PRICE = 100 |
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313 SELL_PRICE = 90 |
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314 SIZE = (3, 2) |
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315 IMAGE = 'sprites/henhouse.png' |
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316 SELECTED_IMAGE = 'sprites/select_henhouse.png' |
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317 NAME = 'Henhouse' |
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318 FLOORS = [0] |
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319 |
414
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320 HENHOUSE = True |
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321 |
125 | 322 class DoubleStoryHenHouse(HenHouse): |
323 """A double story hen house.""" | |
198
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324 |
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325 TILE_NO = tiles.REVERSE_TILE_MAP['hendominium'] |
125 | 326 BUY_PRICE = 300 |
327 SELL_PRICE = 150 | |
133
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328 SIZE = (2, 3) |
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329 IMAGE = 'sprites/hendominium.png' |
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330 SELECTED_IMAGE = 'sprites/select_hendominium.png' |
125 | 331 NAME = 'Hendominium' |
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332 FLOORS = [0, 1] |
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333 |
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334 class GuardTower(Abode): |
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335 """A GuardTower.""" |
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336 |
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337 TILE_NO = tiles.REVERSE_TILE_MAP['guardtower'] |
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338 BUY_PRICE = 200 |
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339 SELL_PRICE = 150 |
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340 SIZE = (2, 2) |
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341 IMAGE = 'sprites/watchtower.png' |
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342 SELECTED_IMAGE = 'sprites/select_watchtower.png' |
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343 NAME = 'Watchtower' |
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344 FLOORS = [2] |
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345 |
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346 MODIFY_GUN_RANGE = lambda s, x: (3*x)/2 |
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347 MODIFY_GUN_BASE_HIT = lambda s, x: x-5 |
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348 MODIFY_GUN_RANGE_PENALTY = lambda s, x: x-1 |
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349 MODIFY_VISION_BONUS = lambda s, x: x+10 |
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350 MODIFY_VISION_RANGE_PENALTY = lambda s, x: x-2 |
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351 |
378
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352 class Fence(Building): |
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353 """A fence.""" |
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354 |
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355 TILE_NO = tiles.REVERSE_TILE_MAP['fence'] |
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356 TILE_NO_BROKEN = tiles.REVERSE_TILE_MAP['broken fence'] |
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357 BREAKABLE = True |
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358 BUY_PRICE = 50 |
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359 SELL_PRICE = 25 |
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360 REPAIR_PRICE = 25 |
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361 SELL_PRICE_BROKEN = 5 |
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362 SIZE = (1, 1) |
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363 IMAGE = 'tiles/fence.png' |
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364 SELECTED_IMAGE = 'tiles/fence.png' |
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365 IMAGE_BROKEN = 'tiles/broken_fence.png' |
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366 SELECTED_IMAGE_BROKEN = 'tiles/broken_fence.png' |
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367 NAME = 'Fence' |
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368 |
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369 |
64
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370 def is_building(obj): |
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371 """Return true if obj is a build class.""" |
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372 return getattr(obj, "IS_BUILDING", False) and hasattr(obj, "NAME") |
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373 |
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374 BUILDINGS = [] |
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375 for name in dir(): |
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376 obj = eval(name) |
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377 try: |
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378 if is_building(obj): |
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379 BUILDINGS.append(obj) |
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380 except TypeError: |
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381 pass |