Mercurial > rinkhals
annotate gamelib/animal.py @ 419:d110d55c8449
Move hatching logic into chickens.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 21 Nov 2009 15:22:41 +0000 |
parents | 8f012ef1f64f |
children | f20ccd43a282 |
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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 import animations |
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14 import serializer |
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15 |
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16 class Animal(Sprite, serializer.Simplifiable): |
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17 """Base class for animals""" |
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18 |
114 | 19 STEALTH = 0 |
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20 VISION_BONUS = 0 |
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21 VISION_RANGE_PENALTY = 10 |
114 | 22 |
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23 SIMPLIFY = [ |
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24 'pos', |
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25 'equipment', |
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26 'accoutrements', |
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27 'abode', |
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28 'facing', |
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29 ] |
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30 |
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31 def __init__(self, image_left, image_right, tile_pos): |
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32 # Create the animal somewhere far off screen |
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33 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 34 self._image_left = image_left |
35 self.image_left = image_left.copy() | |
36 self._image_right = image_right | |
37 self.image_right = image_right.copy() | |
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38 if hasattr(tile_pos, 'to_tile_tuple'): |
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39 self.pos = tile_pos |
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40 else: |
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41 self.pos = Position(tile_pos[0], tile_pos[1], 0) |
84 | 42 self.equipment = [] |
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43 self.accoutrements = [] |
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44 self.abode = None |
146 | 45 self.facing = 'left' |
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46 |
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47 def loop(self, tv, _sprite): |
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48 ppos = tv.tile_to_view(self.pos.to_tile_tuple()) |
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49 self.rect.x = ppos[0] |
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50 self.rect.y = ppos[1] |
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51 |
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52 def die(self, gameboard): |
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53 """Play death animation, noises, whatever.""" |
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54 if hasattr(self, 'DEATH_SOUND'): |
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55 sound.play_sound(self.DEATH_SOUND) |
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56 if hasattr(self, 'DEATH_ANIMATION'): |
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57 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple()) |
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58 self._game_death(gameboard) |
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59 |
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60 def _game_death(self, gameboard): |
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61 # Call appropriate gameboard cleanup here. |
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62 pass |
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63 |
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64 def move(self, state): |
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65 """Given the game state, return a new position for the object""" |
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66 # Default is not to move |
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67 pass |
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68 |
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69 def attack(self, gameboard): |
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70 """Given the game state, attack a suitable target""" |
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71 # Default is not to attack |
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72 pass |
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73 |
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74 def set_pos(self, tile_pos): |
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75 """Move an animal to the given tile_pos.""" |
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76 new_pos = Position(*tile_pos) |
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77 self._fix_face(new_pos) |
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78 self.pos = new_pos |
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79 |
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80 def _fix_face(self, facing_pos): |
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81 """Set the face correctly""" |
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82 if facing_pos.left_of(self.pos): |
146 | 83 self._set_image_facing('left') |
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84 elif facing_pos.right_of(self.pos): |
146 | 85 self._set_image_facing('right') |
86 | |
87 def _set_image_facing(self, facing): | |
88 self.facing = facing | |
89 if self.facing == 'left': | |
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90 self.setimage(self.image_left) |
146 | 91 elif self.facing == 'right': |
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92 self.setimage(self.image_right) |
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93 |
84 | 94 def equip(self, item): |
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95 if equipment.is_equipment(item): |
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96 self.equipment.append(item) |
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97 elif equipment.is_accoutrement(item): |
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98 self.accoutrements.append(item) |
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99 self.redraw() |
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100 |
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101 def unequip(self, item): |
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102 if equipment.is_equipment(item): |
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103 self.equipment = [e for e in self.equipment if e != item] |
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104 elif equipment.is_accoutrement(item): |
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105 self.accoutrements = [e for e in self.accoutrements if e != item] |
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106 self.redraw() |
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107 |
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108 def unequip_by_name(self, item_name): |
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109 # only remove first match |
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110 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name] |
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111 if matches: |
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112 self.unequip(matches[0]) |
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113 |
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114 def redraw(self): |
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115 layers = [(self._image_left.copy(), self._image_right.copy(), 0)] |
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116 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
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117 for item in self.accoutrements + self.equipment: |
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118 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE) |
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119 if images: |
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120 layers.append(images) |
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121 |
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122 layers.sort(key=lambda l: l[2]) |
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123 |
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124 # these always go on the bottom so that other layers don't get overwritten |
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125 self.image_left = self._image_left.copy() |
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126 self.image_right = self._image_right.copy() |
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127 for l in layers: |
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128 self.image_left.blit(l[0], (0,0)) |
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129 self.image_right.blit(l[1], (0,0)) |
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130 |
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131 self._set_image_facing(self.facing) |
84 | 132 |
133 def weapons(self): | |
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134 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 135 |
174
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136 def armour(self): |
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137 return [e for e in self.equipment if equipment.is_armour(e)] |
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138 |
104
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139 def covers(self, tile_pos): |
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140 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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141 |
125 | 142 def outside(self): |
143 return self.abode is None | |
144 | |
251
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145 def damage(self, gameboard): |
174
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146 for a in self.armour(): |
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147 if not a.survive_damage(): |
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148 self.unequip(a) |
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149 return True |
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150 self.die(gameboard) |
174
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151 return False |
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152 |
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153 class Chicken(Animal): |
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154 """A chicken""" |
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155 |
146 | 156 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
251
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157 DEATH_ANIMATION = animations.ChickenDeath |
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158 DEATH_SOUND = 'kill-chicken.ogg' |
146 | 159 |
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160 def __init__(self, pos): |
53
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161 image_left = imagecache.load_image('sprites/chkn.png') |
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162 image_right = imagecache.load_image('sprites/chkn.png', |
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163 ("right_facing",)) |
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164 Animal.__init__(self, image_left, image_right, pos) |
243
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165 self.eggs = [] |
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166 |
414
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167 def start_night(self, gameboard): |
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168 self.lay(gameboard) |
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169 self.reload_weapon() |
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170 |
419
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171 def start_day(self, gameboard): |
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172 self.hatch(gameboard) |
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173 |
251
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174 def _game_death(self, gameboard): |
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175 gameboard.remove_chicken(self) |
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176 |
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177 def move(self, gameboard): |
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178 """A free chicken will move away from other free chickens""" |
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179 pass |
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180 |
414
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181 def lay(self, gameboard): |
116
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182 """See if the chicken lays an egg""" |
414
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183 if self.abode and self.abode.building.HENHOUSE: |
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184 if not self.eggs: |
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185 for x in range(random.randint(1, 4)): |
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186 self.eggs.append(Egg(self.pos)) |
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187 self.equip(equipment.NestEgg()) |
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188 gameboard.eggs += self.get_num_eggs() |
216
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189 |
243
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190 def remove_eggs(self): |
216
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191 """Clean up the egg state""" |
243
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192 self.eggs = [] |
305
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193 self.unequip_by_name("Nestegg") |
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194 |
243
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195 def remove_one_egg(self): |
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196 """Clean up the egg state""" |
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197 self.eggs.pop() |
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198 if not self.eggs: |
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199 self.unequip_by_name("Nestegg") |
243
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200 |
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201 def get_num_eggs(self): |
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202 return len(self.eggs) |
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203 |
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204 def hatch(self, gameboard): |
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205 """See if we have an egg to hatch""" |
243
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206 if self.eggs: |
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207 chick = self.eggs[0].hatch() |
187 | 208 if chick: |
243
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209 # sell the remaining eggs |
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210 # Remove hatched egg |
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211 self.eggs.pop() |
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212 gameboard.eggs -= 1 |
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213 # Sell other eggs |
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214 for egg in self.eggs[:]: |
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215 gameboard.sell_one_egg(self) |
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216 self.remove_eggs() # clean up stale images, etc. |
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217 gameboard.place_hatched_chicken(chick, self.abode.building) |
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218 |
84 | 219 def _find_killable_fox(self, weapon, gameboard): |
220 """Choose a random fox within range of this weapon.""" | |
221 killable_foxes = [] | |
222 for fox in gameboard.foxes: | |
114 | 223 if not visible(self, fox): |
224 continue | |
84 | 225 if weapon.in_range(gameboard, self, fox): |
226 killable_foxes.append(fox) | |
227 if not killable_foxes: | |
228 return None | |
229 return random.choice(killable_foxes) | |
230 | |
231 def attack(self, gameboard): | |
232 """An armed chicken will attack a fox within range.""" | |
233 if not self.weapons(): | |
234 # Not going to take on a fox bare-winged. | |
235 return | |
236 # Choose the first weapon equipped. | |
237 weapon = self.weapons()[0] | |
238 fox = self._find_killable_fox(weapon, gameboard) | |
239 if not fox: | |
240 return | |
236
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241 self._fix_face(fox.pos) |
84 | 242 if weapon.hit(gameboard, self, fox): |
251
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243 fox.damage(gameboard) |
84 | 244 |
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245 def reload_weapon(self): |
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246 """If we have a weapon that takes ammunition, reload it.""" |
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247 if not self.weapons(): |
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248 # Nothing to reload |
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249 return |
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250 for weapon in self.weapons(): |
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251 if hasattr(weapon, 'AMMUNITION'): |
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252 weapon.ammunition = weapon.AMMUNITION |
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253 |
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254 class Egg(Animal): |
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255 """An egg""" |
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256 |
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257 def __init__(self, pos): |
293 | 258 image = imagecache.load_image('sprites/equip_egg.png') |
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259 Animal.__init__(self, image, image, pos) |
243
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260 self.timer = 2 |
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261 |
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262 # Eggs don't move |
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263 |
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264 def hatch(self): |
243
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265 self.timer -= 1 |
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266 if self.timer == 0: |
171
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267 return Chicken(self.pos) |
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268 return None |
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269 |
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270 class Fox(Animal): |
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271 """A fox""" |
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272 |
114 | 273 STEALTH = 20 |
130 | 274 IMAGE_FILE = 'sprites/fox.png' |
251
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275 DEATH_ANIMATION = animations.FoxDeath |
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276 DEATH_SOUND = 'kill-fox.ogg' |
389
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277 CONFIG_NAME = 'fox' |
114 | 278 |
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279 costs = { |
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280 # weighting for movement calculation |
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281 'grassland' : 2, |
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282 'woodland' : 1, # Try to keep to the woods if possible |
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283 'broken fence' : 2, |
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284 'fence' : 25, |
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285 'guardtower' : 2, # We can pass under towers |
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286 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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287 # catch a chicken there |
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288 'hendominium' : 30, |
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289 } |
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290 |
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291 def __init__(self, pos): |
130 | 292 image_left = imagecache.load_image(self.IMAGE_FILE) |
293 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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294 Animal.__init__(self, image_left, image_right, pos) |
70
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295 self.landmarks = [self.pos] |
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296 self.hunting = True |
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297 self.dig_pos = None |
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298 self.tick = 0 |
122
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299 self.safe = False |
145
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300 self.closest = None |
149
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301 self.last_steps = [] |
397
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302 # Foxes don't occupy places in the same way chickens do, but they |
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303 # can still be inside |
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304 self.building = None |
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305 |
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306 def outside(self): |
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307 return self.building is None |
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308 |
251
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309 def _game_death(self, gameboard): |
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310 gameboard.kill_fox(self) |
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311 |
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312 def _cost_tile(self, pos, gameboard): |
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313 if gameboard.in_bounds(pos): |
395
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314 this_tile = gameboard.tv.get(pos.to_tile_tuple()) |
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315 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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316 else: |
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317 cost = 100 # Out of bounds is expensive |
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318 return cost |
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319 |
70
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320 def _cost_path(self, path, gameboard): |
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321 """Calculate the cost of a path""" |
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322 total = 0 |
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323 for pos in path: |
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324 total += self._cost_tile(pos, gameboard) |
70
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325 return total |
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326 |
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327 def _gen_path(self, start_pos, final_pos): |
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328 """Construct a direct path from start_pos to final_pos, |
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329 excluding start_pos""" |
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330 if abs(start_pos.x - final_pos.x) < 2 and \ |
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331 abs(start_pos.y - final_pos.y) < 2: |
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332 # pgu gets this case wrong on occasion. |
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333 return [final_pos] |
395
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334 start = start_pos.to_tile_tuple() |
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335 end = final_pos.to_tile_tuple() |
70
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336 points = getline(start, end) |
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337 points.remove(start) # exclude start_pos |
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338 if end not in points: |
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339 # Rounding errors in getline cause this |
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340 points.append(end) |
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341 return [Position(x[0], x[1]) for x in points] |
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342 |
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343 def _find_best_path_step(self, final_pos, gameboard): |
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344 """Find the cheapest path to final_pos, and return the next step |
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345 along the path.""" |
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346 # We calculate the cost of the direct path |
395
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347 if final_pos.z < self.pos.z: |
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348 # We need to try heading down. |
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349 return Position(self.pos.x, self.pos.y, self.pos.z - 1) |
404
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350 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \ |
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351 final_pos.z > self.pos.z: |
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352 # We try heading up |
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353 return Position(self.pos.x, self.pos.y, self.pos.z + 1) |
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354 cur_dist = final_pos.dist(self.pos) |
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355 if cur_dist < 2: |
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356 # We're right ontop of our target, so just go there |
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357 return final_pos |
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358 # Find the cheapest spot close to us that moves us closer to the target |
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359 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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360 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)] |
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361 best_pos = self.pos |
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362 min_cost = 1000 |
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363 min_dist = cur_dist |
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364 for point in neighbours: |
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365 dist = point.dist(final_pos) |
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366 if dist < cur_dist: |
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367 cost = self._cost_tile(point, gameboard) |
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368 if cost < min_cost or (min_cost == cost and dist < min_dist): |
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369 # Prefer closest of equal cost points |
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370 min_dist = dist |
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371 min_cost = cost |
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372 best = point |
407
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373 if min_cost < 20 or not gameboard.in_bounds(self.pos): |
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374 # If we're not on the gameboard yet, there's no point in looking |
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375 # for an optimal path. |
404
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376 return best |
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377 # Else expensive step, so think further |
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378 direct_path = self._gen_path(self.pos, final_pos) |
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379 min_cost = self._cost_path(direct_path, gameboard) |
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380 min_path = direct_path |
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381 # is there a point nearby that gives us a cheaper direct path? |
71 | 382 # This is delibrately not finding the optimal path, as I don't |
383 # want the foxes to be too intelligent, although the implementation | |
384 # isn't well optimised yet | |
404
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385 # FIXME: Currently, this introduces loops, but the memory kind |
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386 # avoids that. Fixing this is the next goal. |
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387 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for |
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388 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)] |
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389 for start in poss: |
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390 cand_path = self._gen_path(self.pos, start) + \ |
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391 self._gen_path(start, final_pos) |
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392 cost = self._cost_path(cand_path, gameboard) |
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393 if cost < min_cost: |
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394 min_cost = cost |
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395 min_path = cand_path |
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396 if not min_path: |
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397 return final_pos |
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398 return min_path[0] |
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399 |
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400 def _find_path_to_woodland(self, gameboard): |
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401 """Dive back to woodland through the landmarks""" |
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402 # find the closest point to our current location in walked path |
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403 if self.pos == self.landmarks[-1]: |
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404 if len(self.landmarks) > 1: |
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405 self.landmarks.pop() # Moving to the next landmark |
402
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|
406 if not gameboard.in_bounds(self.pos) and not self.hunting: |
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401
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407 # Safely out of sight |
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|
408 self.safe = True |
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409 return self.pos |
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410 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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|
411 |
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412 def _find_path_to_chicken(self, gameboard): |
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413 """Find the path to the closest chicken""" |
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414 # Find the closest chicken |
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415 min_dist = 999 |
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416 if self.closest not in gameboard.chickens: |
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417 # Either no target, or someone ate it |
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418 self.closest = None |
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419 for chicken in gameboard.chickens: |
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420 dist = chicken.pos.dist(self.pos) |
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421 if chicken.abode: |
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422 dist += 5 # Prefer free-ranging chickens |
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423 if len(chicken.weapons()) > 0: |
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424 dist += 5 # Prefer unarmed chickens |
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425 if dist < min_dist: |
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426 min_dist = dist |
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427 self.closest = chicken |
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428 if not self.closest: |
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429 # No more chickens, so leave |
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430 self.hunting = False |
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431 return self.pos |
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432 if self.closest.pos == self.pos: |
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433 # No need to move |
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434 return self.pos |
395
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435 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple(): |
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436 # Only differ in z, so next step is in z |
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437 if self.closest.pos.z < self.pos.z: |
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438 new_z = self.pos.z - 1 |
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439 else: |
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440 new_z = self.pos.z + 1 |
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441 return Position(self.pos.x, self.pos.y, new_z) |
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442 return self._find_best_path_step(self.closest.pos, gameboard) |
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|
443 |
396
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|
444 def attack(self, gameboard): |
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445 """Attack a chicken""" |
401
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446 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken') |
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447 if chicken: |
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448 # Always attack a chicken we step on, even if not hunting |
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449 self._catch_chicken(chicken, gameboard) |
396
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|
450 |
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451 def _catch_chicken(self, chicken, gameboard): |
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452 """Catch a chicken""" |
251
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453 chicken.damage(gameboard) |
145
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454 self.closest = None |
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455 self.hunting = False |
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456 self.last_steps = [] # Forget history here |
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457 |
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458 def _update_pos(self, gameboard, new_pos): |
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459 """Update the position, making sure we don't step on other foxes""" |
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460 if new_pos == self.pos: |
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461 # We're not moving, so we can skip all the checks |
149
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462 return new_pos |
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463 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None |
399
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464 if not blocked and new_pos.z == self.pos.z: |
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|
465 # We're only worried about loops when not on a ladder |
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466 blocked = new_pos in self.last_steps |
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|
467 final_pos = new_pos |
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|
468 if blocked: |
399
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|
469 if new_pos.z != self.pos.z: |
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398
diff
changeset
|
470 # We can only move up and down a ladder |
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changeset
|
471 moves = [Position(self.pos.x, self.pos.y, z) for z |
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472 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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|
473 else: |
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474 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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changeset
|
475 for y in range(self.pos.y-1, self.pos.y + 2) |
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diff
changeset
|
476 if Position(x,y) != self.pos and |
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diff
changeset
|
477 Position(x, y) not in self.last_steps and |
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parents:
398
diff
changeset
|
478 self.pos.z == 0] |
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parents:
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diff
changeset
|
479 # find the cheapest point in moves that's not blocked |
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diff
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|
480 final_pos = None |
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diff
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|
481 min_cost = 1000 |
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diff
changeset
|
482 for poss in moves: |
401
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parents:
399
diff
changeset
|
483 if gameboard.get_animal_at_pos(poss, 'fox'): |
399
3294929223bd
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parents:
398
diff
changeset
|
484 continue # blocked |
82
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diff
changeset
|
485 cost = self._cost_tile(poss, gameboard) |
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diff
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|
486 if cost < min_cost: |
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changeset
|
487 min_cost = cost |
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diff
changeset
|
488 final_pos = poss |
257
fcaae2cfe3cd
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diff
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|
489 if cost == min_cost and random.randint(0, 1) > 0: |
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diff
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|
490 # Add some randomness in this case |
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|
491 final_pos = poss |
149
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diff
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|
492 if not final_pos: |
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diff
changeset
|
493 # No good choice, so stay put |
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146
diff
changeset
|
494 return self.pos |
72
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71
diff
changeset
|
495 if gameboard.in_bounds(final_pos): |
395
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diff
changeset
|
496 this_tile = gameboard.tv.get(final_pos.to_tile_tuple()) |
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|
497 else: |
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|
498 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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|
499 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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diff
changeset
|
500 # We'll head back towards the holes we make/find |
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|
501 self.landmarks.append(final_pos) |
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changeset
|
502 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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diff
changeset
|
503 self._dig(gameboard, final_pos) |
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|
504 return self.pos |
149
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|
505 self.last_steps.append(final_pos) |
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|
506 if len(self.last_steps) > 3: |
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|
507 self.last_steps.pop(0) |
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diff
changeset
|
508 return final_pos |
28
ac3a74352b74
Change animal.py to four space indents.
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parents:
25
diff
changeset
|
509 |
241
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|
510 def _dig(self, gameboard, dig_pos): |
92
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diff
changeset
|
511 """Setup dig parameters, to be overridden if needed""" |
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diff
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|
512 self.tick = 5 |
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changeset
|
513 self.dig_pos = dig_pos |
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changeset
|
514 |
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changeset
|
515 def _make_hole(self, gameboard): |
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diff
changeset
|
516 """Make a hole in the fence""" |
395
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diff
changeset
|
517 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
394
ad77b3b71b08
Fix crash when multiple foxes finish digging at the same time
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parents:
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diff
changeset
|
518 # Another fox could have made the same hole this turn |
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519 if fence: |
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520 fence.damage(gameboard.tv) |
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521 self.dig_pos = None |
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522 |
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523 def move(self, gameboard): |
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524 """Foxes will aim to move towards the closest henhouse or free |
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525 chicken""" |
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526 if self.safe: |
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527 # We're safe, so do nothing |
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528 return |
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529 elif self.dig_pos: |
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530 if self.tick: |
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531 self.tick -= 1 |
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532 # We're still digging through the fence |
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533 # Check the another fox hasn't dug a hole for us |
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534 # We're too busy digging to notice if a hole appears nearby, |
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535 # but we'll notice if the fence we're digging vanishes |
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536 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple()) |
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537 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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538 self.tick = 0 |
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539 else: |
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540 # We've dug through the fence, so make a hole |
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541 self._make_hole(gameboard) |
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542 return |
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543 elif self.hunting: |
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544 desired_pos = self._find_path_to_chicken(gameboard) |
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545 else: |
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546 desired_pos = self._find_path_to_woodland(gameboard) |
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547 final_pos = self._update_pos(gameboard, desired_pos) |
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548 self._fix_face(final_pos) |
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549 self.pos = final_pos |
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550 change_visible = False |
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551 # See if we're entering/leaving a building |
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552 building = gameboard.get_building(final_pos.to_tile_tuple()) |
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553 if building and self.outside(): |
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554 # Check if we need to enter |
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555 if self.closest and not self.closest.outside() and \ |
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556 self.closest.abode.building is building: |
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557 building.add_predator(self) |
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558 change_visible = True |
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559 elif self.building and final_pos.z == 0: |
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560 # can only leave from the ground floor |
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561 if building == self.building: |
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562 # Check if we need to leave the building |
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563 if not self.hunting or (self.closest and |
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564 self.closest.abode.building is not building): |
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565 self.building.remove_predator(self) |
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566 change_visible = True |
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567 else: |
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568 # we've moved away from the building we were in |
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569 self.building.remove_predator(self) |
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570 change_visible = True |
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571 if change_visible: |
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572 gameboard.set_visibility(self) |
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573 |
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574 |
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575 class NinjaFox(Fox): |
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576 """Ninja foxes are hard to see""" |
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577 |
114 | 578 STEALTH = 60 |
130 | 579 IMAGE_FILE = 'sprites/ninja_fox.png' |
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580 CONFIG_NAME = 'ninja fox' |
114 | 581 |
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582 class DemoFox(Fox): |
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583 """Demolition Foxes destroy fences easily""" |
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584 |
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585 DIG_ANIMATION = animations.FenceExplosion |
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586 IMAGE_FILE = 'sprites/sapper_fox.png' |
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587 CONFIG_NAME = 'sapper fox' |
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588 |
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589 costs = Fox.costs.copy() |
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590 |
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591 def __init__(self, pos): |
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592 Fox.__init__(self, pos) |
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593 self.costs['fence'] = 2 # We don't worry about fences |
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594 |
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595 def _dig(self, gameboard, dig_pos): |
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596 """Setup dig parameters, to be overridden if needed""" |
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597 self.tick = 0 # Costs us nothing to go through a fence. |
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598 self.dig_pos = dig_pos |
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599 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple()) |
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600 self._make_hole(gameboard) |
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601 |
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602 class GreedyFox(Fox): |
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603 """Greedy foxes eat more chickens""" |
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604 CONFIG_NAME = 'greedy fox' |
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605 |
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606 def __init__(self, pos): |
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607 Fox.__init__(self, pos) |
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608 self.chickens_eaten = 0 |
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609 |
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610 def _catch_chicken(self, chicken, gameboard): |
251
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611 chicken.damage(gameboard) |
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612 self.closest = None |
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613 self.chickens_eaten += 1 |
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614 if self.chickens_eaten > 2: |
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615 self.hunting = False |
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616 self.last_steps = [] |
114 | 617 |
290 | 618 class Rinkhals(Fox): |
619 """The Rinkhals has eclectic tastes""" | |
620 STEALTH = 80 | |
621 IMAGE_FILE = 'sprites/rinkhals.png' | |
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622 CONFIG_NAME = 'rinkhals' |
290 | 623 |
624 def _catch_chicken(self, chicken, gameboard): | |
625 """The Rinkhals hunts for sport, catch and release style""" | |
626 self.closest = None | |
627 self.hunting = False | |
628 self.last_steps = [] | |
629 | |
630 def _make_hole(self, gameboard): | |
631 """The Rinkhals eats fences""" | |
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632 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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633 if fence: |
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634 fence.remove(gameboard.tv) |
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635 gameboard.remove_building(fence) |
290 | 636 self.dig_pos = None |
637 | |
638 def damage(self, gameboard): | |
639 """The Rinkhals is invincible!""" | |
640 return True | |
641 | |
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642 def _get_vision_param(parameter, watcher): |
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643 param = getattr(watcher, parameter) |
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644 if watcher.abode: |
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645 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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646 param = modifier(param) |
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647 return param |
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648 |
114 | 649 def visible(watcher, watchee): |
199
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650 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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651 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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652 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 653 roll = random.randint(1, 100) |
199
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654 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |
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655 |
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656 # These don't have to add up to 100, but it's easier to think |
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657 # about them if they do. |
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Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
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658 DEFAULT_FOX_WEIGHTINGS = ( |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
659 (Fox, 59), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
660 (GreedyFox, 30), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
661 (NinjaFox, 5), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
662 (DemoFox, 5), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
663 (Rinkhals, 1), |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
664 ) |
463802281182
Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
380
diff
changeset
|
665 |