Mercurial > rinkhals
annotate gamelib/animal.py @ 158:baf857805867
armour works now
author | Adrianna Pińska <adrianna.pinska@gmail.com> |
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date | Thu, 03 Sep 2009 21:50:49 +0000 |
parents | 2a1064fae608 |
children | 9b4213f6ea7f |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 |
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14 class Animal(Sprite): |
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15 """Base class for animals""" |
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16 |
114 | 17 STEALTH = 0 |
18 | |
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19 def __init__(self, image_left, image_right, tile_pos): |
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20 # Create the animal somewhere far off screen |
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21 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 22 self._image_left = image_left |
23 self.image_left = image_left.copy() | |
24 self._image_right = image_right | |
25 self.image_right = image_right.copy() | |
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26 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 27 self.equipment = [] |
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28 self.abode = None |
146 | 29 self.facing = 'left' |
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30 self.lives = 1 |
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31 |
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32 def loop(self, tv, _sprite): |
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33 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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34 self.rect.x = ppos[0] |
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35 self.rect.y = ppos[1] |
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36 |
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37 def move(self, state): |
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38 """Given the game state, return a new position for the object""" |
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39 # Default is not to move |
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40 pass |
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41 |
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42 def set_pos(self, tile_pos): |
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43 """Move an animal to the given tile_pos.""" |
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44 new_pos = Position(*tile_pos) |
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45 self._fix_face(new_pos) |
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46 self.pos = new_pos |
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47 |
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48 def _fix_face(self, final_pos): |
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49 """Set the face correctly""" |
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50 if final_pos.left_of(self.pos): |
146 | 51 self._set_image_facing('left') |
52 elif final_pos.right_of(self.pos): | |
53 self._set_image_facing('right') | |
54 | |
55 def _set_image_facing(self, facing): | |
56 self.facing = facing | |
57 if self.facing == 'left': | |
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58 self.setimage(self.image_left) |
146 | 59 elif self.facing == 'right': |
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60 self.setimage(self.image_right) |
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61 |
84 | 62 def equip(self, item): |
63 self.equipment.append(item) | |
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64 self.draw_equipment(item) |
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65 if not equipment.is_weapon(item): |
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66 # redraw weapons on top |
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67 for weapon in self.weapons(): |
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68 self.draw_equipment(weapon) |
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69 |
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70 def draw_equipment(self, item): |
146 | 71 if not hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
72 return | |
73 eq_image_attr = getattr(item, self.EQUIPMENT_IMAGE_ATTRIBUTE, 'None') | |
74 if not eq_image_attr: | |
75 return | |
76 eq_image_left = imagecache.load_image(eq_image_attr) | |
77 eq_image_right = imagecache.load_image(eq_image_attr, ("right_facing",)) | |
78 self.image_left.blit(eq_image_left, (0, 0)) | |
79 self.image_right.blit(eq_image_right, (0, 0)) | |
80 self._set_image_facing(self.facing) | |
84 | 81 |
82 def weapons(self): | |
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83 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 84 |
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85 def covers(self, tile_pos): |
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86 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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87 |
125 | 88 def outside(self): |
89 return self.abode is None | |
90 | |
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91 class Chicken(Animal): |
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92 """A chicken""" |
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93 |
146 | 94 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
95 | |
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96 def __init__(self, pos): |
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97 image_left = imagecache.load_image('sprites/chkn.png') |
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98 image_right = imagecache.load_image('sprites/chkn.png', |
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99 ("right_facing",)) |
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100 Animal.__init__(self, image_left, image_right, pos) |
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101 self.egg = False |
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102 self.egg_counter = 0 |
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103 |
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104 def move(self, gameboard): |
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105 """A free chicken will move away from other free chickens""" |
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106 pass |
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107 |
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108 def lay(self): |
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109 """See if the chicken lays an egg""" |
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110 if not self.egg: |
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111 self.egg = True |
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112 self.egg_counter = 2 |
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113 |
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114 def hatch(self): |
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115 """See if we have an egg to hatch""" |
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116 if self.egg: |
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117 self.egg_counter -= 1 |
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118 if self.egg_counter == 0: |
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119 # Egg hatches |
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120 self.egg = False |
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121 return Chicken(self.pos.to_tuple()) |
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122 return None |
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123 |
84 | 124 def _find_killable_fox(self, weapon, gameboard): |
125 """Choose a random fox within range of this weapon.""" | |
126 killable_foxes = [] | |
127 for fox in gameboard.foxes: | |
114 | 128 if not visible(self, fox): |
129 continue | |
84 | 130 if weapon.in_range(gameboard, self, fox): |
131 killable_foxes.append(fox) | |
132 if not killable_foxes: | |
133 return None | |
134 return random.choice(killable_foxes) | |
135 | |
136 def attack(self, gameboard): | |
137 """An armed chicken will attack a fox within range.""" | |
138 if not self.weapons(): | |
139 # Not going to take on a fox bare-winged. | |
140 return | |
141 # Choose the first weapon equipped. | |
142 weapon = self.weapons()[0] | |
143 fox = self._find_killable_fox(weapon, gameboard) | |
144 if not fox: | |
145 return | |
146 if weapon.hit(gameboard, self, fox): | |
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147 sound.play_sound("kill-fox.ogg") |
84 | 148 gameboard.kill_fox(fox) |
149 | |
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150 class Egg(Animal): |
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151 """An egg""" |
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152 |
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153 def __init__(self, pos): |
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154 image = imagecache.load_image('sprites/egg.png') |
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155 Animal.__init__(self, image, image, pos) |
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156 |
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157 # Eggs don't move |
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158 |
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159 class Fox(Animal): |
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160 """A fox""" |
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161 |
114 | 162 STEALTH = 20 |
130 | 163 IMAGE_FILE = 'sprites/fox.png' |
114 | 164 |
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165 costs = { |
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166 # weighting for movement calculation |
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167 'grassland' : 2, |
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168 'woodland' : 1, # Try to keep to the woods if possible |
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169 'broken fence' : 2, |
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170 'fence' : 10, |
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171 'guardtower' : 2, # We can pass under towers |
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172 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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173 # catch a chicken there |
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174 'hendominium' : 30, |
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175 } |
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176 |
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177 def __init__(self, pos): |
130 | 178 image_left = imagecache.load_image(self.IMAGE_FILE) |
179 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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180 Animal.__init__(self, image_left, image_right, pos) |
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181 self.landmarks = [self.pos] |
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182 self.hunting = True |
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183 self.dig_pos = None |
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184 self.tick = 0 |
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185 self.safe = False |
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186 self.closest = None |
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187 self.last_steps = [] |
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188 |
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189 def _cost_tile(self, pos, gameboard): |
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190 if gameboard.in_bounds(pos): |
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191 this_tile = gameboard.tv.get(pos.to_tuple()) |
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192 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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193 else: |
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194 cost = 100 # Out of bounds is expensive |
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195 return cost |
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196 |
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197 def _cost_path(self, path, gameboard): |
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198 """Calculate the cost of a path""" |
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199 total = 0 |
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200 for pos in path: |
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201 total += self._cost_tile(pos, gameboard) |
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202 return total |
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203 |
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204 def _gen_path(self, start_pos, final_pos): |
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205 """Construct a direct path from start_pos to final_pos, |
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206 excluding start_pos""" |
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207 if abs(start_pos.x - final_pos.x) < 2 and \ |
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208 abs(start_pos.y - final_pos.y) < 2: |
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209 # pgu gets this case wrong on occasion. |
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210 return [final_pos] |
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211 start = start_pos.to_tuple() |
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212 end = final_pos.to_tuple() |
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213 points = getline(start, end) |
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214 points.remove(start) # exclude start_pos |
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215 if end not in points: |
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216 # Rounding errors in getline cause this |
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217 points.append(end) |
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218 return [Position(x[0], x[1]) for x in points] |
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219 |
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220 def _find_best_path_step(self, final_pos, gameboard): |
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221 """Find the cheapest path to final_pos, and return the next step |
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222 along the path.""" |
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223 # We calculate the cost of the direct path |
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224 direct_path = self._gen_path(self.pos, final_pos) |
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225 min_cost = self._cost_path(direct_path, gameboard) |
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226 min_path = direct_path |
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227 # is there a point nearby that gives us a cheaper direct path? |
71 | 228 # This is delibrately not finding the optimal path, as I don't |
229 # want the foxes to be too intelligent, although the implementation | |
230 # isn't well optimised yet | |
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231 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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232 for y in range(self.pos.y - 3, self.pos.y + 4) |
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233 if (x, y) != (0,0)] |
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234 for start in poss: |
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235 cand_path = self._gen_path(self.pos, start) + \ |
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236 self._gen_path(start, final_pos) |
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237 cost = self._cost_path(cand_path, gameboard) |
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238 if cost < min_cost: |
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239 min_cost = cost |
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240 min_path = cand_path |
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241 if not min_path: |
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242 return final_pos |
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243 return min_path[0] |
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244 |
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245 def _find_path_to_woodland(self, gameboard): |
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246 """Dive back to woodland through the landmarks""" |
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247 # find the closest point to our current location in walked path |
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248 if self.pos == self.landmarks[-1]: |
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249 if len(self.landmarks) > 1: |
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250 self.landmarks.pop() # Moving to the next landmark |
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251 else: |
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252 # Safely back at the start |
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253 self.safe = True |
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254 return self.pos |
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255 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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256 |
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257 def _find_path_to_chicken(self, gameboard): |
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258 """Find the path to the closest chicken""" |
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259 # Find the closest chicken |
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260 min_dist = 999 |
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261 if self.closest not in gameboard.chickens: |
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262 # Either no target, or someone ate it |
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263 for chicken in gameboard.chickens: |
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264 dist = chicken.pos.dist(self.pos) |
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265 if chicken.abode: |
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266 dist += 10 # Prefer free-ranging chickens |
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267 if dist < min_dist: |
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268 min_dist = dist |
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269 self.closest = chicken |
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270 if not self.closest: |
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271 # No more chickens, so leave |
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272 self.hunting = False |
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273 return self.pos |
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274 if self.closest.pos == self.pos: |
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275 # Caught a chicken |
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276 self._catch_chicken(self.closest, gameboard) |
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277 return self.pos |
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278 return self._find_best_path_step(self.closest.pos, gameboard) |
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279 |
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280 def _catch_chicken(self, chicken, gameboard): |
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281 """Catch a chicken""" |
158
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282 chicken.lives -= 1 |
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283 if not chicken.lives > 0: |
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284 sound.play_sound("kill-chicken.ogg") |
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285 gameboard.remove_chicken(chicken) |
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286 self.closest = None |
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287 self.hunting = False |
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288 self.last_steps = [] # Forget history here |
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289 |
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290 def _update_pos(self, gameboard, new_pos): |
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291 """Update the position, making sure we don't step on other foxes""" |
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292 if new_pos == self.pos: |
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293 # We're not moving, so we can skip all the checks |
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294 return new_pos |
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295 final_pos = new_pos |
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296 blocked = final_pos in self.last_steps |
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297 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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298 for y in range(self.pos.y-1, self.pos.y + 2) |
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299 if Position(x,y) != self.pos and \ |
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300 Position(x, y) not in self.last_steps] |
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301 for fox in gameboard.foxes: |
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302 if fox is not self and fox.pos == final_pos: |
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303 blocked = True |
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304 if fox.pos in moves: |
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305 moves.remove(fox.pos) |
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306 if blocked: |
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307 # find the cheapest point in moves to new_pos that's not blocked |
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308 final_pos = None |
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309 min_cost = 1000 |
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310 for poss in moves: |
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311 cost = self._cost_tile(poss, gameboard) |
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312 if cost < min_cost: |
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313 min_cost = cost |
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314 final_pos = poss |
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315 if not final_pos: |
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316 # No good choice, so stay put |
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317 return self.pos |
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318 if gameboard.in_bounds(final_pos): |
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319 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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320 else: |
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321 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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322 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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323 # We'll head back towards the holes we make/find |
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324 self.landmarks.append(final_pos) |
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325 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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326 self._dig(final_pos) |
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327 return self.pos |
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328 self.last_steps.append(final_pos) |
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329 if len(self.last_steps) > 3: |
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330 self.last_steps.pop(0) |
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331 return final_pos |
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332 |
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333 def _dig(self, dig_pos): |
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334 """Setup dig parameters, to be overridden if needed""" |
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335 self.tick = 5 |
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336 self.dig_pos = dig_pos |
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337 |
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338 def _make_hole(self, gameboard): |
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339 """Make a hole in the fence""" |
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340 gameboard.tv.set(self.dig_pos.to_tuple(), |
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341 tiles.REVERSE_TILE_MAP['broken fence']) |
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342 self.dig_pos = None |
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343 |
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344 def move(self, gameboard): |
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345 """Foxes will aim to move towards the closest henhouse or free |
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346 chicken""" |
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347 if self.dig_pos: |
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348 if self.tick: |
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349 self.tick -= 1 |
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350 # We're still digging through the fence |
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351 # Check the another fox hasn't dug a hole for us |
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352 # We're too busy digging to notice if a hole appears nearby, |
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353 # but we'll notice if the fence we're digging vanishes |
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354 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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355 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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356 self.tick = 0 |
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357 return |
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358 else: |
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359 # We've dug through the fence, so make a hole |
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360 self._make_hole(gameboard) |
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361 return |
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362 if self.hunting: |
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363 desired_pos = self._find_path_to_chicken(gameboard) |
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364 else: |
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365 desired_pos = self._find_path_to_woodland(gameboard) |
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366 final_pos = self._update_pos(gameboard, desired_pos) |
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367 self._fix_face(final_pos) |
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368 self.pos = final_pos |
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369 |
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370 class NinjaFox(Fox): |
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371 """Ninja foxes are hard to see""" |
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372 |
114 | 373 STEALTH = 60 |
130 | 374 IMAGE_FILE = 'sprites/ninja_fox.png' |
114 | 375 |
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376 class DemoFox(Fox): |
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377 """Demolition Foxes destroy fences easily""" |
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378 |
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379 class GreedyFox(Fox): |
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380 """Greedy foxes eat more chickens""" |
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381 |
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382 def __init__(self, pos): |
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383 Fox.__init__(self, pos) |
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384 self.chickens_eaten = 0 |
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385 |
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386 def _catch_chicken(self, chicken, gameboard): |
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387 gameboard.remove_chicken(chicken) |
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388 self.closest = None |
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389 self.chickens_eaten += 1 |
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390 if self.chickens_eaten > 2: |
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391 self.hunting = False |
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392 self.last_steps = [] |
114 | 393 |
394 def visible(watcher, watchee): | |
395 roll = random.randint(1, 100) | |
396 distance = watcher.pos.dist(watchee.pos) - 1 | |
397 return roll > watchee.STEALTH + 10*distance |