annotate gamelib/animal.py @ 420:f20ccd43a282

Rework Animal.__init__ to make it easier to unsimplify them.
author Simon Cross <hodgestar@gmail.com>
date Sat, 21 Nov 2009 15:24:43 +0000
parents d110d55c8449
children ab4fc3fe0f96
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1 """Class for the various animals in the game"""
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3 import random
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5 from pgu.vid import Sprite
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6 from pgu.algo import getline
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8 import imagecache
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9 import tiles
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10 from misc import Position
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11 import sound
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12 import equipment
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13 import animations
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14 import serializer
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16 class Animal(Sprite, serializer.Simplifiable):
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17 """Base class for animals"""
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19 STEALTH = 0
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20 VISION_BONUS = 0
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21 VISION_RANGE_PENALTY = 10
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23 # sub-class must set this to the name of an image
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24 # file
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25 IMAGE_FILE = None
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27 SIMPLIFY = [
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28 'pos',
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29 'equipment',
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30 'accoutrements',
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31 'abode',
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32 'facing',
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33 ]
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35 def __init__(self, tile_pos):
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36 # load images
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37 self._image_left = imagecache.load_image(self.IMAGE_FILE)
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38 self._image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",))
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39 # Create the animal somewhere far off screen
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40 Sprite.__init__(self, self._image_left, (-1000, -1000))
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41 self.image_left = self._image_left.copy()
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42 self.image_right = self._image_right.copy()
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43 if hasattr(tile_pos, 'to_tile_tuple'):
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44 self.pos = tile_pos
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45 else:
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46 self.pos = Position(tile_pos[0], tile_pos[1], 0)
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47 self.equipment = []
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48 self.accoutrements = []
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49 self.abode = None
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50 self.facing = 'left'
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52 def loop(self, tv, _sprite):
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53 ppos = tv.tile_to_view(self.pos.to_tile_tuple())
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54 self.rect.x = ppos[0]
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55 self.rect.y = ppos[1]
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57 def die(self, gameboard):
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58 """Play death animation, noises, whatever."""
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59 if hasattr(self, 'DEATH_SOUND'):
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60 sound.play_sound(self.DEATH_SOUND)
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61 if hasattr(self, 'DEATH_ANIMATION'):
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62 self.DEATH_ANIMATION(gameboard.tv, self.pos.to_tile_tuple())
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63 self._game_death(gameboard)
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64
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65 def _game_death(self, gameboard):
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66 # Call appropriate gameboard cleanup here.
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67 pass
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68
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69 def move(self, state):
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70 """Given the game state, return a new position for the object"""
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71 # Default is not to move
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72 pass
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74 def attack(self, gameboard):
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75 """Given the game state, attack a suitable target"""
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76 # Default is not to attack
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77 pass
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78
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79 def set_pos(self, tile_pos):
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80 """Move an animal to the given tile_pos."""
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81 new_pos = Position(*tile_pos)
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82 self._fix_face(new_pos)
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83 self.pos = new_pos
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85 def _fix_face(self, facing_pos):
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86 """Set the face correctly"""
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87 if facing_pos.left_of(self.pos):
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88 self._set_image_facing('left')
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89 elif facing_pos.right_of(self.pos):
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90 self._set_image_facing('right')
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91
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92 def _set_image_facing(self, facing):
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93 self.facing = facing
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94 if self.facing == 'left':
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95 self.setimage(self.image_left)
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96 elif self.facing == 'right':
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97 self.setimage(self.image_right)
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98
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99 def equip(self, item):
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100 if equipment.is_equipment(item):
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101 self.equipment.append(item)
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102 elif equipment.is_accoutrement(item):
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103 self.accoutrements.append(item)
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104 self.redraw()
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105
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106 def unequip(self, item):
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107 if equipment.is_equipment(item):
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108 self.equipment = [e for e in self.equipment if e != item]
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109 elif equipment.is_accoutrement(item):
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110 self.accoutrements = [e for e in self.accoutrements if e != item]
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111 self.redraw()
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112
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113 def unequip_by_name(self, item_name):
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114 # only remove first match
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115 matches = [item for item in self.equipment + self.accoutrements if item.NAME == item_name]
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116 if matches:
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117 self.unequip(matches[0])
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118
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119 def redraw(self):
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120 layers = [(self._image_left.copy(), self._image_right.copy(), 0)]
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121 if hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'):
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122 for item in self.accoutrements + self.equipment:
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123 images = item.images(self.EQUIPMENT_IMAGE_ATTRIBUTE)
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124 if images:
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125 layers.append(images)
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126
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127 layers.sort(key=lambda l: l[2])
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128
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129 # these always go on the bottom so that other layers don't get overwritten
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130 self.image_left = self._image_left.copy()
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131 self.image_right = self._image_right.copy()
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132 for l in layers:
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133 self.image_left.blit(l[0], (0,0))
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134 self.image_right.blit(l[1], (0,0))
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135
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136 self._set_image_facing(self.facing)
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137
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138 def weapons(self):
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139 return [e for e in self.equipment if equipment.is_weapon(e)]
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140
174
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141 def armour(self):
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142 return [e for e in self.equipment if equipment.is_armour(e)]
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143
104
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144 def covers(self, tile_pos):
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145 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y
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146
125
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147 def outside(self):
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148 return self.abode is None
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149
251
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150 def damage(self, gameboard):
174
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151 for a in self.armour():
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152 if not a.survive_damage():
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153 self.unequip(a)
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154 return True
251
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155 self.die(gameboard)
174
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156 return False
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157
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158 class Chicken(Animal):
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159 """A chicken"""
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160
146
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161 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE'
251
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162 DEATH_ANIMATION = animations.ChickenDeath
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163 DEATH_SOUND = 'kill-chicken.ogg'
420
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164 IMAGE_FILE = 'sprites/chkn.png'
146
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165
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166 def __init__(self, pos):
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167 Animal.__init__(self, pos)
243
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168 self.eggs = []
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169
414
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170 def start_night(self, gameboard):
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171 self.lay(gameboard)
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172 self.reload_weapon()
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173
419
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174 def start_day(self, gameboard):
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175 self.hatch(gameboard)
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176
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177 def _game_death(self, gameboard):
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178 gameboard.remove_chicken(self)
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179
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180 def move(self, gameboard):
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181 """A free chicken will move away from other free chickens"""
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182 pass
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183
414
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184 def lay(self, gameboard):
116
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185 """See if the chicken lays an egg"""
414
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186 if self.abode and self.abode.building.HENHOUSE:
9096c237928c Dear most illustrious brother, I seek your cooperation with the refactoring of egg layerings and the reloading of guns. Please to provide bank details.
Jeremy Thurgood <firxen@gmail.com>
parents: 413
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187 if not self.eggs:
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Jeremy Thurgood <firxen@gmail.com>
parents: 413
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188 for x in range(random.randint(1, 4)):
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189 self.eggs.append(Egg(self.pos))
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parents: 413
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190 self.equip(equipment.NestEgg())
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parents: 413
diff changeset
191 gameboard.eggs += self.get_num_eggs()
216
962934b8c7dc Implement UI part of egg selling
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192
243
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193 def remove_eggs(self):
216
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194 """Clean up the egg state"""
243
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195 self.eggs = []
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196 self.unequip_by_name("Nestegg")
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197
243
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198 def remove_one_egg(self):
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199 """Clean up the egg state"""
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200 self.eggs.pop()
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201 if not self.eggs:
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202 self.unequip_by_name("Nestegg")
243
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203
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204 def get_num_eggs(self):
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205 return len(self.eggs)
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206
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207 def hatch(self, gameboard):
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208 """See if we have an egg to hatch"""
243
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209 if self.eggs:
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210 chick = self.eggs[0].hatch()
187
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211 if chick:
243
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212 # sell the remaining eggs
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213 # Remove hatched egg
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214 self.eggs.pop()
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215 gameboard.eggs -= 1
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216 # Sell other eggs
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217 for egg in self.eggs[:]:
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218 gameboard.sell_one_egg(self)
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219 self.remove_eggs() # clean up stale images, etc.
419
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220 gameboard.place_hatched_chicken(chick, self.abode.building)
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221
84
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222 def _find_killable_fox(self, weapon, gameboard):
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223 """Choose a random fox within range of this weapon."""
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224 killable_foxes = []
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225 for fox in gameboard.foxes:
114
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226 if not visible(self, fox):
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227 continue
84
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228 if weapon.in_range(gameboard, self, fox):
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229 killable_foxes.append(fox)
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230 if not killable_foxes:
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231 return None
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232 return random.choice(killable_foxes)
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233
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234 def attack(self, gameboard):
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235 """An armed chicken will attack a fox within range."""
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236 if not self.weapons():
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237 # Not going to take on a fox bare-winged.
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238 return
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239 # Choose the first weapon equipped.
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240 weapon = self.weapons()[0]
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241 fox = self._find_killable_fox(weapon, gameboard)
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242 if not fox:
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243 return
236
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244 self._fix_face(fox.pos)
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245 if weapon.hit(gameboard, self, fox):
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246 fox.damage(gameboard)
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247
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248 def reload_weapon(self):
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249 """If we have a weapon that takes ammunition, reload it."""
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250 if not self.weapons():
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251 # Nothing to reload
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252 return
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253 for weapon in self.weapons():
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diff changeset
254 if hasattr(weapon, 'AMMUNITION'):
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diff changeset
255 weapon.ammunition = weapon.AMMUNITION
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diff changeset
256
25
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257 class Egg(Animal):
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258 """An egg"""
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259
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f20ccd43a282 Rework Animal.__init__ to make it easier to unsimplify them.
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diff changeset
260 IMAGE_FILE = 'sprites/equip_egg.png'
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parents: 419
diff changeset
261
47
be2496df2368 Add egg image to egg sprite.
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diff changeset
262 def __init__(self, pos):
420
f20ccd43a282 Rework Animal.__init__ to make it easier to unsimplify them.
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diff changeset
263 Animal.__init__(self, pos)
243
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diff changeset
264 self.timer = 2
47
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parents: 44
diff changeset
265
28
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parents: 25
diff changeset
266 # Eggs don't move
25
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267
171
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diff changeset
268 def hatch(self):
243
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269 self.timer -= 1
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diff changeset
270 if self.timer == 0:
171
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diff changeset
271 return Chicken(self.pos)
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272 return None
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273
25
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274 class Fox(Animal):
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diff changeset
275 """A fox"""
25
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parents:
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276
114
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diff changeset
277 STEALTH = 20
130
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diff changeset
278 IMAGE_FILE = 'sprites/fox.png'
251
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diff changeset
279 DEATH_ANIMATION = animations.FoxDeath
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diff changeset
280 DEATH_SOUND = 'kill-fox.ogg'
389
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parents: 380
diff changeset
281 CONFIG_NAME = 'fox'
114
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282
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283 costs = {
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284 # weighting for movement calculation
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285 'grassland' : 2,
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286 'woodland' : 1, # Try to keep to the woods if possible
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287 'broken fence' : 2,
404
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288 'fence' : 25,
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289 'guardtower' : 2, # We can pass under towers
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290 'henhouse' : 30, # Don't go into a henhouse unless we're going to
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291 # catch a chicken there
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292 'hendominium' : 30,
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293 }
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294
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ac3a74352b74 Change animal.py to four space indents.
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295 def __init__(self, pos):
420
f20ccd43a282 Rework Animal.__init__ to make it easier to unsimplify them.
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296 Animal.__init__(self, pos)
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297 self.landmarks = [self.pos]
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298 self.hunting = True
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299 self.dig_pos = None
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300 self.tick = 0
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301 self.safe = False
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302 self.closest = None
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303 self.last_steps = []
397
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304 # Foxes don't occupy places in the same way chickens do, but they
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305 # can still be inside
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306 self.building = None
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307
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308 def outside(self):
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309 return self.building is None
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310
251
844bfb23d4b6 Refactored animal death and added death animations.
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311 def _game_death(self, gameboard):
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312 gameboard.kill_fox(self)
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313
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314 def _cost_tile(self, pos, gameboard):
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315 if gameboard.in_bounds(pos):
395
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316 this_tile = gameboard.tv.get(pos.to_tile_tuple())
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317 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100)
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318 else:
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319 cost = 100 # Out of bounds is expensive
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320 return cost
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321
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322 def _cost_path(self, path, gameboard):
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323 """Calculate the cost of a path"""
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324 total = 0
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325 for pos in path:
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326 total += self._cost_tile(pos, gameboard)
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327 return total
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328
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329 def _gen_path(self, start_pos, final_pos):
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330 """Construct a direct path from start_pos to final_pos,
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331 excluding start_pos"""
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332 if abs(start_pos.x - final_pos.x) < 2 and \
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333 abs(start_pos.y - final_pos.y) < 2:
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334 # pgu gets this case wrong on occasion.
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335 return [final_pos]
395
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336 start = start_pos.to_tile_tuple()
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337 end = final_pos.to_tile_tuple()
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338 points = getline(start, end)
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339 points.remove(start) # exclude start_pos
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340 if end not in points:
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341 # Rounding errors in getline cause this
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342 points.append(end)
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343 return [Position(x[0], x[1]) for x in points]
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344
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345 def _find_best_path_step(self, final_pos, gameboard):
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346 """Find the cheapest path to final_pos, and return the next step
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347 along the path."""
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348 # We calculate the cost of the direct path
395
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349 if final_pos.z < self.pos.z:
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350 # We need to try heading down.
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351 return Position(self.pos.x, self.pos.y, self.pos.z - 1)
404
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352 if final_pos.x == self.pos.x and final_pos.y == self.pos.y and \
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353 final_pos.z > self.pos.z:
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354 # We try heading up
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355 return Position(self.pos.x, self.pos.y, self.pos.z + 1)
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356 cur_dist = final_pos.dist(self.pos)
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357 if cur_dist < 2:
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358 # We're right ontop of our target, so just go there
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359 return final_pos
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360 # Find the cheapest spot close to us that moves us closer to the target
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361 neighbours = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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362 x in range(-1, 2) for y in range(-1, 2) if (x, y) != (0, 0)]
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363 best_pos = self.pos
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364 min_cost = 1000
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365 min_dist = cur_dist
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366 for point in neighbours:
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367 dist = point.dist(final_pos)
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diff changeset
368 if dist < cur_dist:
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369 cost = self._cost_tile(point, gameboard)
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diff changeset
370 if cost < min_cost or (min_cost == cost and dist < min_dist):
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371 # Prefer closest of equal cost points
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372 min_dist = dist
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373 min_cost = cost
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374 best = point
407
bdc8bc78a796 Handle corner case aroudn entering the map
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parents: 406
diff changeset
375 if min_cost < 20 or not gameboard.in_bounds(self.pos):
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parents: 406
diff changeset
376 # If we're not on the gameboard yet, there's no point in looking
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parents: 406
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377 # for an optimal path.
404
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378 return best
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379 # Else expensive step, so think further
70
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380 direct_path = self._gen_path(self.pos, final_pos)
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381 min_cost = self._cost_path(direct_path, gameboard)
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382 min_path = direct_path
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383 # is there a point nearby that gives us a cheaper direct path?
71
00cf9d7f22dc Expand comment
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384 # This is delibrately not finding the optimal path, as I don't
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385 # want the foxes to be too intelligent, although the implementation
00cf9d7f22dc Expand comment
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386 # isn't well optimised yet
404
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387 # FIXME: Currently, this introduces loops, but the memory kind
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388 # avoids that. Fixing this is the next goal.
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389 poss = [Position(self.pos.x + x, self.pos.y + y, self.pos.z) for
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390 x in range(-3, 4) for y in range(-3, 4) if (x, y) != (0, 0)]
70
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391 for start in poss:
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392 cand_path = self._gen_path(self.pos, start) + \
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diff changeset
393 self._gen_path(start, final_pos)
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394 cost = self._cost_path(cand_path, gameboard)
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diff changeset
395 if cost < min_cost:
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diff changeset
396 min_cost = cost
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397 min_path = cand_path
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diff changeset
398 if not min_path:
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diff changeset
399 return final_pos
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400 return min_path[0]
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401
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diff changeset
402 def _find_path_to_woodland(self, gameboard):
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diff changeset
403 """Dive back to woodland through the landmarks"""
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diff changeset
404 # find the closest point to our current location in walked path
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diff changeset
405 if self.pos == self.landmarks[-1]:
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diff changeset
406 if len(self.landmarks) > 1:
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diff changeset
407 self.landmarks.pop() # Moving to the next landmark
402
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parents: 401
diff changeset
408 if not gameboard.in_bounds(self.pos) and not self.hunting:
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parents: 401
diff changeset
409 # Safely out of sight
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parents: 401
diff changeset
410 self.safe = True
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411 return self.pos
70
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412 return self._find_best_path_step(self.landmarks[-1], gameboard)
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diff changeset
413
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diff changeset
414 def _find_path_to_chicken(self, gameboard):
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diff changeset
415 """Find the path to the closest chicken"""
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diff changeset
416 # Find the closest chicken
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417 min_dist = 999
145
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diff changeset
418 if self.closest not in gameboard.chickens:
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diff changeset
419 # Either no target, or someone ate it
196
edcb5edfa0ff If the closest chicken is gone, clear it.
Jeremy Thurgood <firxen@gmail.com>
parents: 195
diff changeset
420 self.closest = None
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
421 for chicken in gameboard.chickens:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
422 dist = chicken.pos.dist(self.pos)
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
423 if chicken.abode:
370
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
424 dist += 5 # Prefer free-ranging chickens
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
425 if len(chicken.weapons()) > 0:
b3c90e49a6b7 Foxes are more averse to armed chickens and less averse to indoor chickens.
Jeremy Thurgood <firxen@gmail.com>
parents: 305
diff changeset
426 dist += 5 # Prefer unarmed chickens
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
427 if dist < min_dist:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
428 min_dist = dist
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
429 self.closest = chicken
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
430 if not self.closest:
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
431 # No more chickens, so leave
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
432 self.hunting = False
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
433 return self.pos
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
434 if self.closest.pos == self.pos:
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
435 # No need to move
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
436 return self.pos
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
437 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple():
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
438 # Only differ in z, so next step is in z
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
439 if self.closest.pos.z < self.pos.z:
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
440 new_z = self.pos.z - 1
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
441 else:
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
442 new_z = self.pos.z + 1
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
443 return Position(self.pos.x, self.pos.y, new_z)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
444 return self._find_best_path_step(self.closest.pos, gameboard)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
445
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
446 def attack(self, gameboard):
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
447 """Attack a chicken"""
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
448 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken')
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
449 if chicken:
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
450 # Always attack a chicken we step on, even if not hunting
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
451 self._catch_chicken(chicken, gameboard)
396
19e583e5cdc0 Refactor for further move work
Neil Muller <drnlmuller@gmail.com>
parents: 395
diff changeset
452
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
453 def _catch_chicken(self, chicken, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
454 """Catch a chicken"""
251
844bfb23d4b6 Refactored animal death and added death animations.
Jeremy Thurgood <firxen@gmail.com>
parents: 243
diff changeset
455 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
456 self.closest = None
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
457 self.hunting = False
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
458 self.last_steps = [] # Forget history here
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
459
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
460 def _update_pos(self, gameboard, new_pos):
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
461 """Update the position, making sure we don't step on other foxes"""
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
462 if new_pos == self.pos:
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
Neil Muller <drnlmuller@gmail.com>
parents: 130
diff changeset
463 # We're not moving, so we can skip all the checks
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
464 return new_pos
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
465 blocked = gameboard.get_animal_at_pos(new_pos, 'fox') is not None
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
466 if not blocked and new_pos.z == self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
467 # We're only worried about loops when not on a ladder
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
468 blocked = new_pos in self.last_steps
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
469 final_pos = new_pos
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
470 if blocked:
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
471 if new_pos.z != self.pos.z:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
472 # We can only move up and down a ladder
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
473 moves = [Position(self.pos.x, self.pos.y, z) for z
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
474 in range(self.pos.z-1, self.pos.z + 2) if z >= 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
475 else:
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
476 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
477 for y in range(self.pos.y-1, self.pos.y + 2)
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
478 if Position(x,y) != self.pos and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
479 Position(x, y) not in self.last_steps and
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
480 self.pos.z == 0]
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
481 # find the cheapest point in moves that's not blocked
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
482 final_pos = None
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
483 min_cost = 1000
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
484 for poss in moves:
401
7405f7db469f Tweak fox attack logic - we no longer ignore chickens we accidently step on
Neil Muller <drnlmuller@gmail.com>
parents: 399
diff changeset
485 if gameboard.get_animal_at_pos(poss, 'fox'):
399
3294929223bd Cache fox positions to avoid a repeated loop
Neil Muller <drnlmuller@gmail.com>
parents: 398
diff changeset
486 continue # blocked
82
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
487 cost = self._cost_tile(poss, gameboard)
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
488 if cost < min_cost:
bf28f499c6b4 Tweak fox avoidance behaviour
Neil Muller <drnlmuller@gmail.com>
parents: 72
diff changeset
489 min_cost = cost
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
490 final_pos = poss
257
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
491 if cost == min_cost and random.randint(0, 1) > 0:
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
492 # Add some randomness in this case
fcaae2cfe3cd Make foxes less determistic when avoiding other foxes
Neil Muller <drnlmuller@gmail.com>
parents: 251
diff changeset
493 final_pos = poss
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
494 if not final_pos:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
495 # No good choice, so stay put
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
496 return self.pos
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
497 if gameboard.in_bounds(final_pos):
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
498 this_tile = gameboard.tv.get(final_pos.to_tile_tuple())
72
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
499 else:
aa4bd93575d9 Fix some bound checking and tweak movement costs
Neil Muller <drnlmuller@gmail.com>
parents: 71
diff changeset
500 this_tile = tiles.REVERSE_TILE_MAP['woodland']
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
501 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
502 # We'll head back towards the holes we make/find
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
503 self.landmarks.append(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
504 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos:
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
505 self._dig(gameboard, final_pos)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
506 return self.pos
149
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
507 self.last_steps.append(final_pos)
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
508 if len(self.last_steps) > 3:
2a1064fae608 More memory for the foxes, to ensure we avoid short loops
Neil Muller <drnlmuller@gmail.com>
parents: 146
diff changeset
509 self.last_steps.pop(0)
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
510 return final_pos
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
511
241
1a7000c8211c Demolition foxes, including better fox selection.
Jeremy Thurgood <firxen@gmail.com>
parents: 236
diff changeset
512 def _dig(self, gameboard, dig_pos):
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
513 """Setup dig parameters, to be overridden if needed"""
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
514 self.tick = 5
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
515 self.dig_pos = dig_pos
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
516
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
517 def _make_hole(self, gameboard):
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
518 """Make a hole in the fence"""
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
519 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
520 # Another fox could have made the same hole this turn
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
521 if fence:
ad77b3b71b08 Fix crash when multiple foxes finish digging at the same time
Neil Muller <drnlmuller@gmail.com>
parents: 389
diff changeset
522 fence.damage(gameboard.tv)
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
523 self.dig_pos = None
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
524
28
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
525 def move(self, gameboard):
ac3a74352b74 Change animal.py to four space indents.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
526 """Foxes will aim to move towards the closest henhouse or free
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
527 chicken"""
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
528 if self.safe:
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
529 # We're safe, so do nothing
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
530 return
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
531 elif self.dig_pos:
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
532 if self.tick:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
533 self.tick -= 1
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
534 # We're still digging through the fence
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
535 # Check the another fox hasn't dug a hole for us
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
536 # We're too busy digging to notice if a hole appears nearby,
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
537 # but we'll notice if the fence we're digging vanishes
395
2d0ff46118e2 Basic support for z coordinate
Neil Muller <drnlmuller@gmail.com>
parents: 394
diff changeset
538 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple())
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
539 if tiles.TILE_MAP[this_tile] == 'broken fence':
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
540 self.tick = 0
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
541 else:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
542 # We've dug through the fence, so make a hole
92
bea1b9364583 Refactor Fox so we can have different types. Add a greedy fox
Neil Muller <drnlmuller@gmail.com>
parents: 84
diff changeset
543 self._make_hole(gameboard)
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
544 return
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
545 elif self.hunting:
70
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
546 desired_pos = self._find_path_to_chicken(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
547 else:
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
548 desired_pos = self._find_path_to_woodland(gameboard)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
549 final_pos = self._update_pos(gameboard, desired_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
550 self._fix_face(final_pos)
d92a2f973cc4 Make foxes move 'better' and break fences
Neil Muller <drnlmuller@gmail.com>
parents: 53
diff changeset
551 self.pos = final_pos
398
082b1ea5f98d Regain time lost when adding foxes to buildings
Neil Muller <drnlmuller@gmail.com>
parents: 397
diff changeset
552 change_visible = False
397
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
553 # See if we're entering/leaving a building
532f1ea476ff Make foxes enter buildings, with a seperate count for them
Neil Muller <drnlmuller@gmail.com>
parents: 396
diff changeset
554 building = gameboard.get_building(final_pos.to_tile_tuple())
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555 if building and self.outside():
398
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556 # Check if we need to enter
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557 if self.closest and not self.closest.outside() and \
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558 self.closest.abode.building is building:
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559 building.add_predator(self)
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560 change_visible = True
397
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561 elif self.building and final_pos.z == 0:
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562 # can only leave from the ground floor
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563 if building == self.building:
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564 # Check if we need to leave the building
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565 if not self.hunting or (self.closest and
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566 self.closest.abode.building is not building):
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567 self.building.remove_predator(self)
398
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568 change_visible = True
397
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569 else:
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570 # we've moved away from the building we were in
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571 self.building.remove_predator(self)
398
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572 change_visible = True
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573 if change_visible:
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574 gameboard.set_visibility(self)
397
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575
92
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576
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577 class NinjaFox(Fox):
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578 """Ninja foxes are hard to see"""
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579
114
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580 STEALTH = 60
130
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581 IMAGE_FILE = 'sprites/ninja_fox.png'
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582 CONFIG_NAME = 'ninja fox'
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583
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diff changeset
584 class DemoFox(Fox):
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585 """Demolition Foxes destroy fences easily"""
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586
241
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587 DIG_ANIMATION = animations.FenceExplosion
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588 IMAGE_FILE = 'sprites/sapper_fox.png'
389
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589 CONFIG_NAME = 'sapper fox'
241
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590
406
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591 costs = Fox.costs.copy()
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592
269
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593 def __init__(self, pos):
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594 Fox.__init__(self, pos)
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595 self.costs['fence'] = 2 # We don't worry about fences
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596
241
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597 def _dig(self, gameboard, dig_pos):
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diff changeset
598 """Setup dig parameters, to be overridden if needed"""
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599 self.tick = 0 # Costs us nothing to go through a fence.
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600 self.dig_pos = dig_pos
395
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601 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple())
241
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diff changeset
602 self._make_hole(gameboard)
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603
92
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diff changeset
604 class GreedyFox(Fox):
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diff changeset
605 """Greedy foxes eat more chickens"""
389
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606 CONFIG_NAME = 'greedy fox'
92
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diff changeset
607
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diff changeset
608 def __init__(self, pos):
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diff changeset
609 Fox.__init__(self, pos)
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diff changeset
610 self.chickens_eaten = 0
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diff changeset
611
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diff changeset
612 def _catch_chicken(self, chicken, gameboard):
251
844bfb23d4b6 Refactored animal death and added death animations.
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diff changeset
613 chicken.damage(gameboard)
145
490ede177f50 Tweak fox behaviour around henhouses. Add some memory to avoid the indecisive fox loop
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diff changeset
614 self.closest = None
92
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diff changeset
615 self.chickens_eaten += 1
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diff changeset
616 if self.chickens_eaten > 2:
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617 self.hunting = False
149
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diff changeset
618 self.last_steps = []
114
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619
290
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diff changeset
620 class Rinkhals(Fox):
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621 """The Rinkhals has eclectic tastes"""
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622 STEALTH = 80
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623 IMAGE_FILE = 'sprites/rinkhals.png'
389
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624 CONFIG_NAME = 'rinkhals'
290
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625
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diff changeset
626 def _catch_chicken(self, chicken, gameboard):
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627 """The Rinkhals hunts for sport, catch and release style"""
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628 self.closest = None
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629 self.hunting = False
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630 self.last_steps = []
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631
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632 def _make_hole(self, gameboard):
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633 """The Rinkhals eats fences"""
395
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diff changeset
634 fence = gameboard.get_building(self.dig_pos.to_tile_tuple())
394
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diff changeset
635 if fence:
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diff changeset
636 fence.remove(gameboard.tv)
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diff changeset
637 gameboard.remove_building(fence)
290
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638 self.dig_pos = None
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diff changeset
639
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diff changeset
640 def damage(self, gameboard):
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diff changeset
641 """The Rinkhals is invincible!"""
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642 return True
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diff changeset
643
199
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diff changeset
644 def _get_vision_param(parameter, watcher):
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diff changeset
645 param = getattr(watcher, parameter)
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diff changeset
646 if watcher.abode:
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diff changeset
647 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r)
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diff changeset
648 param = modifier(param)
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diff changeset
649 return param
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diff changeset
650
114
4c2fbab20abe Foxes are stealthy now.
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diff changeset
651 def visible(watcher, watchee):
199
696936621a93 Buildings can affect visual acuity.
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diff changeset
652 vision_bonus = _get_vision_param('VISION_BONUS', watcher)
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diff changeset
653 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher)
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diff changeset
654 distance = watcher.pos.dist(watchee.pos) - 1
114
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diff changeset
655 roll = random.randint(1, 100)
199
696936621a93 Buildings can affect visual acuity.
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diff changeset
656 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance
389
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diff changeset
657
463802281182 Add basic level support (level choosing needs work)
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diff changeset
658 # These don't have to add up to 100, but it's easier to think
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diff changeset
659 # about them if they do.
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diff changeset
660 DEFAULT_FOX_WEIGHTINGS = (
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diff changeset
661 (Fox, 59),
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662 (GreedyFox, 30),
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663 (NinjaFox, 5),
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diff changeset
664 (DemoFox, 5),
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665 (Rinkhals, 1),
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666 )
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667