annotate gamelib/buildings.py @ 419:d110d55c8449

Move hatching logic into chickens.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 21 Nov 2009 15:22:41 +0000
parents 8f012ef1f64f
children 97dd557504a2
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1 """Classes for various buildings in the game."""
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2
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3 from pgu.vid import Sprite
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4 from pygame.locals import SRCALPHA
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5 import pygame
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6
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7 import imagecache
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8 import tiles
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9 import constants
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10 import serializer
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11
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12 # ignore os.popen3 warning generated by pygame.font.SysFont
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13 import warnings
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14 warnings.filterwarnings("ignore", "os.popen3 is deprecated.")
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15
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16 class Place(object):
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17 """Space within a building that can be occupied."""
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18
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19 def __init__(self, building, offset):
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20 self.occupant = None
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21 self.building = building
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22 self.offset = offset
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23
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24 def set_occupant(self, occupant, _update=True, _predator=False):
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25 self.clear_occupant(_update=False)
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26 self.occupant = occupant
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27 self.occupant.abode = self
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28 if _update:
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29 self.building.update_occupant_count()
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30
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31 def clear_occupant(self, _update=True):
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32 if self.occupant is not None:
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33 self.occupant.abode = None
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34 self.occupant = None
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35 if _update:
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36 self.building.update_occupant_count()
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37
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38 def get_pos(self):
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39 bpos = self.building.pos
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40 return (bpos[0] + self.offset[0], bpos[1] + self.offset[1],
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41 self.offset[2])
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42
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43 class Floor(object):
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44 """A set of places within a building. Places on a
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45 floor are organised into rows and columns.
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46 """
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47
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48 def __init__(self, title, places):
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49 self.title = title # str
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50 self.places = places # list of lists of places
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51
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52 def rows(self):
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53 for row in self.places:
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54 yield row
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55
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56 def width(self):
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57 return max(len(row) for row in self.places)
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58
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59 class BuildingFullError(Exception):
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60 pass
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61
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62 class Building(Sprite, serializer.Simplifiable):
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63 """Base class for buildings"""
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64
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65 IS_BUILDING = True
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66 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland']
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67 MODIFY_KNIFE_RANGE = lambda s, x: 0
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68 MODIFY_GUN_RANGE = lambda s, x: -1
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69 BREAKABLE = False
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70 ABODE = False
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71 FLOORS = None
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72 HENHOUSE = False
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73
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74 SIMPLIFY = [
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75 'pos',
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76 'size',
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77 'tile_no',
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78 '_buy_price',
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79 '_sell_price',
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80 '_repair_price',
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81 '_sun_on',
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82 '_broken',
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83 '_predators',
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84 ]
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85
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86 def __init__(self, pos):
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87 """Initial image, tile vid position, size and tile number for building."""
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88 self._set_images()
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89 self.pos = pos
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90 self.size = self.SIZE
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91 self.tile_no = self.TILE_NO
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92 self._buy_price = self.BUY_PRICE
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93 self._sell_price = self.SELL_PRICE
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94 self._repair_price = getattr(self, 'REPAIR_PRICE', None)
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95 self._sun_on = True
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96 self._font = pygame.font.SysFont('Vera', 30, bold=True)
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97 self._font_image = pygame.Surface(self.images['fixed']['day'].get_size(), flags=SRCALPHA)
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98 self._font_image.fill((0, 0, 0, 0))
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99 self._broken = False
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100 self._predators = []
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101
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102 self._floors = []
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103 if self.FLOORS:
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104 for f, z in enumerate(self.FLOORS):
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105 places = []
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106 for j in range(self.size[1]):
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107 row = []
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108 for i in range(self.size[0]):
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109 row.append(Place(self, (i, j, z)))
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110 places.append(row)
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111 floor = Floor("Floor %s" % (f+1,), places)
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112 self._floors.append(floor)
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113
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114 # 0: the main image
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115 # 1: above, -1: below
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116 self.draw_stack = {"main": (0, self.images['fixed']['day'])}
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117
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118 # Create the building somewhere far off screen
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119 Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000))
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120
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121 def _set_images(self):
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122 self.images = {'fixed': {
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123 'day': imagecache.load_image(self.IMAGE),
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124 'night': imagecache.load_image(self.IMAGE, ('night',)),
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125 'selected': imagecache.load_image(self.SELECTED_IMAGE),
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126 }}
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127 if self.BREAKABLE:
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128 self.images['broken'] = {
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129 'day': imagecache.load_image(self.IMAGE_BROKEN),
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130 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night',)),
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131 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN),
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132 }
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133
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134 def _set_main_image(self):
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135 image_set = self.images[{True: 'broken',False: 'fixed'}[self._broken]]
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136 self._replace_main(image_set[{True: 'day', False: 'night'}[self._sun_on]])
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137
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138 def _redraw(self):
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139 items = self.draw_stack.values()
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140 items.sort(key=lambda x: x[0])
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141 image = items.pop(0)[1].copy()
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142 for _lvl, overlay in items:
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143 image.blit(overlay, (0, 0))
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144 self.setimage(image)
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145
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146 def _replace_main(self, new_main):
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147 self.draw_stack["main"] = (0, new_main)
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148 self._redraw()
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149
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150 def tile_positions(self):
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151 """Return pairs of (x, y) tile positions for each of the tile positions
64
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152 occupied by the building.
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153 """
57
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154 xpos, ypos = self.pos
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155 xsize, ysize = self.size
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156
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157 for dx in xrange(xsize):
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158 for dy in xrange(ysize):
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159 yield (xpos + dx, ypos + dy)
43
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160
224
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161 def adjacent_tiles(self):
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162 """Return pairs of (x, y) tile positions for each of the tiles
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163 adjacent to the building.
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164 """
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165 xpos, ypos = self.pos
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166 xsize, ysize = self.size
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167
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168 for dx in xrange(xsize): # top and bottom
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169 yield (xpos + dx, ypos - 1)
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170 yield (xpos + dx, ypos + ysize)
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171
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172 for dy in xrange(ysize): # left and right
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173 yield (xpos - 1, ypos + dy)
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174 yield (xpos + xsize, ypos + dy)
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175
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176 def loop(self, tv, _sprite):
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177 ppos = tv.tile_to_view(self.pos)
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178 self.rect.x = ppos[0]
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179 self.rect.y = ppos[1]
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180
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181 def move(self, state):
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182 """Given the game state, return a new position for the object"""
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183 # Default is not to move
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184 return self.pos
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185
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186 def place(self, tv):
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187 """Check that the building can be placed at its current position
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188 and place it if possible.
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189 """
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190 # check that all spaces under the structure are grassland
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191 for tile_pos in self.tile_positions():
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192 if not tv.get(tile_pos) == self.GRASSLAND:
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193 return False
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194
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195 # place tile
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196 for tile_pos in self.tile_positions():
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197 tv.set(tile_pos, self.tile_no)
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198
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199 return True
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200
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201 def covers(self, tile_pos):
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202 """Return True if build covers tile_pos, False otherwise."""
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203 xpos, ypos = self.pos
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204 xsize, ysize = self.size
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205 return (xpos <= tile_pos[0] < xpos + xsize) and \
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206 (ypos <= tile_pos[1] < ypos + ysize)
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207
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208 def broken(self):
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209 return self._broken
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210
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211 def damage(self, tv):
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212 if not self.BREAKABLE:
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213 return False
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214 self._broken = True
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215 self._sell_price = self.SELL_PRICE_BROKEN
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216 self.tile_no = self.TILE_NO_BROKEN
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217 for tile_pos in self.tile_positions():
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218 tv.set(tile_pos, self.tile_no)
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219 self._set_main_image()
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220
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221 def repair(self, tv):
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222 self._broken = False
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223 self._sell_price = self.SELL_PRICE
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224 self.tile_no = self.TILE_NO
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225 for tile_pos in self.tile_positions():
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226 tv.set(tile_pos, self.tile_no)
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227 self._set_main_image()
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228
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229 def remove(self, tv):
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230 """Remove the building from its current position."""
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231 # remove tile
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232 for tile_pos in self.tile_positions():
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233 tv.set(tile_pos, self.GRASSLAND)
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234
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99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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235 def buy_price(self):
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236 return self._buy_price
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237
65
7e9c8ad06d32 Implement building selling.
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238 def sell_price(self):
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239 return self._sell_price
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240
378
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241 def repair_price(self):
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242 return self._repair_price
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243
170
92d11e0544bc Switch building to selected image when building is selected.
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diff changeset
244 def selected(self, selected):
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diff changeset
245 if selected:
378
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diff changeset
246 self._replace_main(self.images[{True: 'broken',False: 'fixed'}[self._broken]]['selected'])
170
92d11e0544bc Switch building to selected image when building is selected.
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diff changeset
247 else:
378
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diff changeset
248 self._set_main_image()
170
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diff changeset
249
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diff changeset
250 def sun(self, sun_on):
170
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diff changeset
251 self._sun_on = sun_on
378
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diff changeset
252 self._set_main_image()
204
636c3fafa32d Add counts to buildings.
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diff changeset
253
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diff changeset
254 def update_occupant_count(self):
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diff changeset
255 count = len(list(self.occupants()))
397
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parents: 395
diff changeset
256 if count == 0 and not self._predators:
204
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parents: 199
diff changeset
257 if "count" in self.draw_stack:
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diff changeset
258 del self.draw_stack["count"]
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diff changeset
259 else:
397
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260 # Render chicken count
204
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diff changeset
261 image = self._font_image.copy()
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diff changeset
262 w, h = image.get_size()
397
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parents: 395
diff changeset
263 if count:
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parents: 395
diff changeset
264 text = self._font.render(str(count), True,
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parents: 395
diff changeset
265 constants.FG_COLOR)
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diff changeset
266 # Blit to the right
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diff changeset
267 x, y = text.get_size()
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diff changeset
268 image.blit(text, (w - x, h - y))
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parents: 395
diff changeset
269 # Render predator count
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diff changeset
270 if self._predators:
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diff changeset
271 text = self._font.render(str(len(self._predators)), True,
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diff changeset
272 constants.PREDATOR_COUNT_COLOR)
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diff changeset
273 # Blit to the left
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diff changeset
274 x, y = text.get_size()
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diff changeset
275 image.blit(text, (0, h - y))
204
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diff changeset
276 self.draw_stack["count"] = (1, image)
397
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diff changeset
277
204
636c3fafa32d Add counts to buildings.
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diff changeset
278 self._redraw()
57
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279
125
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parents: 109
diff changeset
280 def floors(self):
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281 return self._floors
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282
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283 def places(self):
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parents: 109
diff changeset
284 for floor in self._floors:
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parents: 109
diff changeset
285 for row in floor.rows():
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parents: 109
diff changeset
286 for place in row:
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diff changeset
287 yield place
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parents: 109
diff changeset
288
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diff changeset
289 def max_floor_width(self):
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diff changeset
290 return max(floor.width() for floor in self._floors)
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diff changeset
291
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diff changeset
292 def first_empty_place(self):
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parents: 109
diff changeset
293 for place in self.places():
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parents: 109
diff changeset
294 if place.occupant is None:
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295 return place
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296 raise BuildingFullError()
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297
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298 def add_occupant(self, occupant):
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299 place = self.first_empty_place()
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300 place.set_occupant(occupant)
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301
125
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302 def occupants(self):
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303 for place in self.places():
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304 if place.occupant is not None:
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305 yield place.occupant
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306
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307 def add_predator(self, animal):
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308 animal.building = self
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309 self._predators.append(animal)
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310 self.update_occupant_count()
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311
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312 def remove_predator(self, animal):
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313 if animal in self._predators:
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314 self._predators.remove(animal)
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315 animal.building = None
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316 self.update_occupant_count()
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317
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318 class Abode(Building):
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319 ABODE = True
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320
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321 class HenHouse(Abode):
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322 """A HenHouse."""
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323
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324 TILE_NO = tiles.REVERSE_TILE_MAP['henhouse']
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325 BUY_PRICE = 100
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326 SELL_PRICE = 90
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327 SIZE = (3, 2)
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328 IMAGE = 'sprites/henhouse.png'
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329 SELECTED_IMAGE = 'sprites/select_henhouse.png'
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330 NAME = 'Henhouse'
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331 FLOORS = [0]
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332
414
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333 HENHOUSE = True
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334
125
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335 class DoubleStoryHenHouse(HenHouse):
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336 """A double story hen house."""
198
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337
133
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338 TILE_NO = tiles.REVERSE_TILE_MAP['hendominium']
125
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339 BUY_PRICE = 300
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340 SELL_PRICE = 150
133
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341 SIZE = (2, 3)
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342 IMAGE = 'sprites/hendominium.png'
170
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343 SELECTED_IMAGE = 'sprites/select_hendominium.png'
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344 NAME = 'Hendominium'
395
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345 FLOORS = [0, 1]
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346
378
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347 class GuardTower(Abode):
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348 """A GuardTower."""
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349
64
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350 TILE_NO = tiles.REVERSE_TILE_MAP['guardtower']
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351 BUY_PRICE = 200
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352 SELL_PRICE = 150
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353 SIZE = (2, 2)
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354 IMAGE = 'sprites/watchtower.png'
170
92d11e0544bc Switch building to selected image when building is selected.
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355 SELECTED_IMAGE = 'sprites/select_watchtower.png'
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b400991ccce1 pedantic building renaming
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356 NAME = 'Watchtower'
395
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357 FLOORS = [2]
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358
198
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359 MODIFY_GUN_RANGE = lambda s, x: (3*x)/2
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360 MODIFY_GUN_BASE_HIT = lambda s, x: x-5
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361 MODIFY_GUN_RANGE_PENALTY = lambda s, x: x-1
199
696936621a93 Buildings can affect visual acuity.
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362 MODIFY_VISION_BONUS = lambda s, x: x+10
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363 MODIFY_VISION_RANGE_PENALTY = lambda s, x: x-2
198
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diff changeset
364
378
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365 class Fence(Building):
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366 """A fence."""
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367
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368 TILE_NO = tiles.REVERSE_TILE_MAP['fence']
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369 TILE_NO_BROKEN = tiles.REVERSE_TILE_MAP['broken fence']
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370 BREAKABLE = True
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371 BUY_PRICE = 50
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372 SELL_PRICE = 25
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373 REPAIR_PRICE = 25
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374 SELL_PRICE_BROKEN = 5
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375 SIZE = (1, 1)
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376 IMAGE = 'tiles/fence.png'
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377 SELECTED_IMAGE = 'tiles/fence.png'
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378 IMAGE_BROKEN = 'tiles/broken_fence.png'
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379 SELECTED_IMAGE_BROKEN = 'tiles/broken_fence.png'
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diff changeset
380 NAME = 'Fence'
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diff changeset
381
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diff changeset
382
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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diff changeset
383 def is_building(obj):
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384 """Return true if obj is a build class."""
109
48019afde338 Equipment purchasing and some toolbar tweaks.
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385 return getattr(obj, "IS_BUILDING", False) and hasattr(obj, "NAME")
64
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diff changeset
386
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diff changeset
387 BUILDINGS = []
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388 for name in dir():
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389 obj = eval(name)
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diff changeset
390 try:
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391 if is_building(obj):
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392 BUILDINGS.append(obj)
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393 except TypeError:
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394 pass