annotate gamelib/animal.py @ 413:bdc4757e0497

Add Sniper Rifle and give guns limited ammunition.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 21 Nov 2009 12:07:01 +0000
parents bdc8bc78a796
children 9096c237928c
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1 """Class for the various animals in the game"""
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3 import random
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5 from pgu.vid import Sprite
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6 from pgu.algo import getline
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8 import imagecache
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9 import tiles
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10 from misc import Position
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11 import sound
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12 import equipment
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13 import animations
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15 class Animal(Sprite):
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16 """Base class for animals"""
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18 STEALTH = 0
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19 VISION_BONUS = 0
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20 VISION_RANGE_PENALTY = 10
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21
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22 def __init__(self, image_left, image_right, tile_pos):
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23 # Create the animal somewhere far off screen
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24 Sprite.__init__(self, image_left, (-1000, -1000))
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25 self._image_left = image_left
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26 self.image_left = image_left.copy()
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27 self._image_right = image_right
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28 self.image_right = image_right.copy()
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29 if hasattr(tile_pos, 'to_tile_tuple'):
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30 self.pos = tile_pos
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31 else:
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32 self.pos = Position(tile_pos[0], tile_pos[1], 0)
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33 self.equipment = []
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34 self.accoutrements = []
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35 self.abode = None
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36 self.facing = 'left'
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38 def loop(self, tv, _sprite):
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39 ppos = tv.tile_to_view(self.pos.to_tile_tuple())
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40 self.rect.x = ppos[0]
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41 self.rect.y = ppos[1]
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43 def die(self, gameboard):
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44 """Play death animation, noises, whatever."""
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45 if hasattr(self, 'DEATH_SOUND'):
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46 sound.play_sound(self.DEATH_SOUND)
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47 if hasattr(self, 'DEATH_ANIMATION'):
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48 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple())
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49 self._game_death(gameboard)
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51 def _game_death(self, gameboard):
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52 # Call appropriate gameboard cleanup here.
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53 pass
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55 def move(self, state):
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56 """Given the game state, return a new position for the object"""
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57 # Default is not to move
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58 pass
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60 def attack(self, gameboard):
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61 """Given the game state, attack a suitable target"""
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62 # Default is not to attack
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63 pass
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64
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65 def set_pos(self, tile_pos):
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66 """Move an animal to the given tile_pos."""
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67 new_pos = Position(*tile_pos)
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68 self._fix_face(new_pos)
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69 self.pos = new_pos
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71 def _fix_face(self, facing_pos):
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72 """Set the face correctly"""
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73 if facing_pos.left_of(self.pos):
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74 self._set_image_facing('left')
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75 elif facing_pos.right_of(self.pos):
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76 self._set_image_facing('right')
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77
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78 def _set_image_facing(self, facing):
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79 self.facing = facing
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80 if self.facing == 'left':
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81 self.setimage(self.image_left)
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82 elif self.facing == 'right':
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83 self.setimage(self.image_right)
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85 def equip(self, item):
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86 if equipment.is_equipment(item):
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87 self.equipment.append(item)
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88 elif equipment.is_accoutrement(item):
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89 self.accoutrements.append(item)
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90 self.redraw()
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92 def unequip(self, item):
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93 if equipment.is_equipment(item):
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94 self.equipment = [e for e in self.equipment if e != item]
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95 elif equipment.is_accoutrement(item):
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96 self.accoutrements = [e for e in self.accoutrements if e != item]
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97 self.redraw()
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98
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99 def unequip_by_name(self, item_name):
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100 # only remove first match
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101 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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102 if matches:
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103 self.unequip(matches[0])
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104
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105 def redraw(self):
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106 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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107 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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108 for item in self.accoutrements + self.equipment:
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109 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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110 if images:
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111 layers.append(images)
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112
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113 layers.sort(key=lambda l: l[2])
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114
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115 # these always go on the bottom so that other layers don't get overwritten
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116 self.image_left = self._image_left.copy()
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117 self.image_right = self._image_right.copy()
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118 for l in layers:
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119 self.image_left.blit(l[0], (0,0))
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120 self.image_right.blit(l[1], (0,0))
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121
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122 self._set_image_facing(self.facing)
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123
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124 def weapons(self):
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125 return [e for e in self.equipment if equipment.is_weapon(e)]
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126
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127 def armour(self):
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128 return [e for e in self.equipment if equipment.is_armour(e)]
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129
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130 def covers(self, tile_pos):
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131 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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132
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133 def outside(self):
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134 return self.abode is None
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135
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136 def damage(self, gameboard):
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137 for a in self.armour():
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138 if not a.survive_damage():
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139 self.unequip(a)
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140 return True
251
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141 self.die(gameboard)
174
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142 return False
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143
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144 class Chicken(Animal):
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145 """A chicken"""
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146
146
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147 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
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148 DEATH_ANIMATION = animations.ChickenDeath
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149 DEATH_SOUND = 'kill-chicken.ogg'
146
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150
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151 def __init__(self, pos):
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152 image_left = imagecache.load_image('sprites/chkn.png')
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153 image_right = imagecache.load_image('sprites/chkn.png',
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154 ("right_facing",))
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155 Animal.__init__(self, image_left, image_right, pos)
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156 self.eggs = []
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157
251
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158 def _game_death(self, gameboard):
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159 gameboard.remove_chicken(self)
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160
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161 def move(self, gameboard):
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162 """A free chicken will move away from other free chickens"""
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163 pass
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164
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165 def lay(self):
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166 """See if the chicken lays an egg"""
243
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167 if not self.eggs:
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168 for x in range(random.randint(1, 4)):
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169 self.eggs.append(Egg(self.pos))
216
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170 self.equip(equipment.NestEgg())
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171
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172 def remove_eggs(self):
216
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173 """Clean up the egg state"""
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174 self.eggs = []
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175 self.unequip_by_name("Nestegg")
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176
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177 def remove_one_egg(self):
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178 """Clean up the egg state"""
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179 self.eggs.pop()
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180 if not self.eggs:
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181 self.unequip_by_name("Nestegg")
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182
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183 def get_num_eggs(self):
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184 return len(self.eggs)
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185
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186 def hatch(self, gameboard):
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187 """See if we have an egg to hatch"""
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188 if self.eggs:
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189 chick = self.eggs[0].hatch()
187
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190 if chick:
243
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191 # sell the remaining eggs
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192 # Remove hatched egg
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193 self.eggs.pop()
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194 gameboard.eggs -= 1
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195 # Sell other eggs
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196 for egg in self.eggs[:]:
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197 gameboard.sell_one_egg(self)
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198 self.remove_eggs() # clean up stale images, etc.
187
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199 return chick
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200 return None
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201
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202 def _find_killable_fox(self, weapon, gameboard):
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203 """Choose a random fox within range of this weapon."""
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204 killable_foxes = []
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205 for fox in gameboard.foxes:
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206 if not visible(self, fox):
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207 continue
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208 if weapon.in_range(gameboard, self, fox):
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209 killable_foxes.append(fox)
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210 if not killable_foxes:
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211 return None
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212 return random.choice(killable_foxes)
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213
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214 def attack(self, gameboard):
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215 """An armed chicken will attack a fox within range."""
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216 if not self.weapons():
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217 # Not going to take on a fox bare-winged.
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218 return
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219 # Choose the first weapon equipped.
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220 weapon = self.weapons()[0]
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221 fox = self._find_killable_fox(weapon, gameboard)
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222 if not fox:
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223 return
236
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224 self._fix_face(fox.pos)
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225 if weapon.hit(gameboard, self, fox):
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226 fox.damage(gameboard)
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227
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228 def reload_weapon(self):
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229 """If we have a weapon that takes ammunition, reload it."""
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230 if not self.weapons():
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231 # Nothing to reload
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232 return
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233 for weapon in self.weapons():
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234 if hasattr(weapon, 'AMMUNITION'):
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235 weapon.ammunition = weapon.AMMUNITION
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236
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237 class Egg(Animal):
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238 """An egg"""
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239
47
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diff changeset
240 def __init__(self, pos):
293
78c49d87e175 oops - bugfix
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diff changeset
241 image = imagecache.load_image('sprites/equip_egg.png')
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242 Animal.__init__(self, image, image, pos)
243
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243 self.timer = 2
47
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244
28
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245 # Eggs don't move
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246
171
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247 def hatch(self):
243
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248 self.timer -= 1
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diff changeset
249 if self.timer == 0:
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250 return Chicken(self.pos)
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251 return None
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252
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253 class Fox(Animal):
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diff changeset
254 """A fox"""
25
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255
114
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diff changeset
256 STEALTH = 20
130
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257 IMAGE_FILE = 'sprites/fox.png'
251
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258 DEATH_ANIMATION = animations.FoxDeath
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259 DEATH_SOUND = 'kill-fox.ogg'
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diff changeset
260 CONFIG_NAME = 'fox'
114
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261
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diff changeset
262 costs = {
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263 # weighting for movement calculation
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264 'grassland' : 2,
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265 'woodland' : 1, # Try to keep to the woods if possible
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266 'broken fence' : 2,
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diff changeset
267 'fence' : 25,
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268 'guardtower' : 2, # We can pass under towers
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diff changeset
269 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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diff changeset
270 # catch a chicken there
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diff changeset
271 'hendominium' : 30,
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diff changeset
272 }
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diff changeset
273
28
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diff changeset
274 def __init__(self, pos):
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diff changeset
275 image_left = imagecache.load_image(self.IMAGE_FILE)
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diff changeset
276 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",))
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diff changeset
277 Animal.__init__(self, image_left, image_right, pos)
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diff changeset
278 self.landmarks = [self.pos]
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279 self.hunting = True
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diff changeset
280 self.dig_pos = None
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diff changeset
281 self.tick = 0
122
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diff changeset
282 self.safe = False
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diff changeset
283 self.closest = None
149
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diff changeset
284 self.last_steps = []
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285 # Foxes don't occupy places in the same way chickens do, but they
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286 # can still be inside
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287 self.building = None
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288
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289 def outside(self):
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290 return self.building is None
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291
251
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292 def _game_death(self, gameboard):
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293 gameboard.kill_fox(self)
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294
82
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295 def _cost_tile(self, pos, gameboard):
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296 if gameboard.in_bounds(pos):
395
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297 this_tile = gameboard.tv.get(pos.to_tile_tuple())
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298 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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299 else:
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300 cost = 100 # Out of bounds is expensive
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301 return cost
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302
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303 def _cost_path(self, path, gameboard):
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304 """Calculate the cost of a path"""
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305 total = 0
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306 for pos in path:
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307 total += self._cost_tile(pos, gameboard)
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308 return total
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309
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310 def _gen_path(self, start_pos, final_pos):
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311 """Construct a direct path from start_pos to final_pos,
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312 excluding start_pos"""
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313 if abs(start_pos.x - final_pos.x) < 2 and \
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314 abs(start_pos.y - final_pos.y) < 2:
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315 # pgu gets this case wrong on occasion.
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316 return [final_pos]
395
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317 start = start_pos.to_tile_tuple()
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318 end = final_pos.to_tile_tuple()
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319 points = getline(start, end)
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320 points.remove(start) # exclude start_pos
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321 if end not in points:
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322 # Rounding errors in getline cause this
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323 points.append(end)
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324 return [Position(x[0], x[1]) for x in points]
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325
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326 def _find_best_path_step(self, final_pos, gameboard):
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327 """Find the cheapest path to final_pos, and return the next step
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328 along the path."""
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329 # We calculate the cost of the direct path
395
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330 if final_pos.z < self.pos.z:
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331 # We need to try heading down.
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332 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
404
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333 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \
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334 final_pos.z > self.pos.z:
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335 # We try heading up
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336 return Position(self.pos.x, self.pos.y, self.pos.z + 1)
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337 cur_dist = final_pos.dist(self.pos)
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338 if cur_dist < 2:
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339 # We're right ontop of our target, so just go there
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340 return final_pos
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341 # Find the cheapest spot close to us that moves us closer to the target
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342 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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343 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)]
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344 best_pos = self.pos
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345 min_cost = 1000
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346 min_dist = cur_dist
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347 for point in neighbours:
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348 dist = point.dist(final_pos)
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349 if dist < cur_dist:
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350 cost = self._cost_tile(point, gameboard)
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351 if cost < min_cost or (min_cost == cost and dist < min_dist):
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352 # Prefer closest of equal cost points
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353 min_dist = dist
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354 min_cost = cost
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355 best = point
407
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356 if min_cost < 20 or not gameboard.in_bounds(self.pos):
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357 # If we're not on the gameboard yet, there's no point in looking
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358 # for an optimal path.
404
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359 return best
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360 # Else expensive step, so think further
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361 direct_path = self._gen_path(self.pos, final_pos)
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362 min_cost = self._cost_path(direct_path, gameboard)
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363 min_path = direct_path
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364 # is there a point nearby that gives us a cheaper direct path?
71
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365 # This is delibrately not finding the optimal path, as I don't
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366 # want the foxes to be too intelligent, although the implementation
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367 # isn't well optimised yet
404
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368 # FIXME: Currently, this introduces loops, but the memory kind
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369 # avoids that. Fixing this is the next goal.
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370 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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371 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)]
70
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372 for start in poss:
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373 cand_path = self._gen_path(self.pos, start) + \
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374 self._gen_path(start, final_pos)
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375 cost = self._cost_path(cand_path, gameboard)
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376 if cost < min_cost:
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377 min_cost = cost
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378 min_path = cand_path
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379 if not min_path:
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380 return final_pos
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381 return min_path[0]
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382
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383 def _find_path_to_woodland(self, gameboard):
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384 """Dive back to woodland through the landmarks"""
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385 # find the closest point to our current location in walked path
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386 if self.pos == self.landmarks[-1]:
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387 if len(self.landmarks) > 1:
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388 self.landmarks.pop() # Moving to the next landmark
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389 if not gameboard.in_bounds(self.pos) and not self.hunting:
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parents: 401
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390 # Safely out of sight
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parents: 401
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391 self.safe = True
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392 return self.pos
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393 return self._find_best_path_step(self.landmarks[-1], gameboard)
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394
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395 def _find_path_to_chicken(self, gameboard):
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396 """Find the path to the closest chicken"""
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397 # Find the closest chicken
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398 min_dist = 999
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399 if self.closest not in gameboard.chickens:
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parents: 130
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400 # Either no target, or someone ate it
196
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401 self.closest = None
145
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402 for chicken in gameboard.chickens:
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parents: 130
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403 dist = chicken.pos.dist(self.pos)
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parents: 130
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404 if chicken.abode:
370
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parents: 305
diff changeset
405 dist += 5 # Prefer free-ranging chickens
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parents: 305
diff changeset
406 if len(chicken.weapons()) > 0:
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parents: 305
diff changeset
407 dist += 5 # Prefer unarmed chickens
145
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diff changeset
408 if dist < min_dist:
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409 min_dist = dist
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410 self.closest = chicken
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411 if not self.closest:
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412 # No more chickens, so leave
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413 self.hunting = False
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414 return self.pos
145
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parents: 130
diff changeset
415 if self.closest.pos == self.pos:
396
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parents: 395
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416 # No need to move
70
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parents: 53
diff changeset
417 return self.pos
395
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parents: 394
diff changeset
418 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
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parents: 394
diff changeset
419 # Only differ in z, so next step is in z
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parents: 394
diff changeset
420 if self.closest.pos.z < self.pos.z:
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parents: 394
diff changeset
421 new_z = self.pos.z - 1
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diff changeset
422 else:
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parents: 394
diff changeset
423 new_z = self.pos.z + 1
2d0ff46118e2 Basic support for z coordinate
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parents: 394
diff changeset
424 return Position(self.pos.x, self.pos.y, new_z)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
425 return self._find_best_path_step(self.closest.pos, gameboard)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
426
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
427 def attack(self, gameboard):
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
428 """Attack a chicken"""
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
429 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken')
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
430 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
431 # Always attack a chicken we step on, even if not hunting
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
432 self._catch_chicken(chicken, gameboard)
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
433
92
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Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
434 def _catch_chicken(self, chicken, gameboard):
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parents: 84
diff changeset
435 """Catch a chicken"""
251
844bfb23d4b6 Refactored animal death and added death animations.
Jeremy Thurgood <firxen@gmail.com>
parents: 243
diff changeset
436 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
437 self.closest = None
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
438 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
439 self.last_steps = [] # Forget history here
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
440
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
441 def _update_pos(self, gameboard, new_pos):
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Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
442 """Update the position, making sure we don't step on other foxes"""
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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parents: 130
diff changeset
443 if new_pos == self.pos:
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parents: 130
diff changeset
444 # We're not moving, so we can skip all the checks
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
445 return new_pos
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
446 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
447 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
448 # We're only worried about loops when not on a ladder
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
449 blocked = new_pos in self.last_steps
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
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parents: 146
diff changeset
450 final_pos = new_pos
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
451 if blocked:
399
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
452 if new_pos.z != self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
453 # We can only move up and down a ladder
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
454 moves = [Position(self.pos.x, self.pos.y, z) for z
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
455 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
456 else:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
457 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
3294929223bd Cache fox positions to avoid a repeated loop
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parents: 398
diff changeset
458 for y in range(self.pos.y-1, self.pos.y + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
459 if Position(x,y) != self.pos and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
460 Position(x, y) not in self.last_steps and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
461 self.pos.z == 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
462 # find the cheapest point in moves that's not blocked
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
463 final_pos = None
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
464 min_cost = 1000
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
465 for poss in moves:
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
466 if gameboard.get_animal_at_pos(poss, 'fox'):
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
467 continue # blocked
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
468 cost = self._cost_tile(poss, gameboard)
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
469 if cost < min_cost:
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
470 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
471 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
472 if cost == min_cost and random.randint(0, 1) > 0:
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
473 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
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parents: 251
diff changeset
474 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
475 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
476 # No good choice, so stay put
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
477 return self.pos
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
478 if gameboard.in_bounds(final_pos):
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
479 this_tile = gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
480 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
481 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
482 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
483 # We'll head back towards the holes we make/find
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
484 self.landmarks.append(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
485 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
486 self._dig(gameboard, final_pos)
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
487 return self.pos
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
488 self.last_steps.append(final_pos)
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
489 if len(self.last_steps) > 3:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
490 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
491 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
492
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
493 def _dig(self, gameboard, dig_pos):
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
494 """Setup dig parameters, to be overridden if needed"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
495 self.tick = 5
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Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
496 self.dig_pos = dig_pos
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
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parents: 84
diff changeset
497
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
498 def _make_hole(self, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
499 """Make a hole in the fence"""
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
500 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
501 # Another fox could have made the same hole this turn
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
502 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
503 fence.damage(gameboard.tv)
92
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Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
504 self.dig_pos = None
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
505
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
506 def move(self, gameboard):
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
507 """Foxes will aim to move towards the closest henhouse or free
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
508 chicken"""
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
509 if self.safe:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
510 # We're safe, so do nothing
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
511 return
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
512 elif self.dig_pos:
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
513 if self.tick:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
514 self.tick -= 1
92
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Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
515 # We're still digging through the fence
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
516 # Check the another fox hasn't dug a hole for us
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
517 # We're too busy digging to notice if a hole appears nearby,
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
518 # but we'll notice if the fence we're digging vanishes
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
519 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple())
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
520 if tiles.TILE_MAP[this_tile] == 'broken fence':
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
521 self.tick = 0
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
522 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
523 # We've dug through the fence, so make a hole
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
524 self._make_hole(gameboard)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
525 return
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
526 elif self.hunting:
70
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
527 desired_pos = self._find_path_to_chicken(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
528 else:
d92a2f973cc4 Make foxes move 'better' and break fences
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parents: 53
diff changeset
529 desired_pos = self._find_path_to_woodland(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
530 final_pos = self._update_pos(gameboard, desired_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
531 self._fix_face(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
532 self.pos = final_pos
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
533 change_visible = False
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
534 # See if we're entering/leaving a building
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
535 building = gameboard.get_building(final_pos.to_tile_tuple())
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
536 if building and self.outside():
398
082b1ea5f98d Regain time lost when adding foxes to buildings
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parents: 397
diff changeset
537 # Check if we need to enter
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
538 if self.closest and not self.closest.outside() and \
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
539 self.closest.abode.building is building:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
540 building.add_predator(self)
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
541 change_visible = True
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
542 elif self.building and final_pos.z == 0:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
543 # can only leave from the ground floor
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Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
544 if building == self.building:
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Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
545 # Check if we need to leave the building
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Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
546 if not self.hunting or (self.closest and
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
547 self.closest.abode.building is not building):
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
548 self.building.remove_predator(self)
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
549 change_visible = True
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
550 else:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
551 # we've moved away from the building we were in
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
552 self.building.remove_predator(self)
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
553 change_visible = True
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
554 if change_visible:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
555 gameboard.set_visibility(self)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 396
diff changeset
556
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
557
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
558 class NinjaFox(Fox):
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559 """Ninja foxes are hard to see"""
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560
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561 STEALTH = 60
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562 IMAGE_FILE = 'sprites/ninja_fox.png'
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563 CONFIG_NAME = 'ninja fox'
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564
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565 class DemoFox(Fox):
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566 """Demolition Foxes destroy fences easily"""
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567
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568 DIG_ANIMATION = animations.FenceExplosion
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569 IMAGE_FILE = 'sprites/sapper_fox.png'
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570 CONFIG_NAME = 'sapper fox'
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571
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572 costs = Fox.costs.copy()
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573
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574 def __init__(self, pos):
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575 Fox.__init__(self, pos)
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576 self.costs['fence'] = 2 # We don't worry about fences
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577
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578 def _dig(self, gameboard, dig_pos):
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579 """Setup dig parameters, to be overridden if needed"""
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580 self.tick = 0 # Costs us nothing to go through a fence.
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581 self.dig_pos = dig_pos
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582 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple())
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583 self._make_hole(gameboard)
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584
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585 class GreedyFox(Fox):
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586 """Greedy foxes eat more chickens"""
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587 CONFIG_NAME = 'greedy fox'
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588
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589 def __init__(self, pos):
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590 Fox.__init__(self, pos)
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591 self.chickens_eaten = 0
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592
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593 def _catch_chicken(self, chicken, gameboard):
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594 chicken.damage(gameboard)
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595 self.closest = None
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596 self.chickens_eaten += 1
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597 if self.chickens_eaten > 2:
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598 self.hunting = False
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599 self.last_steps = []
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600
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601 class Rinkhals(Fox):
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602 """The Rinkhals has eclectic tastes"""
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603 STEALTH = 80
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604 IMAGE_FILE = 'sprites/rinkhals.png'
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605 CONFIG_NAME = 'rinkhals'
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606
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607 def _catch_chicken(self, chicken, gameboard):
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608 """The Rinkhals hunts for sport, catch and release style"""
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609 self.closest = None
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610 self.hunting = False
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611 self.last_steps = []
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612
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613 def _make_hole(self, gameboard):
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614 """The Rinkhals eats fences"""
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615 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
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616 if fence:
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617 fence.remove(gameboard.tv)
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618 gameboard.remove_building(fence)
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619 self.dig_pos = None
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620
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621 def damage(self, gameboard):
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622 """The Rinkhals is invincible!"""
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623 return True
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624
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625 def _get_vision_param(parameter, watcher):
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626 param = getattr(watcher, parameter)
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627 if watcher.abode:
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628 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
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629 param = modifier(param)
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630 return param
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631
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632 def visible(watcher, watchee):
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633 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
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634 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
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635 distance = watcher.pos.dist(watchee.pos) - 1
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636 roll = random.randint(1, 100)
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637 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance
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638
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639 # These don't have to add up to 100, but it's easier to think
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640 # about them if they do.
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641 DEFAULT_FOX_WEIGHTINGS = (
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642 (Fox, 59),
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643 (GreedyFox, 30),
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644 (NinjaFox, 5),
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645 (DemoFox, 5),
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646 (Rinkhals, 1),
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647 )
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648