annotate gamelib/gameboard.py @ 73:f3ce3346e25e

Spawn foxes jsut outside the map
author Neil Muller <drnlmuller@gmail.com>
date Mon, 31 Aug 2009 22:44:37 +0000
parents 18db99fda6bd
children 65958516c7d9
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1 import random
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2
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3 import pygame
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4 from pygame.locals import MOUSEBUTTONDOWN, KEYDOWN, K_UP, K_DOWN, K_LEFT, K_RIGHT
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5 from pgu import gui
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6
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7 import data
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8 import tiles
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9 import constants
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10 import buildings
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11 import animal
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12
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13 class OpaqueLabel(gui.Label):
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14 def paint(self, s):
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15 s.fill(self.style.background)
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16 gui.Label.paint(self, s)
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17
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18 def update_value(self, value):
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19 self.value = value
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20 self.style.width, self.style.height = self.font.size(self.value)
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21 self.repaint()
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23
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24 class ToolBar(gui.Table):
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25 def __init__(self, gameboard, **params):
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26 gui.Table.__init__(self, **params)
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27 self.gameboard = gameboard
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28 self.cash_counter = OpaqueLabel("Groats: ", color=constants.FG_COLOR)
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29 self.tr()
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30 self.add(self.cash_counter)
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31 self.add_tool_button("Sell chicken", constants.TOOL_SELL_CHICKEN)
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32 self.add_tool_button("Sell egg", constants.TOOL_SELL_EGG)
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33 self.add_tool_button("Sell building", constants.TOOL_SELL_BUILDING)
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34 self.add_tool_button("Buy fence", constants.TOOL_BUY_FENCE)
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35 for building_cls in buildings.BUILDINGS:
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36 self.add_tool_button("Buy %s" % (building_cls.NAME,), building_cls)
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37
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38 day_done_button = gui.Button("Finished Day")
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39 day_done_button.connect(gui.CLICK, self.day_done)
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40 self.tr()
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41 self.td(day_done_button, style={"padding_top": 30})
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43 def day_done(self):
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44 import engine
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45 pygame.event.post(engine.START_NIGHT)
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46
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47 def update_cash_counter(self, amount):
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48 self.cash_counter.update_value("Groats: %s" % amount)
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49 self.repaint()
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50
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51 def add_tool_button(self, text, tool):
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52 button = gui.Button(text)
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53 button.connect(gui.CLICK, lambda: self.gameboard.set_selected_tool(tool))
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54 self.tr()
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55 self.add(button)
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56
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57
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58 class VidWidget(gui.Widget):
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59 def __init__(self, gameboard, vid, **params):
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60 gui.Widget.__init__(self, **params)
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61 self.gameboard = gameboard
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62 vid.bounds = pygame.Rect((0, 0), vid.tile_to_view(vid.size))
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63 self.vid = vid
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64 self.width = params.get('width', 0)
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65 self.height = params.get('height', 0)
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66
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67 def paint(self, surface):
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68 self.vid.paint(surface)
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69
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70 def update(self, surface):
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71 return self.vid.update(surface)
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72
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73 def resize(self, width=0, height=0):
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74 if width is not None:
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75 self.width = width
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76 if height is not None:
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77 self.height = height
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78 return self.width, self.height
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79
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80 def move_view(self, x, y):
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81 self.vid.view.move_ip((x, y))
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82
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83 def event(self, e):
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84 if e.type == MOUSEBUTTONDOWN:
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85 self.gameboard.use_tool(e)
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86
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87
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88 class GameBoard(object):
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89 TILE_DIMENSIONS = (20, 20)
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90 TOOLBAR_WIDTH = 140
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91
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92 GRASSLAND = tiles.REVERSE_TILE_MAP['grassland']
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93 FENCE = tiles.REVERSE_TILE_MAP['fence']
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94 BROKEN_FENCE = tiles.REVERSE_TILE_MAP['broken fence']
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95
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96 def __init__(self):
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97 self.tv = tiles.FarmVid()
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98 self.tv.tga_load_tiles(data.filepath('tiles.tga'), self.TILE_DIMENSIONS)
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99 self.tv.png_folder_load_tiles(data.filepath('tiles'))
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100 self.tv.tga_load_level(data.filepath('level1.tga'))
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101 self.create_disp()
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102
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103 self.selected_tool = None
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104 self.chickens = []
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105 self.foxes = []
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106 self.buildings = []
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107 self.cash = 0
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108 self.add_cash(constants.STARTING_CASH)
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109
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110 self.fix_buildings()
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111
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112 def create_disp(self):
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113 width, height = pygame.display.get_surface().get_size()
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114 tbl = gui.Table()
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115 tbl.tr()
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116 self.toolbar = ToolBar(self)
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117 tbl.td(self.toolbar, width=self.TOOLBAR_WIDTH)
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118 self.tvw = VidWidget(self, self.tv, width=width-self.TOOLBAR_WIDTH, height=height)
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119 tbl.td(self.tvw)
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120 self.disp = gui.App()
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121 self.disp.init(tbl)
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122
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123 def paint(self, screen):
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124 self.disp.paint(screen)
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125
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126 def update(self, screen):
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127 self.tvw.reupdate()
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128 return self.disp.update(screen)
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129
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130 def loop(self):
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131 self.tv.loop()
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132
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133 def set_selected_tool(self, tool):
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134 self.selected_tool = tool
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135
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136 def in_bounds(self, pos):
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137 """Check if a position is within the game boundaries"""
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138 if pos.x < 0 or pos.y < 0:
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139 return False
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140 width, height = self.tv.size
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141 if pos.x >= width or pos.y >= height:
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diff changeset
142 return False
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
143 return True
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
144
17
cbbc5da7708a Interaction with the game board.
Jeremy Thurgood <firxen@gmail.com>
parents: 14
diff changeset
145 def use_tool(self, e):
52
0d4799866bcf Sell chickens and buy fences.
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diff changeset
146 if self.selected_tool == constants.TOOL_SELL_CHICKEN:
54
b8f64db0d39e Cleaned up buying and selling a bit.
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parents: 52
diff changeset
147 self.sell_chicken(e.pos)
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
148 elif self.selected_tool == constants.TOOL_SELL_EGG:
52
0d4799866bcf Sell chickens and buy fences.
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parents: 40
diff changeset
149 pass
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
150 elif self.selected_tool == constants.TOOL_BUY_FENCE:
54
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parents: 52
diff changeset
151 self.buy_fence(self.tv.screen_to_tile(e.pos))
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
152 elif self.selected_tool == constants.TOOL_SELL_BUILDING:
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
153 self.sell_building(self.tv.screen_to_tile(e.pos))
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
154 elif buildings.is_building(self.selected_tool):
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
155 self.buy_building(self.tv.screen_to_tile(e.pos), self.selected_tool)
17
cbbc5da7708a Interaction with the game board.
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parents: 14
diff changeset
156
54
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parents: 52
diff changeset
157 def get_chicken(self, pos):
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parents: 52
diff changeset
158 for chick in self.chickens:
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parents: 52
diff changeset
159 if chick.rect.collidepoint(pos):
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diff changeset
160 return chick
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parents: 52
diff changeset
161 return None
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
162
54
b8f64db0d39e Cleaned up buying and selling a bit.
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parents: 52
diff changeset
163 def sell_chicken(self, pos):
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parents: 52
diff changeset
164 chick = self.get_chicken(pos)
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parents: 52
diff changeset
165 if chick is None:
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parents: 52
diff changeset
166 return
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parents: 52
diff changeset
167 if len(self.chickens) == 1:
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parents: 52
diff changeset
168 print "You can't sell your last chicken!"
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diff changeset
169 return
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parents: 52
diff changeset
170 self.add_cash(constants.SELL_PRICE_CHICKEN)
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parents: 52
diff changeset
171 self.remove_chicken(chick)
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parents: 52
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172
b8f64db0d39e Cleaned up buying and selling a bit.
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diff changeset
173 def buy_fence(self, tile_pos):
69
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
174 this_tile = self.tv.get(tile_pos)
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
175 if this_tile not in [self.GRASSLAND, self.BROKEN_FENCE]:
54
b8f64db0d39e Cleaned up buying and selling a bit.
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parents: 52
diff changeset
176 return
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parents: 52
diff changeset
177 if self.cash < constants.BUY_PRICE_FENCE:
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parents: 52
diff changeset
178 print "You can't afford a fence."
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parents: 52
diff changeset
179 return
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parents: 52
diff changeset
180 self.add_cash(-constants.BUY_PRICE_FENCE)
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
181 self.tv.set(tile_pos, self.FENCE)
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parents: 65
diff changeset
182
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
183 def sell_fence(self, tile_pos):
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
184 if self.tv.get(tile_pos) != self.FENCE:
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
Simon Cross <hodgestar@gmail.com>
parents: 65
diff changeset
185 return
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
186 self.add_cash(constants.SELL_PRICE_FENCE)
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
187 self.tv.set(tile_pos, self.GRASSLAND)
54
b8f64db0d39e Cleaned up buying and selling a bit.
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diff changeset
188
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
189 def buy_building(self, tile_pos, building_cls):
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parents: 64
diff changeset
190 building = building_cls(tile_pos)
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 60
diff changeset
191 if self.cash < building.buy_price():
57
08665fa60345 Implement henhouses and henhouse adding.
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parents: 54
diff changeset
192 return
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 60
diff changeset
193 if building.place(self.tv):
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
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parents: 60
diff changeset
194 self.add_cash(-building.buy_price())
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diff changeset
195 self.add_building(building)
60
e2631c8e2cd6 Implement guard towers (with temporary sprite PNG).
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diff changeset
196
65
7e9c8ad06d32 Implement building selling.
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diff changeset
197 def sell_building(self, tile_pos):
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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diff changeset
198 if self.tv.get(tile_pos) == self.FENCE:
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diff changeset
199 return self.sell_fence(tile_pos)
65
7e9c8ad06d32 Implement building selling.
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diff changeset
200 for building in self.buildings:
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diff changeset
201 if building.covers(tile_pos):
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diff changeset
202 self.add_cash(building.sell_price())
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diff changeset
203 building.remove(self.tv)
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204 self.remove_building(building)
66
edc15ce8fa30 Implement fence selling (a bit hackish, but fine for now).
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parents: 65
diff changeset
205 break
65
7e9c8ad06d32 Implement building selling.
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diff changeset
206
14
d7f295c06a4b Split gameboard screen.
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parents: 12
diff changeset
207 def event(self, e):
39
ec79aabe2bf1 Scroll game window with arrow keys.
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diff changeset
208 if e.type == KEYDOWN:
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parents: 37
diff changeset
209 if e.key == K_UP:
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diff changeset
210 self.tvw.move_view(0, -self.TILE_DIMENSIONS[1])
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parents: 37
diff changeset
211 if e.key == K_DOWN:
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parents: 37
diff changeset
212 self.tvw.move_view(0, self.TILE_DIMENSIONS[1])
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parents: 37
diff changeset
213 if e.key == K_LEFT:
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parents: 37
diff changeset
214 self.tvw.move_view(-self.TILE_DIMENSIONS[0], 0)
ec79aabe2bf1 Scroll game window with arrow keys.
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parents: 37
diff changeset
215 if e.key == K_RIGHT:
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parents: 37
diff changeset
216 self.tvw.move_view(self.TILE_DIMENSIONS[0], 0)
ec79aabe2bf1 Scroll game window with arrow keys.
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parents: 37
diff changeset
217 else:
ec79aabe2bf1 Scroll game window with arrow keys.
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parents: 37
diff changeset
218 self.disp.event(e)
25
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
219
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
220 def clear_foxes(self):
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parents: 24
diff changeset
221 for fox in self.foxes:
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parents: 24
diff changeset
222 self.tv.sprites.remove(fox)
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parents: 24
diff changeset
223 self.foxes = [] # Remove all the foxes
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parents: 24
diff changeset
224
29
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
225 def move_foxes(self):
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
226 for fox in self.foxes:
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
227 fox.move(self)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
228
25
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
229 def add_chicken(self, chicken):
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
230 self.chickens.append(chicken)
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
231 self.tv.sprites.append(chicken)
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
232
6d6ab0c1479d Add placing some chickens and foxes
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parents: 24
diff changeset
233 def add_fox(self, fox):
6d6ab0c1479d Add placing some chickens and foxes
Neil Muller <drnlmuller@gmail.com>
parents: 24
diff changeset
234 self.foxes.append(fox)
6d6ab0c1479d Add placing some chickens and foxes
Neil Muller <drnlmuller@gmail.com>
parents: 24
diff changeset
235 self.tv.sprites.append(fox)
29
2e88c680672c Minimal fox raid logic
Neil Muller <drnlmuller@gmail.com>
parents: 25
diff changeset
236
64
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
237 def add_building(self, building):
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
238 self.buildings.append(building)
99fbb652ce8d Refactor buildings so that new ones can be added just by adding a class to buildings.py.
Simon Cross <hodgestar@gmail.com>
parents: 60
diff changeset
239 self.tv.sprites.append(building)
60
e2631c8e2cd6 Implement guard towers (with temporary sprite PNG).
Simon Cross <hodgestar@gmail.com>
parents: 57
diff changeset
240
29
2e88c680672c Minimal fox raid logic
Neil Muller <drnlmuller@gmail.com>
parents: 25
diff changeset
241 def remove_fox(self, fox):
2e88c680672c Minimal fox raid logic
Neil Muller <drnlmuller@gmail.com>
parents: 25
diff changeset
242 if fox in self.foxes:
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
243 self.foxes.remove(fox)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
244 self.tv.sprites.remove(fox)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
245
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
246 def remove_chicken(self, chick):
2e88c680672c Minimal fox raid logic
Neil Muller <drnlmuller@gmail.com>
parents: 25
diff changeset
247 if chick in self.chickens:
2e88c680672c Minimal fox raid logic
Neil Muller <drnlmuller@gmail.com>
parents: 25
diff changeset
248 self.chickens.remove(chick)
2e88c680672c Minimal fox raid logic
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parents: 25
diff changeset
249 self.tv.sprites.remove(chick)
40
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
250
65
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
251 def remove_building(self, building):
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
252 if building in self.buildings:
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
253 self.buildings.remove(building)
7e9c8ad06d32 Implement building selling.
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parents: 64
diff changeset
254 self.tv.sprites.remove(building)
7e9c8ad06d32 Implement building selling.
Simon Cross <hodgestar@gmail.com>
parents: 64
diff changeset
255
40
678421bd58ee Money counter with very ugly display hack.
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parents: 39
diff changeset
256 def add_cash(self, amount):
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
257 self.cash += amount
678421bd58ee Money counter with very ugly display hack.
Jeremy Thurgood <firxen@gmail.com>
parents: 39
diff changeset
258 self.toolbar.update_cash_counter(self.cash)
67
9171d9b9ab35 Sanity check and fix up buildings on map after loading.
Simon Cross <hodgestar@gmail.com>
parents: 66
diff changeset
259
69
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
260 def update_chickens(self):
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
261 """Update the chickens state at the start of the new day"""
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
262 # Currently random chickens appear
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
263 # Very simple, we walk around the tilemap, and, for each farm tile,
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
264 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
265 # or we run out of board
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
266 x, y = 0, 0
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
267 width, height = self.tv.size
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
268 while len(self.chickens) < 5:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
269 if x < width:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
270 tile = self.tv.get((x, y))
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
271 else:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
272 y += 1
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
273 if y >= height:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
274 break
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
275 x = 0
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
276 continue
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
277 # See if we place a chicken
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
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parents: 68
diff changeset
278 if 'grassland' == tiles.TILE_MAP[tile]:
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
279 # Farmland
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
280 roll = random.randint(1, 20)
18db99fda6bd Move spawing code from engine to gameboard - seems more natural.
Neil Muller <drnlmuller@gmail.com>
parents: 68
diff changeset
281 # We don't place within a tile of the fence, this is to make things
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282 # easier
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283 for xx in range(x-1, x+2):
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284 if xx >= width or xx < 0:
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285 continue
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286 for yy in range(y-1, y+2):
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287 if yy >= height or yy < 0:
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288 continue
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289 neighbour = self.tv.get((xx, yy))
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290 if 'fence' == tiles.TILE_MAP[neighbour]:
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291 # Fence
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292 roll = 10
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293 if roll == 1:
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294 # Create a chicken
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295 chick = animal.Chicken((x, y))
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296 self.add_chicken(chick)
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297 x += 1
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298
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299 def spawn_foxes(self):
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300 """The foxes come at night, and this is where they come from."""
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301 # Foxes spawn just outside the map
69
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302 x, y = 0, 0
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303 width, height = self.tv.size
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304 new_foxes = random.randint(3, 7)
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305 while len(self.foxes) < new_foxes:
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306 side = random.randint(0, 3)
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307 if side == 0:
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308 # top
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309 y = -1
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310 x = random.randint(-1, width)
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311 elif side == 1:
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312 # bottom
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313 y = height
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314 x = random.randint(-1, width)
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315 elif side == 2:
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316 # left
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317 x = -1
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318 y = random.randint(-1, height)
69
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319 else:
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320 x = width
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321 y = random.randint(-1, height)
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322 skip = False
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323 for other_fox in self.foxes:
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324 if other_fox.pos.x == x and other_fox.pos.y == y:
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325 skip = True # Choose a new position
69
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326 break
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327 if not skip:
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328 fox = animal.Fox((x, y))
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329 self.add_fox(fox)
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330
67
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331 def fix_buildings(self):
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332 """Go through the level map looking for buildings that haven't
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333 been added to self.buildings and adding them.
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334
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335 Where partial buildings exist (i.e. places where the building
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336 cannot fit on the available tiles) the building is added anyway
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337 to the top left corner.
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338
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339 Could be a lot faster.
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340 """
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341 tile_to_building = dict((b.TILE_NO, b) for b in buildings.BUILDINGS)
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342
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343 w, h = self.tv.size
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344 for x in xrange(w):
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345 for y in xrange(h):
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346 tile_pos = (x, y)
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347 tile_no = self.tv.get(tile_pos)
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348 if tile_no not in tile_to_building:
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349 continue
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350
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351 covered = False
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352 for building in self.buildings:
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353 if building.covers(tile_pos):
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354 covered = True
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355 break
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356
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357 if covered:
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358 continue
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359
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360 building_cls = tile_to_building[tile_no]
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361 building = building_cls(tile_pos)
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362 building.remove(self.tv)
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363 building.place(self.tv)
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364 self.add_building(building)