Mercurial > rinkhals
annotate gamelib/animal.py @ 502:b74b3a37cf1d
Process upper floors first
author | Neil Muller <drnlmuller@gmail.com> |
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date | Thu, 26 Nov 2009 22:23:56 +0000 |
parents | c1439f6705a2 |
children | 3ed6c011106d |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
25
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5 from pgu.vid import Sprite |
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6 |
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7 import imagecache |
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8 import tiles |
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9 from misc import Position |
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10 import sound |
109
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11 import equipment |
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12 import animations |
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13 import serializer |
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14 import constants |
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15 |
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16 class Animal(Sprite, serializer.Simplifiable): |
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17 """Base class for animals""" |
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18 |
114 | 19 STEALTH = 0 |
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20 VISION_BONUS = 0 |
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21 VISION_RANGE_PENALTY = 10 |
114 | 22 |
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23 # sub-class must set this to the name of an image |
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24 # file |
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25 IMAGE_FILE = None |
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26 |
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27 SIMPLIFY = [ |
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28 'pos', |
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29 'equipment', |
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30 'accoutrements', |
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31 'abode', |
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32 'facing', |
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33 'gameboard', |
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34 ] |
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35 |
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36 def __init__(self, tile_pos, gameboard): |
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37 # load images |
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38 self._image_left = imagecache.load_image(self.IMAGE_FILE) |
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39 self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) |
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40 # Create the animal somewhere far off screen |
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41 Sprite.__init__(self, self._image_left, (-1000, -1000)) |
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42 self.image_left = self._image_left.copy() |
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43 self.image_right = self._image_right.copy() |
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44 if hasattr(tile_pos, 'to_tile_tuple'): |
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45 self.pos = tile_pos |
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46 else: |
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47 self.pos = Position(tile_pos[0], tile_pos[1], 0) |
84 | 48 self.equipment = [] |
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49 self.accoutrements = [] |
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50 self.abode = None |
146 | 51 self.facing = 'left' |
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52 self.gameboard = gameboard |
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53 |
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54 def make(cls): |
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55 """Override default Simplifiable object creation.""" |
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56 return cls((0, 0), None) |
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57 make = classmethod(make) |
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58 |
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59 def unsimplify(cls, *args, **kwargs): |
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60 """Override default Simplifiable unsimplification.""" |
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61 obj = super(Animal, cls).unsimplify(*args, **kwargs) |
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62 obj.redraw() |
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63 return obj |
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64 unsimplify = classmethod(unsimplify) |
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65 |
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66 def loop(self, tv, _sprite): |
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67 ppos = tv.tile_to_view(self.pos.to_tile_tuple()) |
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68 self.rect.x = ppos[0] |
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69 self.rect.y = ppos[1] |
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70 |
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71 def die(self): |
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72 """Play death animation, noises, whatever.""" |
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73 if hasattr(self, 'DEATH_SOUND'): |
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74 sound.play_sound(self.DEATH_SOUND) |
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75 if hasattr(self, 'DEATH_ANIMATION'): |
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76 self.DEATH_ANIMATION(self.gameboard.tv, self.pos.to_tile_tuple()) |
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77 self._game_death() |
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78 |
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79 def _game_death(self): |
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80 # Call appropriate gameboard cleanup here. |
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81 pass |
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82 |
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83 def move(self, state): |
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84 """Given the game state, return a new position for the object""" |
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85 # Default is not to move |
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86 pass |
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87 |
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88 def attack(self): |
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89 """Given the game state, attack a suitable target""" |
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90 # Default is not to attack |
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91 pass |
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92 |
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93 def set_pos(self, tile_pos): |
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94 """Move an animal to the given tile_pos.""" |
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95 new_pos = Position(*tile_pos) |
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96 self._fix_face(new_pos) |
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97 self.pos = new_pos |
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98 |
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99 def _fix_face(self, facing_pos): |
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100 """Set the face correctly""" |
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101 if facing_pos.left_of(self.pos): |
146 | 102 self._set_image_facing('left') |
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103 elif facing_pos.right_of(self.pos): |
146 | 104 self._set_image_facing('right') |
105 | |
106 def _set_image_facing(self, facing): | |
107 self.facing = facing | |
108 if self.facing == 'left': | |
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109 self.setimage(self.image_left) |
146 | 110 elif self.facing == 'right': |
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111 self.setimage(self.image_right) |
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112 |
84 | 113 def equip(self, item): |
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114 if equipment.is_equipment(item): |
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115 self.equipment.append(item) |
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116 elif equipment.is_accoutrement(item): |
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117 self.accoutrements.append(item) |
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118 self.redraw() |
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119 |
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120 def unequip(self, item): |
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121 if equipment.is_equipment(item): |
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122 self.equipment = [e for e in self.equipment if e != item] |
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123 elif equipment.is_accoutrement(item): |
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124 self.accoutrements = [e for e in self.accoutrements if e != item] |
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125 self.redraw() |
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126 |
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127 def unequip_by_name(self, item_name): |
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128 # only remove first match |
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129 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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130 if matches: |
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131 self.unequip(matches[0]) |
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132 |
163
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133 def redraw(self): |
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134 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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135 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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136 for item in self.accoutrements + self.equipment: |
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137 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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138 if images: |
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139 layers.append(images) |
158
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140 |
195
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141 layers.sort(key=lambda l: l[2]) |
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142 |
201
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143 # these always go on the bottom so that other layers don't get overwritten |
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144 self.image_left = self._image_left.copy() |
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145 self.image_right = self._image_right.copy() |
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146 for l in layers: |
195
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147 self.image_left.blit(l[0], (0,0)) |
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148 self.image_right.blit(l[1], (0,0)) |
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149 |
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150 self._set_image_facing(self.facing) |
84 | 151 |
152 def weapons(self): | |
109
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153 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 154 |
174
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155 def armour(self): |
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156 return [e for e in self.equipment if equipment.is_armour(e)] |
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157 |
104
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158 def covers(self, tile_pos): |
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159 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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160 |
125 | 161 def outside(self): |
162 return self.abode is None | |
163 | |
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164 def damage(self): |
174
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165 for a in self.armour(): |
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166 if not a.survive_damage(): |
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167 self.unequip(a) |
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168 return True |
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169 self.die() |
174
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170 return False |
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171 |
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172 class Chicken(Animal): |
28
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173 """A chicken""" |
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174 |
146 | 175 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
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176 DEATH_ANIMATION = animations.ChickenDeath |
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177 DEATH_SOUND = 'kill-chicken.ogg' |
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178 IMAGE_FILE = 'sprites/chkn.png' |
146 | 179 |
426
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180 SIMPLIFY = Animal.SIMPLIFY + ['eggs'] |
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181 |
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182 def __init__(self, pos, gameboard): |
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183 Animal.__init__(self, pos, gameboard) |
243
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184 self.eggs = [] |
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185 |
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186 def start_night(self): |
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187 self.lay() |
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188 self.reload_weapon() |
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189 |
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190 def start_day(self): |
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191 self.hatch() |
419
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192 |
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193 def _game_death(self): |
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194 self.gameboard.remove_chicken(self) |
251
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195 |
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196 def move(self): |
422
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197 """A free chicken will wander around aimlessly""" |
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198 pos_x, pos_y = self.pos.to_tile_tuple() |
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199 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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200 pos_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.GRASSLAND and not self.gameboard.get_outside_chicken(pos.to_tile_tuple())] + [self.pos] |
422
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201 self.pos = pos_options[random.randint(0, len(pos_options)-1)] |
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202 |
441
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203 def has_axe(self): |
445 | 204 return bool([e for e in self.weapons() if e.TYPE == "AXE"]) |
441
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205 |
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206 def chop(self): |
441
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207 if self.has_axe(): |
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208 pos_x, pos_y = self.pos.to_tile_tuple() |
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209 surrounds = [Position(pos_x + dx, pos_y + dy) for dx in [-1, 0, 1] for dy in [-1, 0, 1]] |
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210 tree_options = [pos for pos in surrounds if self.gameboard.in_bounds(pos) and self.gameboard.tv.get(pos.to_tile_tuple()) == self.gameboard.WOODLAND] |
441
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211 if tree_options: |
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212 num_trees_to_cut = random.randint(1, len(tree_options)) |
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213 trees_to_cut = random.sample(tree_options, num_trees_to_cut) |
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214 for tree_pos in trees_to_cut: |
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215 self.gameboard.add_wood(5) |
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216 self.gameboard.tv.set(tree_pos.to_tile_tuple(), self.gameboard.GRASSLAND) |
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217 |
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218 def lay(self): |
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219 """See if the chicken lays an egg""" |
414
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220 if self.abode and self.abode.building.HENHOUSE: |
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221 if not self.eggs: |
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222 for x in range(random.randint(1, 4)): |
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223 self.eggs.append(Egg(self.pos, self.gameboard)) |
414
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Jeremy Thurgood <firxen@gmail.com>
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224 self.equip(equipment.NestEgg()) |
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225 self.gameboard.eggs += self.get_num_eggs() |
216
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226 |
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227 def remove_eggs(self): |
216
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228 """Clean up the egg state""" |
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229 self.gameboard.remove_eggs(len(self.eggs)) |
243
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230 self.eggs = [] |
305
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231 self.unequip_by_name("Nestegg") |
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232 |
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233 def remove_one_egg(self): |
243
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234 """Clean up the egg state""" |
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235 self.eggs.pop() |
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236 self.gameboard.remove_eggs(1) |
243
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237 if not self.eggs: |
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238 self.unequip_by_name("Nestegg") |
243
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239 |
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240 def get_num_eggs(self): |
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241 return len(self.eggs) |
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242 |
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243 def hatch(self): |
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244 """See if we have an egg to hatch""" |
243
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245 if self.eggs: |
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246 chick = self.eggs[0].hatch() |
187 | 247 if chick: |
243
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248 # sell the remaining eggs |
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249 # Remove hatched egg |
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250 self.remove_one_egg() |
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251 # Sell other eggs |
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252 for egg in self.eggs[:]: |
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253 self.gameboard.sell_one_egg(self) |
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254 self.remove_eggs() # clean up stale images, etc. |
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255 self.gameboard.place_hatched_chicken(chick, self.abode.building) |
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256 |
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257 def _find_killable_fox(self, weapon): |
84 | 258 """Choose a random fox within range of this weapon.""" |
259 killable_foxes = [] | |
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260 for fox in self.gameboard.foxes: |
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261 if not weapon.in_range(self.gameboard, self, fox): |
114 | 262 continue |
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263 if visible(self, fox, self.gameboard): |
84 | 264 killable_foxes.append(fox) |
265 if not killable_foxes: | |
266 return None | |
267 return random.choice(killable_foxes) | |
268 | |
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269 def attack(self): |
84 | 270 """An armed chicken will attack a fox within range.""" |
271 if not self.weapons(): | |
272 # Not going to take on a fox bare-winged. | |
273 return | |
274 # Choose the first weapon equipped. | |
275 weapon = self.weapons()[0] | |
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276 fox = self._find_killable_fox(weapon) |
84 | 277 if not fox: |
278 return | |
236
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279 self._fix_face(fox.pos) |
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280 if weapon.hit(self.gameboard, self, fox): |
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281 fox.damage() |
84 | 282 |
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283 def reload_weapon(self): |
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284 """If we have a weapon that takes ammunition, reload it.""" |
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285 for weapon in self.weapons(): |
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286 weapon.refresh_ammo() |
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287 |
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288 class Egg(Animal): |
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289 """An egg""" |
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290 |
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291 IMAGE_FILE = 'sprites/equip_egg.png' |
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292 |
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293 SIMPLIFY = Animal.SIMPLIFY + ['timer'] |
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294 |
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295 def __init__(self, pos, gameboard): |
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296 Animal.__init__(self, pos, gameboard) |
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297 self.timer = 2 |
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298 |
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299 # Eggs don't move |
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300 |
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301 def hatch(self): |
243
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302 self.timer -= 1 |
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303 if self.timer == 0: |
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304 return Chicken(self.pos, self.gameboard) |
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305 return None |
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306 |
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307 class Fox(Animal): |
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308 """A fox""" |
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309 |
114 | 310 STEALTH = 20 |
130 | 311 IMAGE_FILE = 'sprites/fox.png' |
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312 DEATH_ANIMATION = animations.FoxDeath |
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313 DEATH_SOUND = 'kill-fox.ogg' |
389
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314 CONFIG_NAME = 'fox' |
114 | 315 |
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316 costs = { |
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317 # weighting for movement calculation |
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318 'grassland' : 2, |
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319 'woodland' : 1, # Try to keep to the woods if possible |
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320 'broken fence' : 2, |
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321 'fence' : 25, |
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322 'guardtower' : 2, # We can pass under towers |
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323 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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324 # catch a chicken there |
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325 'hendominium' : 30, |
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326 } |
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327 |
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328 def __init__(self, pos, gameboard): |
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329 Animal.__init__(self, pos, gameboard) |
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330 self.landmarks = [self.pos] |
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331 self.hunting = True |
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332 self.dig_pos = None |
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333 self.tick = 0 |
122
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334 self.safe = False |
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335 self.closest = None |
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336 self.last_steps = [] |
397
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337 # Foxes don't occupy places in the same way chickens do, but they |
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338 # can still be inside |
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339 self.building = None |
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340 |
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341 def outside(self): |
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342 return self.building is None |
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343 |
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344 def _game_death(self): |
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345 self.gameboard.kill_fox(self) |
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346 |
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347 def _cost_tile(self, pos): |
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348 if self.gameboard.in_bounds(pos): |
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349 this_tile = self.gameboard.tv.get(pos.to_tile_tuple()) |
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350 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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351 else: |
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352 cost = 100 # Out of bounds is expensive |
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353 return cost |
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354 |
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355 def _cost_path(self, path): |
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356 """Calculate the cost of a path""" |
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357 total = 0 |
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358 for pos in path: |
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359 total += self._cost_tile(pos) |
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360 return total |
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361 |
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362 def _gen_path(self, start_pos, final_pos): |
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363 """Construct a direct path from start_pos to final_pos, |
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364 excluding start_pos""" |
431
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365 return start_pos.intermediate_positions(final_pos) |
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366 |
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367 def _find_best_path_step(self, final_pos): |
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368 """Find the cheapest path to final_pos, and return the next step |
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369 along the path.""" |
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370 # We calculate the cost of the direct path |
395
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371 if final_pos.z < self.pos.z: |
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372 # We need to try heading down. |
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373 return Position(self.pos.x, self.pos.y, self.pos.z - 1) |
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374 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \ |
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375 final_pos.z > self.pos.z: |
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376 # We try heading up |
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377 return Position(self.pos.x, self.pos.y, self.pos.z + 1) |
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378 cur_dist = final_pos.dist(self.pos) |
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379 if cur_dist < 2: |
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380 # We're right ontop of our target, so just go there |
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381 return final_pos |
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382 # Find the cheapest spot close to us that moves us closer to the target |
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383 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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|
384 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)] |
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385 best_pos = self.pos |
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386 min_cost = 1000 |
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387 min_dist = cur_dist |
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388 for point in neighbours: |
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389 dist = point.dist(final_pos) |
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390 if dist < cur_dist: |
476
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|
391 cost = self._cost_tile(point) |
404
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392 if cost < min_cost or (min_cost == cost and dist < min_dist): |
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393 # Prefer closest of equal cost points |
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394 min_dist = dist |
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395 min_cost = cost |
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396 best = point |
476
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397 if min_cost < 20 or not self.gameboard.in_bounds(self.pos): |
407
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Handle corner case aroudn entering the map
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406
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398 # If we're not on the gameboard yet, there's no point in looking |
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406
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399 # for an optimal path. |
404
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400 return best |
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|
401 # Else expensive step, so think further |
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402 direct_path = self._gen_path(self.pos, final_pos) |
476
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403 min_cost = self._cost_path(direct_path) |
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404 min_path = direct_path |
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405 # is there a point nearby that gives us a cheaper direct path? |
71 | 406 # This is delibrately not finding the optimal path, as I don't |
407 # want the foxes to be too intelligent, although the implementation | |
408 # isn't well optimised yet | |
404
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409 # FIXME: Currently, this introduces loops, but the memory kind |
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410 # avoids that. Fixing this is the next goal. |
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|
411 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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412 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)] |
70
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413 for start in poss: |
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414 cand_path = self._gen_path(self.pos, start) + \ |
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415 self._gen_path(start, final_pos) |
476
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416 cost = self._cost_path(cand_path) |
70
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417 if cost < min_cost: |
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418 min_cost = cost |
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419 min_path = cand_path |
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|
420 if not min_path: |
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421 return final_pos |
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422 return min_path[0] |
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423 |
476
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parents:
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|
424 def _find_path_to_woodland(self): |
70
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425 """Dive back to woodland through the landmarks""" |
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426 # find the closest point to our current location in walked path |
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427 if self.pos == self.landmarks[-1]: |
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428 if len(self.landmarks) > 1: |
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|
429 self.landmarks.pop() # Moving to the next landmark |
476
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430 if not self.gameboard.in_bounds(self.pos) and not self.hunting: |
402
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401
diff
changeset
|
431 # Safely out of sight |
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401
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432 self.safe = True |
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401
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|
433 return self.pos |
476
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parents:
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434 return self._find_best_path_step(self.landmarks[-1]) |
70
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|
435 |
476
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parents:
475
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changeset
|
436 def _select_target(self): |
475
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Rinkhals eats eggs, along with associated changes.
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457
diff
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|
437 min_dist = 999 |
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|
438 self.closest = None |
476
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475
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|
439 for chicken in self.gameboard.chickens: |
475
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Rinkhals eats eggs, along with associated changes.
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parents:
457
diff
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|
440 dist = chicken.pos.dist(self.pos) |
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457
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changeset
|
441 if chicken.abode: |
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|
442 dist += 5 # Prefer free-ranging chickens |
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Rinkhals eats eggs, along with associated changes.
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parents:
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changeset
|
443 if len(chicken.weapons()) > 0: |
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Rinkhals eats eggs, along with associated changes.
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parents:
457
diff
changeset
|
444 dist += 5 # Prefer unarmed chickens |
d4f04d81fe54
Rinkhals eats eggs, along with associated changes.
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parents:
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diff
changeset
|
445 if dist < min_dist: |
d4f04d81fe54
Rinkhals eats eggs, along with associated changes.
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parents:
457
diff
changeset
|
446 min_dist = dist |
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457
diff
changeset
|
447 self.closest = chicken |
d4f04d81fe54
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parents:
457
diff
changeset
|
448 |
476
3dae0fc14009
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parents:
475
diff
changeset
|
449 def _find_path_to_chicken(self): |
70
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Make foxes move 'better' and break fences
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changeset
|
450 """Find the path to the closest chicken""" |
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changeset
|
451 # Find the closest chicken |
476
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475
diff
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|
452 if self.closest not in self.gameboard.chickens: |
145
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453 # Either no target, or someone ate it |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
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|
454 self._select_target() |
145
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Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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|
455 if not self.closest: |
70
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Make foxes move 'better' and break fences
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diff
changeset
|
456 # No more chickens, so leave |
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diff
changeset
|
457 self.hunting = False |
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diff
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|
458 return self.pos |
145
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|
459 if self.closest.pos == self.pos: |
396
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Refactor for further move work
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parents:
395
diff
changeset
|
460 # No need to move |
70
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Make foxes move 'better' and break fences
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diff
changeset
|
461 return self.pos |
395
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Basic support for z coordinate
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parents:
394
diff
changeset
|
462 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple(): |
2d0ff46118e2
Basic support for z coordinate
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parents:
394
diff
changeset
|
463 # Only differ in z, so next step is in z |
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parents:
394
diff
changeset
|
464 if self.closest.pos.z < self.pos.z: |
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Basic support for z coordinate
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parents:
394
diff
changeset
|
465 new_z = self.pos.z - 1 |
2d0ff46118e2
Basic support for z coordinate
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parents:
394
diff
changeset
|
466 else: |
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Basic support for z coordinate
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parents:
394
diff
changeset
|
467 new_z = self.pos.z + 1 |
2d0ff46118e2
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parents:
394
diff
changeset
|
468 return Position(self.pos.x, self.pos.y, new_z) |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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diff
changeset
|
469 return self._find_best_path_step(self.closest.pos) |
70
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Make foxes move 'better' and break fences
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53
diff
changeset
|
470 |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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475
diff
changeset
|
471 def attack(self): |
396
19e583e5cdc0
Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents:
395
diff
changeset
|
472 """Attack a chicken""" |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
Jeremy Thurgood <firxen@gmail.com>
parents:
475
diff
changeset
|
473 chicken = self.gameboard.get_animal_at_pos(self.pos, '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
|
474 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
|
475 # Always attack a chicken we step on, even if not hunting |
476
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diff
changeset
|
476 self._catch_chicken(chicken) |
396
19e583e5cdc0
Refactor for further move work
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parents:
395
diff
changeset
|
477 |
476
3dae0fc14009
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parents:
475
diff
changeset
|
478 def _catch_chicken(self, chicken): |
92
bea1b9364583
Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
479 """Catch a chicken""" |
476
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475
diff
changeset
|
480 chicken.damage() |
145
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diff
changeset
|
481 self.closest = None |
92
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
482 self.hunting = False |
149
2a1064fae608
More memory for the foxes, to ensure we avoid short loops
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parents:
146
diff
changeset
|
483 self.last_steps = [] # Forget history here |
92
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
484 |
476
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475
diff
changeset
|
485 def _update_pos(self, new_pos): |
70
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Make foxes move 'better' and break fences
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parents:
53
diff
changeset
|
486 """Update the position, making sure we don't step on other foxes""" |
145
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Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents:
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diff
changeset
|
487 if new_pos == self.pos: |
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Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents:
130
diff
changeset
|
488 # We're not moving, so we can skip all the checks |
149
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More memory for the foxes, to ensure we avoid short loops
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parents:
146
diff
changeset
|
489 return new_pos |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
490 blocked = self.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
|
491 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
|
492 # 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
|
493 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
|
494 final_pos = new_pos |
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495 if blocked: |
399
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|
496 if new_pos.z != self.pos.z: |
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|
497 # We can only move up and down a ladder |
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498 moves = [Position(self.pos.x, self.pos.y, z) for z |
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499 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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|
500 else: |
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501 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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502 for y in range(self.pos.y-1, self.pos.y + 2) |
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503 if Position(x,y) != self.pos and |
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|
504 Position(x, y) not in self.last_steps and |
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changeset
|
505 self.pos.z == 0] |
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changeset
|
506 # find the cheapest point in moves that's not blocked |
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|
507 final_pos = None |
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508 min_cost = 1000 |
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diff
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|
509 for poss in moves: |
476
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|
510 if self.gameboard.get_animal_at_pos(poss, 'fox'): |
399
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|
511 continue # blocked |
476
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512 cost = self._cost_tile(poss) |
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diff
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|
513 if cost < min_cost: |
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changeset
|
514 min_cost = cost |
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diff
changeset
|
515 final_pos = poss |
257
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parents:
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diff
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516 if cost == min_cost and random.randint(0, 1) > 0: |
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517 # Add some randomness in this case |
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|
518 final_pos = poss |
149
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diff
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|
519 if not final_pos: |
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changeset
|
520 # No good choice, so stay put |
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|
521 return self.pos |
476
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522 if self.gameboard.in_bounds(final_pos): |
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|
523 this_tile = self.gameboard.tv.get(final_pos.to_tile_tuple()) |
72
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diff
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|
524 else: |
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diff
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|
525 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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diff
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|
526 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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|
527 # We'll head back towards the holes we make/find |
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diff
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|
528 self.landmarks.append(final_pos) |
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diff
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|
529 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
476
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diff
changeset
|
530 return self._dig(final_pos) |
149
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parents:
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diff
changeset
|
531 self.last_steps.append(final_pos) |
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|
532 if len(self.last_steps) > 3: |
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diff
changeset
|
533 self.last_steps.pop(0) |
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diff
changeset
|
534 return final_pos |
28
ac3a74352b74
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parents:
25
diff
changeset
|
535 |
476
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diff
changeset
|
536 def _dig(self, dig_pos): |
92
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diff
changeset
|
537 """Setup dig parameters, to be overridden if needed""" |
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diff
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|
538 self.tick = 5 |
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diff
changeset
|
539 self.dig_pos = dig_pos |
475
d4f04d81fe54
Rinkhals eats eggs, along with associated changes.
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parents:
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diff
changeset
|
540 return self.pos |
92
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parents:
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diff
changeset
|
541 |
476
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diff
changeset
|
542 def _make_hole(self): |
92
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|
543 """Make a hole in the fence""" |
476
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parents:
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diff
changeset
|
544 fence = self.gameboard.get_building(self.dig_pos.to_tile_tuple()) |
394
ad77b3b71b08
Fix crash when multiple foxes finish digging at the same time
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parents:
389
diff
changeset
|
545 # Another fox could have made the same hole this turn |
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389
diff
changeset
|
546 if fence: |
476
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parents:
475
diff
changeset
|
547 fence.damage(self.gameboard.tv) |
92
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parents:
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diff
changeset
|
548 self.dig_pos = None |
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parents:
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diff
changeset
|
549 |
476
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475
diff
changeset
|
550 def move(self): |
28
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Change animal.py to four space indents.
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parents:
25
diff
changeset
|
551 """Foxes will aim to move towards the closest henhouse or free |
70
d92a2f973cc4
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53
diff
changeset
|
552 chicken""" |
398
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changeset
|
553 if self.safe: |
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diff
changeset
|
554 # We're safe, so do nothing |
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|
555 return |
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diff
changeset
|
556 elif self.dig_pos: |
70
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diff
changeset
|
557 if self.tick: |
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parents:
53
diff
changeset
|
558 self.tick -= 1 |
92
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parents:
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diff
changeset
|
559 # We're still digging through the fence |
70
d92a2f973cc4
Make foxes move 'better' and break fences
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parents:
53
diff
changeset
|
560 # Check the another fox hasn't dug a hole for us |
92
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parents:
84
diff
changeset
|
561 # We're too busy digging to notice if a hole appears nearby, |
70
d92a2f973cc4
Make foxes move 'better' and break fences
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parents:
53
diff
changeset
|
562 # but we'll notice if the fence we're digging vanishes |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
563 this_tile = self.gameboard.tv.get(self.dig_pos.to_tile_tuple()) |
475
d4f04d81fe54
Rinkhals eats eggs, along with associated changes.
Jeremy Thurgood <firxen@gmail.com>
parents:
457
diff
changeset
|
564 if tiles.TILE_MAP[this_tile] != 'fence': |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
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diff
changeset
|
565 self.tick = 0 |
70
d92a2f973cc4
Make foxes move 'better' and break fences
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parents:
53
diff
changeset
|
566 else: |
d92a2f973cc4
Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents:
53
diff
changeset
|
567 # We've dug through the fence, so make a hole |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
568 self._make_hole() |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents:
396
diff
changeset
|
569 return |
398
082b1ea5f98d
Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents:
397
diff
changeset
|
570 elif self.hunting: |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
571 desired_pos = self._find_path_to_chicken() |
70
d92a2f973cc4
Make foxes move 'better' and break fences
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parents:
53
diff
changeset
|
572 else: |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
573 desired_pos = self._find_path_to_woodland() |
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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475
diff
changeset
|
574 final_pos = self._update_pos(desired_pos) |
70
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Make foxes move 'better' and break fences
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parents:
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diff
changeset
|
575 self._fix_face(final_pos) |
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Make foxes move 'better' and break fences
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parents:
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diff
changeset
|
576 self.pos = final_pos |
398
082b1ea5f98d
Regain time lost when adding foxes to buildings
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parents:
397
diff
changeset
|
577 change_visible = False |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
578 # See if we're entering/leaving a building |
476
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Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
579 building = self.gameboard.get_building(final_pos.to_tile_tuple()) |
397
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Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents:
396
diff
changeset
|
580 if building and self.outside(): |
398
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parents:
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diff
changeset
|
581 # Check if we need to enter |
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parents:
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diff
changeset
|
582 if self.closest and not self.closest.outside() and \ |
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Regain time lost when adding foxes to buildings
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parents:
397
diff
changeset
|
583 self.closest.abode.building is building: |
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parents:
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diff
changeset
|
584 building.add_predator(self) |
082b1ea5f98d
Regain time lost when adding foxes to buildings
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parents:
397
diff
changeset
|
585 change_visible = True |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
586 elif self.building and final_pos.z == 0: |
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parents:
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diff
changeset
|
587 # can only leave from the ground floor |
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diff
changeset
|
588 if building == self.building: |
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parents:
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diff
changeset
|
589 # Check if we need to leave the building |
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parents:
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diff
changeset
|
590 if not self.hunting or (self.closest and |
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
591 self.closest.abode.building is not building): |
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Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
592 self.building.remove_predator(self) |
398
082b1ea5f98d
Regain time lost when adding foxes to buildings
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parents:
397
diff
changeset
|
593 change_visible = True |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
594 else: |
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents:
396
diff
changeset
|
595 # we've moved away from the building we were in |
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parents:
396
diff
changeset
|
596 self.building.remove_predator(self) |
398
082b1ea5f98d
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parents:
397
diff
changeset
|
597 change_visible = True |
082b1ea5f98d
Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents:
397
diff
changeset
|
598 if change_visible: |
476
3dae0fc14009
Animals have their own gameboard references instead of lugging them around in params all the time.
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parents:
475
diff
changeset
|
599 self.gameboard.set_visibility(self) |
397
532f1ea476ff
Make foxes enter buildings, with a seperate count for them
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parents:
396
diff
changeset
|
600 |
92
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
601 |
bea1b9364583
Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents:
84
diff
changeset
|
602 class NinjaFox(Fox): |
bea1b9364583
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parents:
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diff
changeset
|
603 """Ninja foxes are hard to see""" |
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Neil Muller <drnlmuller@gmail.com>
parents:
84
diff
changeset
|
604 |
114 | 605 STEALTH = 60 |
130 | 606 IMAGE_FILE = 'sprites/ninja_fox.png' |
389
463802281182
Add basic level support (level choosing needs work)
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parents:
380
diff
changeset
|
607 CONFIG_NAME = 'ninja fox' |
114 | 608 |
92
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
609 class DemoFox(Fox): |
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
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diff
changeset
|
610 """Demolition Foxes destroy fences easily""" |
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Refactor Fox so we can have different types. Add a greedy fox
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parents:
84
diff
changeset
|
611 |
241
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612 DIG_ANIMATION = animations.FenceExplosion |
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613 IMAGE_FILE = 'sprites/sapper_fox.png' |
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614 CONFIG_NAME = 'sapper fox' |
241
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615 |
406
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616 costs = Fox.costs.copy() |
426
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617 costs['fence'] = 2 |
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618 |
476
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619 def _dig(self, dig_pos): |
241
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620 """Setup dig parameters, to be overridden if needed""" |
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621 self.tick = 0 # Costs us nothing to go through a fence. |
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622 self.dig_pos = dig_pos |
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623 self.DIG_ANIMATION(self.gameboard.tv, dig_pos.to_tile_tuple()) |
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624 self._make_hole() |
475
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625 return self.pos |
241
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626 |
92
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627 class GreedyFox(Fox): |
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628 """Greedy foxes eat more chickens""" |
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629 CONFIG_NAME = 'greedy fox' |
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630 |
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631 def __init__(self, pos, gameboard): |
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632 Fox.__init__(self, pos, gameboard) |
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633 self.chickens_eaten = 0 |
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634 |
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635 def _catch_chicken(self, chicken): |
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636 chicken.damage() |
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637 self.closest = None |
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638 self.chickens_eaten += 1 |
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639 if self.chickens_eaten > 2: |
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640 self.hunting = False |
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641 self.last_steps = [] |
114 | 642 |
290 | 643 class Rinkhals(Fox): |
644 """The Rinkhals has eclectic tastes""" | |
645 STEALTH = 80 | |
646 IMAGE_FILE = 'sprites/rinkhals.png' | |
389
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647 CONFIG_NAME = 'rinkhals' |
290 | 648 |
476
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649 def _select_target(self): |
475
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650 """The Rinkhals eats eggs""" |
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651 min_dist = 999 |
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652 self.closest = None |
476
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653 for chicken in self.gameboard.chickens: |
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654 dist = chicken.pos.dist(self.pos) |
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655 if not chicken.eggs: |
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656 dist += 100 # The closest eggs have to be *far* away to be safe |
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657 if dist < min_dist: |
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658 min_dist = dist |
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659 self.closest = chicken |
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660 |
476
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661 def _catch_chicken(self, chicken): |
475
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662 """The Rinkhals eats eggs, but does not harm chickens""" |
476
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663 chicken.remove_eggs() |
290 | 664 self.closest = None |
665 self.hunting = False | |
666 self.last_steps = [] | |
667 | |
476
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668 def _dig(self, dig_pos): |
475
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669 """Snakes ignore fences""" |
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670 return dig_pos |
290 | 671 |
476
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672 def damage(self): |
290 | 673 """The Rinkhals is invincible!""" |
674 return True | |
675 | |
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676 def _get_vision_param(parameter, watcher): |
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677 param = getattr(watcher, parameter) |
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678 if watcher.abode: |
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679 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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680 param = modifier(param) |
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681 return param |
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682 |
437
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683 def visible(watcher, watchee, gameboard): |
443
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684 if not gameboard.in_bounds(watchee.pos): |
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685 # We can't see anything off the edge of the board. |
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686 return False |
199
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687 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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688 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
437
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689 positions = watcher.pos.intermediate_positions(watchee.pos) |
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690 for pos in positions: |
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691 building = gameboard.get_building(pos.to_tile_tuple()) |
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692 # This allows chickens to fire across GuardTowers and Fences. |
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693 if building and building.BLOCKS_VISION and not (watcher in building.occupants()): |
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694 return False |
199
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695 distance = watcher.pos.dist(watchee.pos) - 1 |
438
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Trees provide a modicum of cover.
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696 # Intervening forests get in the way a bit. |
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697 woods = len([pos for pos in positions if gameboard.tv.get(pos.to_tile_tuple()) == gameboard.WOODLAND]) |
114 | 698 roll = random.randint(1, 100) |
438
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699 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance + constants.WOODLAND_CONCEALMENT*woods |
389
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700 |
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701 # These don't have to add up to 100, but it's easier to think |
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702 # about them if they do. |
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703 DEFAULT_FOX_WEIGHTINGS = ( |
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704 (Fox, 59), |
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705 (GreedyFox, 30), |
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706 (NinjaFox, 5), |
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707 (DemoFox, 5), |
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708 (Rinkhals, 1), |
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709 ) |
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710 |