annotate gamelib/buildings.py @ 404:e5247ec76f24

The new faster deciding (but somewhat dumber) fox
author Neil Muller <drnlmuller@gmail.com>
date Thu, 19 Nov 2009 13:33:57 +0000
parents 532f1ea476ff
children 9096c237928c
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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
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11 # ignore os.popen3 warning generated by pygame.font.SysFont
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12 import warnings
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13 warnings.filterwarnings("ignore", "os.popen3 is deprecated.")
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14
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15 class Place(object):
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16 """Space within a building that can be occupied."""
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17
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18 def __init__(self, building, offset):
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19 self.occupant = None
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20 self.building = building
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21 self.offset = offset
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22
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23 def set_occupant(self, occupant, _update=True, _predator=False):
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24 self.clear_occupant(_update=False)
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25 self.occupant = occupant
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26 self.occupant.abode = self
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27 if _update:
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28 self.building.update_occupant_count()
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29
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30 def clear_occupant(self, _update=True):
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31 if self.occupant is not None:
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32 self.occupant.abode = None
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33 self.occupant = None
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34 if _update:
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35 self.building.update_occupant_count()
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36
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37 def get_pos(self):
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38 bpos = self.building.pos
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39 return (bpos[0] + self.offset[0], bpos[1] + self.offset[1],
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40 self.offset[2])
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41
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42 class Floor(object):
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43 """A set of places within a building. Places on a
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44 floor are organised into rows and columns.
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45 """
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46
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47 def __init__(self, title, places):
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48 self.title = title # str
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49 self.places = places # list of lists of places
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50
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51 def rows(self):
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52 for row in self.places:
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53 yield row
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54
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55 def width(self):
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56 return max(len(row) for row in self.places)
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57
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58 class BuildingFullError(Exception):
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59 pass
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60
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61 class Building(Sprite):
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62 """Base class for buildings"""
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63
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64 IS_BUILDING = True
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65 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland']
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66 MODIFY_KNIFE_RANGE = lambda s, x: 0
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67 MODIFY_GUN_RANGE = lambda s, x: -1
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68 BREAKABLE = False
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69 ABODE = False
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70 FLOORS = None
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71
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72 def __init__(self, pos):
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73 """Initial image, tile vid position, size and tile number for building."""
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74 self._set_images()
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75 self.pos = pos
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76 self.size = self.SIZE
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77 self.tile_no = self.TILE_NO
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78 self._buy_price = self.BUY_PRICE
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79 self._sell_price = self.SELL_PRICE
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80 self._repair_price = getattr(self, 'REPAIR_PRICE', None)
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81 self._sun_on = True
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82 self._font = pygame.font.SysFont('Vera', 30, bold=True)
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83 self._font_image = pygame.Surface(self.images['fixed']['day'].get_size(), flags=SRCALPHA)
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84 self._font_image.fill((0, 0, 0, 0))
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85 self._broken = False
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86 self._predators = []
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87
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88 self._floors = []
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89 if self.FLOORS:
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90 for f, z in enumerate(self.FLOORS):
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91 places = []
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92 for j in range(self.size[1]):
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93 row = []
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94 for i in range(self.size[0]):
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95 row.append(Place(self, (i, j, z)))
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96 places.append(row)
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97 floor = Floor("Floor %s" % (f+1,), places)
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98 self._floors.append(floor)
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99
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100 # 0: the main image
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101 # 1: above, -1: below
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102 self.draw_stack = {"main": (0, self.images['fixed']['day'])}
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103
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104 # Create the building somewhere far off screen
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105 Sprite.__init__(self, self.images['fixed']['day'], (-1000, -1000))
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106
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107 def _set_images(self):
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108 self.images = {'fixed': {
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109 'day': imagecache.load_image(self.IMAGE),
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110 'night': imagecache.load_image(self.IMAGE, ('night',)),
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111 'selected': imagecache.load_image(self.SELECTED_IMAGE),
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112 }}
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113 if self.BREAKABLE:
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114 self.images['broken'] = {
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115 'day': imagecache.load_image(self.IMAGE_BROKEN),
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116 'night': imagecache.load_image(self.IMAGE_BROKEN, ('night',)),
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117 'selected': imagecache.load_image(self.SELECTED_IMAGE_BROKEN),
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118 }
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119
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120 def _set_main_image(self):
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121 image_set = self.images[{True: 'broken',False: 'fixed'}[self._broken]]
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122 self._replace_main(image_set[{True: 'day', False: 'night'}[self._sun_on]])
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123
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124 def _redraw(self):
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125 items = self.draw_stack.values()
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126 items.sort(key=lambda x: x[0])
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127 image = items.pop(0)[1].copy()
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128 for _lvl, overlay in items:
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129 image.blit(overlay, (0, 0))
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130 self.setimage(image)
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131
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132 def _replace_main(self, new_main):
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133 self.draw_stack["main"] = (0, new_main)
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134 self._redraw()
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135
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136 def tile_positions(self):
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137 """Return pairs of (x, y) tile positions for each of the tile positions
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138 occupied by the building.
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139 """
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140 xpos, ypos = self.pos
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141 xsize, ysize = self.size
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142
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143 for dx in xrange(xsize):
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144 for dy in xrange(ysize):
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145 yield (xpos + dx, ypos + dy)
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parents:
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146
224
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
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parents: 204
diff changeset
147 def adjacent_tiles(self):
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parents: 204
diff changeset
148 """Return pairs of (x, y) tile positions for each of the tiles
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parents: 204
diff changeset
149 adjacent to the building.
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parents: 204
diff changeset
150 """
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parents: 204
diff changeset
151 xpos, ypos = self.pos
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parents: 204
diff changeset
152 xsize, ysize = self.size
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parents: 204
diff changeset
153
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
154 for dx in xrange(xsize): # top and bottom
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Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
155 yield (xpos + dx, ypos - 1)
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
156 yield (xpos + dx, ypos + ysize)
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Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
157
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
158 for dy in xrange(ysize): # left and right
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
159 yield (xpos - 1, ypos + dy)
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Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
160 yield (xpos + xsize, ypos + dy)
c279ad59b8e2 Chicks fill hen house, then adjacent spaces, then die.
Simon Cross <hodgestar@gmail.com>
parents: 204
diff changeset
161
43
fb5be14ea930 Start of building sprites.
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162 def loop(self, tv, _sprite):
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parents:
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163 ppos = tv.tile_to_view(self.pos)
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parents:
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164 self.rect.x = ppos[0]
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parents:
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165 self.rect.y = ppos[1]
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parents:
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166
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parents:
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167 def move(self, state):
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parents:
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168 """Given the game state, return a new position for the object"""
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parents:
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169 # Default is not to move
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170 return self.pos
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171
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172 def place(self, tv):
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173 """Check that the building can be placed at its current position
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174 and place it if possible.
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parents: 43
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175 """
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176 # check that all spaces under the structure are grassland
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177 for tile_pos in self.tile_positions():
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178 if not tv.get(tile_pos) == self.GRASSLAND:
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179 return False
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180
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181 # place tile
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182 for tile_pos in self.tile_positions():
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183 tv.set(tile_pos, self.tile_no)
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184
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185 return True
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diff changeset
186
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
187 def covers(self, tile_pos):
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188 """Return True if build covers tile_pos, False otherwise."""
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189 xpos, ypos = self.pos
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190 xsize, ysize = self.size
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parents: 64
diff changeset
191 return (xpos <= tile_pos[0] < xpos + xsize) and \
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parents: 64
diff changeset
192 (ypos <= tile_pos[1] < ypos + ysize)
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193
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
194 def broken(self):
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
195 return self._broken
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diff changeset
196
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
197 def damage(self, tv):
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198 if not self.BREAKABLE:
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199 return False
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diff changeset
200 self._broken = True
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
201 self._sell_price = self.SELL_PRICE_BROKEN
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diff changeset
202 self.tile_no = self.TILE_NO_BROKEN
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diff changeset
203 for tile_pos in self.tile_positions():
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diff changeset
204 tv.set(tile_pos, self.tile_no)
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diff changeset
205 self._set_main_image()
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diff changeset
206
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diff changeset
207 def repair(self, tv):
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diff changeset
208 self._broken = False
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diff changeset
209 self._sell_price = self.SELL_PRICE
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diff changeset
210 self.tile_no = self.TILE_NO
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diff changeset
211 for tile_pos in self.tile_positions():
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parents: 268
diff changeset
212 tv.set(tile_pos, self.tile_no)
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diff changeset
213 self._set_main_image()
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diff changeset
214
65
7e9c8ad06d32 Implement building selling.
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diff changeset
215 def remove(self, tv):
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parents: 64
diff changeset
216 """Remove the building from its current position."""
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diff changeset
217 # remove tile
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parents: 64
diff changeset
218 for tile_pos in self.tile_positions():
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diff changeset
219 tv.set(tile_pos, self.GRASSLAND)
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parents: 64
diff changeset
220
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 63
diff changeset
221 def buy_price(self):
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 63
diff changeset
222 return self._buy_price
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 63
diff changeset
223
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
224 def sell_price(self):
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parents: 64
diff changeset
225 return self._sell_price
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parents: 64
diff changeset
226
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
227 def repair_price(self):
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diff changeset
228 return self._repair_price
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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diff changeset
229
170
92d11e0544bc Switch building to selected image when building is selected.
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parents: 144
diff changeset
230 def selected(self, selected):
92d11e0544bc Switch building to selected image when building is selected.
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parents: 144
diff changeset
231 if selected:
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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parents: 268
diff changeset
232 self._replace_main(self.images[{True: 'broken',False: 'fixed'}[self._broken]]['selected'])
170
92d11e0544bc Switch building to selected image when building is selected.
Simon Cross <hodgestar@gmail.com>
parents: 144
diff changeset
233 else:
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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parents: 268
diff changeset
234 self._set_main_image()
170
92d11e0544bc Switch building to selected image when building is selected.
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parents: 144
diff changeset
235
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 43
diff changeset
236 def sun(self, sun_on):
170
92d11e0544bc Switch building to selected image when building is selected.
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parents: 144
diff changeset
237 self._sun_on = sun_on
378
71f5897ac5ef Fences are now buildings, with appropriate (but ugly) UI changes.
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parents: 268
diff changeset
238 self._set_main_image()
204
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
239
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
240 def update_occupant_count(self):
636c3fafa32d Add counts to buildings.
Simon Cross <hodgestar@gmail.com>
parents: 199
diff changeset
241 count = len(list(self.occupants()))
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
242 if count == 0 and not self._predators:
204
636c3fafa32d Add counts to buildings.
Simon Cross <hodgestar@gmail.com>
parents: 199
diff changeset
243 if "count" in self.draw_stack:
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
244 del self.draw_stack["count"]
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
245 else:
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 395
diff changeset
246 # Render chicken count
204
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
247 image = self._font_image.copy()
636c3fafa32d Add counts to buildings.
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parents: 199
diff changeset
248 w, h = image.get_size()
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 395
diff changeset
249 if count:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
250 text = self._font.render(str(count), True,
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
251 constants.FG_COLOR)
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parents: 395
diff changeset
252 # Blit to the right
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parents: 395
diff changeset
253 x, y = text.get_size()
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
254 image.blit(text, (w - x, h - y))
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
255 # Render predator count
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
256 if self._predators:
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
257 text = self._font.render(str(len(self._predators)), True,
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
258 constants.PREDATOR_COUNT_COLOR)
532f1ea476ff Make foxes enter buildings, with a seperate count for them
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parents: 395
diff changeset
259 # Blit to the left
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parents: 395
diff changeset
260 x, y = text.get_size()
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
261 image.blit(text, (0, h - y))
204
636c3fafa32d Add counts to buildings.
Simon Cross <hodgestar@gmail.com>
parents: 199
diff changeset
262 self.draw_stack["count"] = (1, image)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
263
204
636c3fafa32d Add counts to buildings.
Simon Cross <hodgestar@gmail.com>
parents: 199
diff changeset
264 self._redraw()
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 43
diff changeset
265
125
2e3a05b9594d Chickens in buildings\!
Simon Cross <hodgestar@gmail.com>
parents: 109
diff changeset
266 def floors(self):
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
267 return self._floors
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
268
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
269 def places(self):
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
270 for floor in self._floors:
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
271 for row in floor.rows():
2e3a05b9594d Chickens in buildings\!
Simon Cross <hodgestar@gmail.com>
parents: 109
diff changeset
272 for place in row:
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
273 yield place
2e3a05b9594d Chickens in buildings\!
Simon Cross <hodgestar@gmail.com>
parents: 109
diff changeset
274
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
275 def max_floor_width(self):
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
276 return max(floor.width() for floor in self._floors)
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
277
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
278 def first_empty_place(self):
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
279 for place in self.places():
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
280 if place.occupant is None:
2e3a05b9594d Chickens in buildings\!
Simon Cross <hodgestar@gmail.com>
parents: 109
diff changeset
281 return place
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
282 raise BuildingFullError()
108
437cbd856a03 Add occupants and abodes. Allowing moving chickens around.
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
283
437cbd856a03 Add occupants and abodes. Allowing moving chickens around.
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
284 def add_occupant(self, occupant):
125
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
285 place = self.first_empty_place()
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
286 place.set_occupant(occupant)
108
437cbd856a03 Add occupants and abodes. Allowing moving chickens around.
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
287
125
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
288 def occupants(self):
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
289 for place in self.places():
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
290 if place.occupant is not None:
2e3a05b9594d Chickens in buildings\!
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parents: 109
diff changeset
291 yield place.occupant
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 63
diff changeset
292
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
293 def add_predator(self, animal):
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
294 animal.building = self
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295 self._predators.append(animal)
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296 self.update_occupant_count()
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297
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298 def remove_predator(self, animal):
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299 if animal in self._predators:
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300 self._predators.remove(animal)
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301 animal.building = None
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302 self.update_occupant_count()
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303
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304 class Abode(Building):
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305 ABODE = True
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306
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307 class HenHouse(Abode):
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308 """A HenHouse."""
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309
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310 TILE_NO = tiles.REVERSE_TILE_MAP['henhouse']
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311 BUY_PRICE = 100
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312 SELL_PRICE = 90
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313 SIZE = (3, 2)
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314 IMAGE = 'sprites/henhouse.png'
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315 SELECTED_IMAGE = 'sprites/select_henhouse.png'
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316 NAME = 'Henhouse'
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317 FLOORS = [0]
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318
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319 class DoubleStoryHenHouse(HenHouse):
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320 """A double story hen house."""
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321
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322 TILE_NO = tiles.REVERSE_TILE_MAP['hendominium']
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323 BUY_PRICE = 300
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324 SELL_PRICE = 150
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325 SIZE = (2, 3)
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326 IMAGE = 'sprites/hendominium.png'
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327 SELECTED_IMAGE = 'sprites/select_hendominium.png'
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328 NAME = 'Hendominium'
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329 FLOORS = [0, 1]
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330
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331 class GuardTower(Abode):
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332 """A GuardTower."""
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333
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334 TILE_NO = tiles.REVERSE_TILE_MAP['guardtower']
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335 BUY_PRICE = 200
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336 SELL_PRICE = 150
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337 SIZE = (2, 2)
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338 IMAGE = 'sprites/watchtower.png'
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339 SELECTED_IMAGE = 'sprites/select_watchtower.png'
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340 NAME = 'Watchtower'
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341 FLOORS = [2]
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342
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343 MODIFY_GUN_RANGE = lambda s, x: (3*x)/2
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344 MODIFY_GUN_BASE_HIT = lambda s, x: x-5
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345 MODIFY_GUN_RANGE_PENALTY = lambda s, x: x-1
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346 MODIFY_VISION_BONUS = lambda s, x: x+10
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347 MODIFY_VISION_RANGE_PENALTY = lambda s, x: x-2
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348
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349 class Fence(Building):
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350 """A fence."""
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351
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352 TILE_NO = tiles.REVERSE_TILE_MAP['fence']
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353 TILE_NO_BROKEN = tiles.REVERSE_TILE_MAP['broken fence']
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354 BREAKABLE = True
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355 BUY_PRICE = 50
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356 SELL_PRICE = 25
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357 REPAIR_PRICE = 25
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358 SELL_PRICE_BROKEN = 5
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359 SIZE = (1, 1)
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360 IMAGE = 'tiles/fence.png'
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361 SELECTED_IMAGE = 'tiles/fence.png'
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362 IMAGE_BROKEN = 'tiles/broken_fence.png'
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363 SELECTED_IMAGE_BROKEN = 'tiles/broken_fence.png'
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364 NAME = 'Fence'
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365
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366
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367 def is_building(obj):
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368 """Return true if obj is a build class."""
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369 return getattr(obj, "IS_BUILDING", False) and hasattr(obj, "NAME")
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370
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371 # Building hens can lay eggs in
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372 HENHOUSES = [HenHouse.NAME, DoubleStoryHenHouse.NAME]
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373
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374 BUILDINGS = []
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375 for name in dir():
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376 obj = eval(name)
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377 try:
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378 if is_building(obj):
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379 BUILDINGS.append(obj)
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380 except TypeError:
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381 pass