Mercurial > rinkhals
annotate gamelib/animal.py @ 420:f20ccd43a282
Rework Animal.__init__ to make it easier to unsimplify them.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 21 Nov 2009 15:24:43 +0000 |
parents | d110d55c8449 |
children | ab4fc3fe0f96 |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 import animations |
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14 import serializer |
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15 |
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16 class Animal(Sprite, serializer.Simplifiable): |
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17 """Base class for animals""" |
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18 |
114 | 19 STEALTH = 0 |
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20 VISION_BONUS = 0 |
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21 VISION_RANGE_PENALTY = 10 |
114 | 22 |
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23 # 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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26 |
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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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34 |
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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) |
84 | 47 self.equipment = [] |
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48 self.accoutrements = [] |
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49 self.abode = None |
146 | 50 self.facing = 'left' |
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51 |
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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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56 |
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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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73 |
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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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84 |
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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): |
146 | 88 self._set_image_facing('left') |
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89 elif facing_pos.right_of(self.pos): |
146 | 90 self._set_image_facing('right') |
91 | |
92 def _set_image_facing(self, facing): | |
93 self.facing = facing | |
94 if self.facing == 'left': | |
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95 self.setimage(self.image_left) |
146 | 96 elif self.facing == 'right': |
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97 self.setimage(self.image_right) |
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98 |
84 | 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: |
195
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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) |
84 | 137 |
138 def weapons(self): | |
109
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139 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 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 | 147 def outside(self): |
148 return self.abode is None | |
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 |
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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 | 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' |
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164 IMAGE_FILE = 'sprites/chkn.png' |
146 | 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 |
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174 def start_day(self, gameboard): |
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175 self.hatch(gameboard) |
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176 |
251
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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: |
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187 if not self.eggs: |
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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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190 self.equip(equipment.NestEgg()) |
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191 gameboard.eggs += self.get_num_eggs() |
216
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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 = [] |
305
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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 | 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. |
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220 gameboard.place_hatched_chicken(chick, self.abode.building) |
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221 |
84 | 222 def _find_killable_fox(self, weapon, gameboard): |
223 """Choose a random fox within range of this weapon.""" | |
224 killable_foxes = [] | |
225 for fox in gameboard.foxes: | |
114 | 226 if not visible(self, fox): |
227 continue | |
84 | 228 if weapon.in_range(gameboard, self, fox): |
229 killable_foxes.append(fox) | |
230 if not killable_foxes: | |
231 return None | |
232 return random.choice(killable_foxes) | |
233 | |
234 def attack(self, gameboard): | |
235 """An armed chicken will attack a fox within range.""" | |
236 if not self.weapons(): | |
237 # Not going to take on a fox bare-winged. | |
238 return | |
239 # Choose the first weapon equipped. | |
240 weapon = self.weapons()[0] | |
241 fox = self._find_killable_fox(weapon, gameboard) | |
242 if not fox: | |
243 return | |
236
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244 self._fix_face(fox.pos) |
84 | 245 if weapon.hit(gameboard, self, fox): |
251
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246 fox.damage(gameboard) |
84 | 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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254 if hasattr(weapon, 'AMMUNITION'): |
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255 weapon.ammunition = weapon.AMMUNITION |
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256 |
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257 class Egg(Animal): |
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258 """An egg""" |
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259 |
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260 IMAGE_FILE = 'sprites/equip_egg.png' |
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261 |
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262 def __init__(self, pos): |
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263 Animal.__init__(self, pos) |
243
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264 self.timer = 2 |
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265 |
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266 # Eggs don't move |
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267 |
171
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268 def hatch(self): |
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269 self.timer -= 1 |
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270 if self.timer == 0: |
171
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271 return Chicken(self.pos) |
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272 return None |
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273 |
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274 class Fox(Animal): |
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275 """A fox""" |
25
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276 |
114 | 277 STEALTH = 20 |
130 | 278 IMAGE_FILE = 'sprites/fox.png' |
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279 DEATH_ANIMATION = animations.FoxDeath |
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280 DEATH_SOUND = 'kill-fox.ogg' |
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281 CONFIG_NAME = 'fox' |
114 | 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, |
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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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295 def __init__(self, pos): |
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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 = [] |
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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 |
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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): |
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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 |
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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) |
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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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368 if dist < cur_dist: |
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369 cost = self._cost_tile(point, gameboard) |
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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 |
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375 if min_cost < 20 or not gameboard.in_bounds(self.pos): |
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376 # If we're not on the gameboard yet, there's no point in looking |
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377 # for an optimal path. |
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378 return best |
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379 # Else expensive step, so think further |
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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 | 384 # This is delibrately not finding the optimal path, as I don't |
385 # want the foxes to be too intelligent, although the implementation | |
386 # isn't well optimised yet | |
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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)] |
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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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393 self._gen_path(start, final_pos) |
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394 cost = self._cost_path(cand_path, gameboard) |
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395 if cost < min_cost: |
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396 min_cost = cost |
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397 min_path = cand_path |
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398 if not min_path: |
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|
399 return final_pos |
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400 return min_path[0] |
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|
401 |
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402 def _find_path_to_woodland(self, gameboard): |
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403 """Dive back to woodland through the landmarks""" |
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|
404 # find the closest point to our current location in walked path |
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405 if self.pos == self.landmarks[-1]: |
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406 if len(self.landmarks) > 1: |
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|
407 self.landmarks.pop() # Moving to the next landmark |
402
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401
diff
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|
408 if not gameboard.in_bounds(self.pos) and not self.hunting: |
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401
diff
changeset
|
409 # Safely out of sight |
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401
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changeset
|
410 self.safe = True |
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|
411 return self.pos |
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412 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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|
413 |
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changeset
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414 def _find_path_to_chicken(self, gameboard): |
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415 """Find the path to the closest chicken""" |
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416 # Find the closest chicken |
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417 min_dist = 999 |
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418 if self.closest not in gameboard.chickens: |
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419 # Either no target, or someone ate it |
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420 self.closest = None |
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421 for chicken in gameboard.chickens: |
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422 dist = chicken.pos.dist(self.pos) |
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423 if chicken.abode: |
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424 dist += 5 # Prefer free-ranging chickens |
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425 if len(chicken.weapons()) > 0: |
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|
426 dist += 5 # Prefer unarmed chickens |
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427 if dist < min_dist: |
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428 min_dist = dist |
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429 self.closest = chicken |
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430 if not self.closest: |
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431 # No more chickens, so leave |
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432 self.hunting = False |
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433 return self.pos |
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434 if self.closest.pos == self.pos: |
396
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|
435 # No need to move |
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|
436 return self.pos |
395
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diff
changeset
|
437 if self.closest.pos.to_tile_tuple() == self.pos.to_tile_tuple(): |
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diff
changeset
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438 # Only differ in z, so next step is in z |
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439 if self.closest.pos.z < self.pos.z: |
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|
440 new_z = self.pos.z - 1 |
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|
441 else: |
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442 new_z = self.pos.z + 1 |
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|
443 return Position(self.pos.x, self.pos.y, new_z) |
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444 return self._find_best_path_step(self.closest.pos, gameboard) |
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|
445 |
396
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changeset
|
446 def attack(self, gameboard): |
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changeset
|
447 """Attack a chicken""" |
401
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parents:
399
diff
changeset
|
448 chicken = gameboard.get_animal_at_pos(self.pos, 'chicken') |
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parents:
399
diff
changeset
|
449 if chicken: |
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parents:
399
diff
changeset
|
450 # Always attack a chicken we step on, even if not hunting |
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399
diff
changeset
|
451 self._catch_chicken(chicken, gameboard) |
396
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|
452 |
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453 def _catch_chicken(self, chicken, gameboard): |
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|
454 """Catch a chicken""" |
251
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|
455 chicken.damage(gameboard) |
145
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456 self.closest = None |
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457 self.hunting = False |
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458 self.last_steps = [] # Forget history here |
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|
459 |
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|
460 def _update_pos(self, gameboard, new_pos): |
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461 """Update the position, making sure we don't step on other foxes""" |
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|
462 if new_pos == self.pos: |
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463 # We're not moving, so we can skip all the checks |
149
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diff
changeset
|
464 return new_pos |
401
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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
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parents:
398
diff
changeset
|
466 if not blocked and new_pos.z == self.pos.z: |
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parents:
398
diff
changeset
|
467 # We're only worried about loops when not on a ladder |
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parents:
398
diff
changeset
|
468 blocked = new_pos in self.last_steps |
149
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|
469 final_pos = new_pos |
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53
diff
changeset
|
470 if blocked: |
399
3294929223bd
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parents:
398
diff
changeset
|
471 if new_pos.z != self.pos.z: |
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parents:
398
diff
changeset
|
472 # We can only move up and down a ladder |
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398
diff
changeset
|
473 moves = [Position(self.pos.x, self.pos.y, z) for z |
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parents:
398
diff
changeset
|
474 in range(self.pos.z-1, self.pos.z + 2) if z >= 0] |
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parents:
398
diff
changeset
|
475 else: |
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Cache fox positions to avoid a repeated loop
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parents:
398
diff
changeset
|
476 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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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
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parents:
398
diff
changeset
|
478 if Position(x,y) != self.pos and |
3294929223bd
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parents:
398
diff
changeset
|
479 Position(x, y) not in self.last_steps and |
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parents:
398
diff
changeset
|
480 self.pos.z == 0] |
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parents:
398
diff
changeset
|
481 # find the cheapest point in moves that's not blocked |
70
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53
diff
changeset
|
482 final_pos = None |
82
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Tweak fox avoidance behaviour
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72
diff
changeset
|
483 min_cost = 1000 |
70
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diff
changeset
|
484 for poss in moves: |
401
7405f7db469f
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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
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parents:
398
diff
changeset
|
486 continue # blocked |
82
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Tweak fox avoidance behaviour
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72
diff
changeset
|
487 cost = self._cost_tile(poss, gameboard) |
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72
diff
changeset
|
488 if cost < min_cost: |
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diff
changeset
|
489 min_cost = cost |
70
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diff
changeset
|
490 final_pos = poss |
257
fcaae2cfe3cd
Make foxes less determistic when avoiding other foxes
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parents:
251
diff
changeset
|
491 if cost == min_cost and random.randint(0, 1) > 0: |
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diff
changeset
|
492 # Add some randomness in this case |
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diff
changeset
|
493 final_pos = poss |
149
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diff
changeset
|
494 if not final_pos: |
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diff
changeset
|
495 # No good choice, so stay put |
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146
diff
changeset
|
496 return self.pos |
72
aa4bd93575d9
Fix some bound checking and tweak movement costs
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parents:
71
diff
changeset
|
497 if gameboard.in_bounds(final_pos): |
395
2d0ff46118e2
Basic support for z coordinate
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diff
changeset
|
498 this_tile = gameboard.tv.get(final_pos.to_tile_tuple()) |
72
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71
diff
changeset
|
499 else: |
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diff
changeset
|
500 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
70
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diff
changeset
|
501 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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diff
changeset
|
502 # We'll head back towards the holes we make/find |
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diff
changeset
|
503 self.landmarks.append(final_pos) |
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diff
changeset
|
504 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
241
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diff
changeset
|
505 self._dig(gameboard, final_pos) |
70
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diff
changeset
|
506 return self.pos |
149
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diff
changeset
|
507 self.last_steps.append(final_pos) |
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diff
changeset
|
508 if len(self.last_steps) > 3: |
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More memory for the foxes, to ensure we avoid short loops
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diff
changeset
|
509 self.last_steps.pop(0) |
70
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Make foxes move 'better' and break fences
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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
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Demolition foxes, including better fox selection.
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diff
changeset
|
512 def _dig(self, gameboard, dig_pos): |
92
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parents:
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diff
changeset
|
513 """Setup dig parameters, to be overridden if needed""" |
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Refactor Fox so we can have different types. Add a greedy fox
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514 self.tick = 5 |
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515 self.dig_pos = dig_pos |
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516 |
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517 def _make_hole(self, gameboard): |
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518 """Make a hole in the fence""" |
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519 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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520 # Another fox could have made the same hole this turn |
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521 if fence: |
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522 fence.damage(gameboard.tv) |
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523 self.dig_pos = None |
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524 |
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525 def move(self, gameboard): |
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526 """Foxes will aim to move towards the closest henhouse or free |
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527 chicken""" |
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528 if self.safe: |
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529 # We're safe, so do nothing |
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530 return |
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531 elif self.dig_pos: |
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532 if self.tick: |
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533 self.tick -= 1 |
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534 # We're still digging through the fence |
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535 # Check the another fox hasn't dug a hole for us |
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536 # We're too busy digging to notice if a hole appears nearby, |
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537 # but we'll notice if the fence we're digging vanishes |
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538 this_tile = gameboard.tv.get(self.dig_pos.to_tile_tuple()) |
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539 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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540 self.tick = 0 |
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541 else: |
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542 # We've dug through the fence, so make a hole |
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543 self._make_hole(gameboard) |
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544 return |
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545 elif self.hunting: |
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546 desired_pos = self._find_path_to_chicken(gameboard) |
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547 else: |
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548 desired_pos = self._find_path_to_woodland(gameboard) |
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549 final_pos = self._update_pos(gameboard, desired_pos) |
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550 self._fix_face(final_pos) |
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551 self.pos = final_pos |
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552 change_visible = False |
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553 # See if we're entering/leaving a building |
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554 building = gameboard.get_building(final_pos.to_tile_tuple()) |
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555 if building and self.outside(): |
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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 |
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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) |
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568 change_visible = True |
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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) |
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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) |
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575 |
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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 | 580 STEALTH = 60 |
130 | 581 IMAGE_FILE = 'sprites/ninja_fox.png' |
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582 CONFIG_NAME = 'ninja fox' |
114 | 583 |
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584 class DemoFox(Fox): |
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585 """Demolition Foxes destroy fences easily""" |
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586 |
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587 DIG_ANIMATION = animations.FenceExplosion |
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588 IMAGE_FILE = 'sprites/sapper_fox.png' |
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589 CONFIG_NAME = 'sapper fox' |
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590 |
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591 costs = Fox.costs.copy() |
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592 |
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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 |
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597 def _dig(self, gameboard, dig_pos): |
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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 |
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601 self.DIG_ANIMATION(gameboard.tv, dig_pos.to_tile_tuple()) |
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602 self._make_hole(gameboard) |
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603 |
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604 class GreedyFox(Fox): |
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605 """Greedy foxes eat more chickens""" |
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606 CONFIG_NAME = 'greedy fox' |
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607 |
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608 def __init__(self, pos): |
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609 Fox.__init__(self, pos) |
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610 self.chickens_eaten = 0 |
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611 |
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612 def _catch_chicken(self, chicken, gameboard): |
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613 chicken.damage(gameboard) |
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614 self.closest = None |
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615 self.chickens_eaten += 1 |
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616 if self.chickens_eaten > 2: |
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617 self.hunting = False |
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618 self.last_steps = [] |
114 | 619 |
290 | 620 class Rinkhals(Fox): |
621 """The Rinkhals has eclectic tastes""" | |
622 STEALTH = 80 | |
623 IMAGE_FILE = 'sprites/rinkhals.png' | |
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624 CONFIG_NAME = 'rinkhals' |
290 | 625 |
626 def _catch_chicken(self, chicken, gameboard): | |
627 """The Rinkhals hunts for sport, catch and release style""" | |
628 self.closest = None | |
629 self.hunting = False | |
630 self.last_steps = [] | |
631 | |
632 def _make_hole(self, gameboard): | |
633 """The Rinkhals eats fences""" | |
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634 fence = gameboard.get_building(self.dig_pos.to_tile_tuple()) |
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635 if fence: |
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636 fence.remove(gameboard.tv) |
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637 gameboard.remove_building(fence) |
290 | 638 self.dig_pos = None |
639 | |
640 def damage(self, gameboard): | |
641 """The Rinkhals is invincible!""" | |
642 return True | |
643 | |
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644 def _get_vision_param(parameter, watcher): |
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645 param = getattr(watcher, parameter) |
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646 if watcher.abode: |
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647 modifier = getattr(watcher.abode.building, 'MODIFY_'+parameter, lambda r: r) |
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648 param = modifier(param) |
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649 return param |
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650 |
114 | 651 def visible(watcher, watchee): |
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652 vision_bonus = _get_vision_param('VISION_BONUS', watcher) |
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Buildings can affect visual acuity.
Jeremy Thurgood <firxen@gmail.com>
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653 range_penalty = _get_vision_param('VISION_RANGE_PENALTY', watcher) |
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654 distance = watcher.pos.dist(watchee.pos) - 1 |
114 | 655 roll = random.randint(1, 100) |
199
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656 return roll > watchee.STEALTH - vision_bonus + range_penalty*distance |
389
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657 |
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Neil Muller <drnlmuller@gmail.com>
parents:
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658 # These don't have to add up to 100, but it's easier to think |
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659 # about them if they do. |
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660 DEFAULT_FOX_WEIGHTINGS = ( |
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661 (Fox, 59), |
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Neil Muller <drnlmuller@gmail.com>
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662 (GreedyFox, 30), |
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Neil Muller <drnlmuller@gmail.com>
parents:
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663 (NinjaFox, 5), |
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664 (DemoFox, 5), |
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parents:
380
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665 (Rinkhals, 1), |
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Neil Muller <drnlmuller@gmail.com>
parents:
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666 ) |
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Add basic level support (level choosing needs work)
Neil Muller <drnlmuller@gmail.com>
parents:
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667 |