Mercurial > rinkhals
annotate gamelib/animal.py @ 104:d17375586866
Add .covers(tile_pos) to animals (to match similar function on buildings).
author | Simon Cross <hodgestar@gmail.com> |
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date | Wed, 02 Sep 2009 18:09:57 +0000 |
parents | 725b292ca07b |
children | 437cbd856a03 |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 |
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13 class Animal(Sprite): |
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14 """Base class for animals""" |
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15 |
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16 def __init__(self, image_left, image_right, tile_pos): |
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17 # Create the animal somewhere far off screen |
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18 Sprite.__init__(self, image_left, (-1000, -1000)) |
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19 self.image_left = image_left |
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20 self.image_right = image_right |
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21 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 22 self.equipment = [] |
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23 |
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24 def loop(self, tv, _sprite): |
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25 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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26 self.rect.x = ppos[0] |
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27 self.rect.y = ppos[1] |
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28 |
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29 def move(self, state): |
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30 """Given the game state, return a new position for the object""" |
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31 # Default is not to move |
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32 pass |
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33 |
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34 def _fix_face(self, final_pos): |
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35 """Set the face correctly""" |
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36 if final_pos.left_of(self.pos): |
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37 self.setimage(self.image_left) |
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38 elif final_pos.right_of(self.pos): |
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39 self.setimage(self.image_right) |
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40 |
84 | 41 def equip(self, item): |
42 self.equipment.append(item) | |
43 | |
44 def weapons(self): | |
45 return [e for e in self.equipment if e.is_weapon] | |
46 | |
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47 def covers(self, tile_pos): |
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48 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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49 |
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50 class Chicken(Animal): |
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51 """A chicken""" |
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52 |
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53 def __init__(self, pos): |
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54 image_left = imagecache.load_image('sprites/chkn.png') |
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55 image_right = imagecache.load_image('sprites/chkn.png', |
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56 ("right_facing",)) |
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57 Animal.__init__(self, image_left, image_right, pos) |
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58 |
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59 def move(self, gameboard): |
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60 """A free chicken will move away from other free chickens""" |
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61 pass |
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62 |
84 | 63 def _find_killable_fox(self, weapon, gameboard): |
64 """Choose a random fox within range of this weapon.""" | |
65 killable_foxes = [] | |
66 for fox in gameboard.foxes: | |
67 if weapon.in_range(gameboard, self, fox): | |
68 killable_foxes.append(fox) | |
69 if not killable_foxes: | |
70 return None | |
71 return random.choice(killable_foxes) | |
72 | |
73 def attack(self, gameboard): | |
74 """An armed chicken will attack a fox within range.""" | |
75 if not self.weapons(): | |
76 # Not going to take on a fox bare-winged. | |
77 return | |
78 # Choose the first weapon equipped. | |
79 weapon = self.weapons()[0] | |
80 fox = self._find_killable_fox(weapon, gameboard) | |
81 if not fox: | |
82 return | |
83 if weapon.hit(gameboard, self, fox): | |
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84 sound.play_sound("kill-fox.ogg") |
84 | 85 gameboard.kill_fox(fox) |
86 | |
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87 class Egg(Animal): |
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88 """An egg""" |
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89 |
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90 def __init__(self, pos): |
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91 image = imagecache.load_image('sprites/egg.png') |
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92 Animal.__init__(self, image, image, pos) |
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93 |
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94 # Eggs don't move |
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95 |
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96 class Fox(Animal): |
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97 """A fox""" |
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98 |
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99 costs = { |
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100 # weighting for movement calculation |
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101 'grassland' : 2, |
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102 'woodland' : 1, # Try to keep to the woods if possible |
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103 'broken fence' : 2, |
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104 'fence' : 10, |
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105 'guardtower' : 2, # We can pass under towers |
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106 'henhouse' : 2, |
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107 } |
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108 |
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109 def __init__(self, pos): |
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110 image_left = imagecache.load_image('sprites/fox.png') |
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111 image_right = imagecache.load_image('sprites/fox.png', |
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112 ("right_facing",)) |
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113 Animal.__init__(self, image_left, image_right, pos) |
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114 self.landmarks = [self.pos] |
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115 self.hunting = True |
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116 self.dig_pos = None |
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117 self.tick = 0 |
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118 |
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119 def _cost_tile(self, pos, gameboard): |
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120 if gameboard.in_bounds(pos): |
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121 this_tile = gameboard.tv.get(pos.to_tuple()) |
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122 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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123 else: |
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124 cost = 100 # Out of bounds is expensive |
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125 return cost |
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126 |
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127 def _cost_path(self, path, gameboard): |
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128 """Calculate the cost of a path""" |
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129 total = 0 |
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130 for pos in path: |
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131 total += self._cost_tile(pos, gameboard) |
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132 return total |
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133 |
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134 def _gen_path(self, start_pos, final_pos): |
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135 """Construct a direct path from start_pos to final_pos, |
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136 excluding start_pos""" |
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137 if abs(start_pos.x - final_pos.x) < 2 and \ |
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138 abs(start_pos.y - final_pos.y) < 2: |
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139 # pgu gets this case wrong on occasion. |
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140 return [final_pos] |
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141 start = start_pos.to_tuple() |
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142 end = final_pos.to_tuple() |
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143 points = getline(start, end) |
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144 points.remove(start) # exclude start_pos |
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145 if end not in points: |
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146 # Rounding errors in getline cause this |
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147 points.append(end) |
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148 return [Position(x[0], x[1]) for x in points] |
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149 |
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150 def _find_best_path_step(self, final_pos, gameboard): |
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151 """Find the cheapest path to final_pos, and return the next step |
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152 along the path.""" |
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153 # We calculate the cost of the direct path |
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154 direct_path = self._gen_path(self.pos, final_pos) |
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155 min_cost = self._cost_path(direct_path, gameboard) |
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156 min_path = direct_path |
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157 # is there a point nearby that gives us a cheaper direct path? |
71 | 158 # This is delibrately not finding the optimal path, as I don't |
159 # want the foxes to be too intelligent, although the implementation | |
160 # isn't well optimised yet | |
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161 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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162 for y in range(self.pos.y - 3, self.pos.y + 4) |
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163 if (x, y) != (0,0)] |
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164 for start in poss: |
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165 cand_path = self._gen_path(self.pos, start) + \ |
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166 self._gen_path(start, final_pos) |
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167 cost = self._cost_path(cand_path, gameboard) |
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168 if cost < min_cost: |
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169 min_cost = cost |
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170 min_path = cand_path |
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171 if not min_path: |
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172 return final_pos |
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173 return min_path[0] |
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174 |
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175 def _find_path_to_woodland(self, gameboard): |
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176 """Dive back to woodland through the landmarks""" |
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177 # find the closest point to our current location in walked path |
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178 if self.pos == self.landmarks[-1]: |
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179 if len(self.landmarks) > 1: |
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180 self.landmarks.pop() # Moving to the next landmark |
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181 else: |
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182 # Safely back at the start |
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183 return self.pos |
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184 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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185 |
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186 def _find_path_to_chicken(self, gameboard): |
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187 """Find the path to the closest chicken""" |
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188 # Find the closest chicken |
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189 min_dist = 999 |
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190 closest = None |
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191 for chicken in gameboard.chickens: |
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192 dist = chicken.pos.dist(self.pos) |
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193 if dist < min_dist: |
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194 min_dist = dist |
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195 closest = chicken |
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196 if not closest: |
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197 # No more chickens, so leave |
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198 self.hunting = False |
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199 return self.pos |
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200 if closest.pos == self.pos: |
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201 # Caught a chicken |
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202 self._catch_chicken(closest, gameboard) |
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203 return self.pos |
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204 return self._find_best_path_step(closest.pos, gameboard) |
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205 |
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206 def _catch_chicken(self, chicken, gameboard): |
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207 """Catch a chicken""" |
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208 sound.play_sound("kill-chicken.ogg") |
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209 gameboard.remove_chicken(chicken) |
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210 self.hunting = False |
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211 |
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212 def _update_pos(self, gameboard, new_pos): |
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213 """Update the position, making sure we don't step on other foxes""" |
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214 final_pos = new_pos |
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215 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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216 for y in range(self.pos.y-1, self.pos.y + 2) |
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217 if (x,y) != (0,0)] |
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218 blocked = False |
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219 for fox in gameboard.foxes: |
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220 if fox is not self and fox.pos == new_pos: |
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221 blocked = True |
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222 if fox.pos in moves: |
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223 moves.remove(fox.pos) |
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224 if blocked: |
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225 # find the cheapest point in moves to new_pos that's not blocked |
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226 final_pos = None |
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227 min_cost = 1000 |
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228 for poss in moves: |
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229 cost = self._cost_tile(poss, gameboard) |
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230 if cost < min_cost: |
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231 min_cost = cost |
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232 final_pos = poss |
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233 if gameboard.in_bounds(final_pos): |
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234 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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235 else: |
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236 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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237 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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238 # We'll head back towards the holes we make/find |
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239 self.landmarks.append(final_pos) |
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240 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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241 self._dig(final_pos) |
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242 return self.pos |
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243 return final_pos |
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244 |
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245 def _dig(self, dig_pos): |
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246 """Setup dig parameters, to be overridden if needed""" |
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247 self.tick = 5 |
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248 self.dig_pos = dig_pos |
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249 |
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250 def _make_hole(self, gameboard): |
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251 """Make a hole in the fence""" |
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252 gameboard.tv.set(self.dig_pos.to_tuple(), |
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253 tiles.REVERSE_TILE_MAP['broken fence']) |
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254 self.dig_pos = None |
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255 |
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256 def move(self, gameboard): |
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257 """Foxes will aim to move towards the closest henhouse or free |
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258 chicken""" |
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259 if self.dig_pos: |
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260 if self.tick: |
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261 self.tick -= 1 |
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262 # We're still digging through the fence |
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263 # Check the another fox hasn't dug a hole for us |
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264 # We're too busy digging to notice if a hole appears nearby, |
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265 # but we'll notice if the fence we're digging vanishes |
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266 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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267 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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268 self.tick = 0 |
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269 return |
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270 else: |
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271 # We've dug through the fence, so make a hole |
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272 self._make_hole(gameboard) |
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273 return |
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274 if self.hunting: |
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275 desired_pos = self._find_path_to_chicken(gameboard) |
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276 else: |
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277 desired_pos = self._find_path_to_woodland(gameboard) |
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278 final_pos = self._update_pos(gameboard, desired_pos) |
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279 self._fix_face(final_pos) |
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280 self.pos = final_pos |
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281 |
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282 class NinjaFox(Fox): |
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283 """Ninja foxes are hard to see""" |
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284 |
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285 class DemoFox(Fox): |
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286 """Demolition Foxes destroy fences easily""" |
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287 |
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288 class GreedyFox(Fox): |
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289 """Greedy foxes eat more chickens""" |
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290 |
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291 def __init__(self, pos): |
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292 Fox.__init__(self, pos) |
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293 self.chickens_eaten = 0 |
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294 |
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295 def _catch_chicken(self, chicken, gameboard): |
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296 gameboard.remove_chicken(chicken) |
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297 self.chickens_eaten += 1 |
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298 if self.chickens_eaten > 2: |
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299 self.hunting = False |