Mercurial > rinkhals
annotate gamelib/animal.py @ 174:ff168162974e
armour gets damaged
author | Adrianna Pińska <adrianna.pinska@gmail.com> |
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date | Thu, 03 Sep 2009 23:11:11 +0000 |
parents | 9ea53eb919cf |
children | 6854e706dcdf |
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 |
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14 class Animal(Sprite): |
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15 """Base class for animals""" |
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16 |
114 | 17 STEALTH = 0 |
18 | |
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19 def __init__(self, image_left, image_right, tile_pos): |
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20 # Create the animal somewhere far off screen |
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21 Sprite.__init__(self, image_left, (-1000, -1000)) |
146 | 22 self._image_left = image_left |
23 self.image_left = image_left.copy() | |
24 self._image_right = image_right | |
25 self.image_right = image_right.copy() | |
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26 if hasattr(tile_pos, 'to_tuple'): |
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27 self.pos = tile_pos |
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28 else: |
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29 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 30 self.equipment = [] |
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31 self.abode = None |
146 | 32 self.facing = 'left' |
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33 |
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34 def loop(self, tv, _sprite): |
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35 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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36 self.rect.x = ppos[0] |
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37 self.rect.y = ppos[1] |
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38 |
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39 def move(self, state): |
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40 """Given the game state, return a new position for the object""" |
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41 # Default is not to move |
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42 pass |
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43 |
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44 def set_pos(self, tile_pos): |
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45 """Move an animal to the given tile_pos.""" |
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46 new_pos = Position(*tile_pos) |
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47 self._fix_face(new_pos) |
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48 self.pos = new_pos |
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49 |
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50 def _fix_face(self, final_pos): |
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51 """Set the face correctly""" |
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52 if final_pos.left_of(self.pos): |
146 | 53 self._set_image_facing('left') |
54 elif final_pos.right_of(self.pos): | |
55 self._set_image_facing('right') | |
56 | |
57 def _set_image_facing(self, facing): | |
58 self.facing = facing | |
59 if self.facing == 'left': | |
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60 self.setimage(self.image_left) |
146 | 61 elif self.facing == 'right': |
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62 self.setimage(self.image_right) |
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63 |
84 | 64 def equip(self, item): |
65 self.equipment.append(item) | |
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66 self.redraw() |
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67 |
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68 def unequip(self, item): |
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69 self.equipment = [e for e in self.equipment if e != item] |
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70 self.redraw() |
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71 |
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72 def redraw(self): |
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73 self.image_left = self._image_left.copy() |
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74 self.image_right = self._image_right.copy() |
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75 self.equipment.sort(key=lambda x: x.DRAW_LAYER) |
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76 for item in self.equipment: |
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77 self.draw_equipment(item) |
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78 self._set_image_facing(self.facing) |
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79 |
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80 def draw_equipment(self, item): |
146 | 81 if not hasattr(self, 'EQUIPMENT_IMAGE_ATTRIBUTE'): |
82 return | |
83 eq_image_attr = getattr(item, self.EQUIPMENT_IMAGE_ATTRIBUTE, 'None') | |
84 if not eq_image_attr: | |
85 return | |
86 eq_image_left = imagecache.load_image(eq_image_attr) | |
87 eq_image_right = imagecache.load_image(eq_image_attr, ("right_facing",)) | |
88 self.image_left.blit(eq_image_left, (0, 0)) | |
89 self.image_right.blit(eq_image_right, (0, 0)) | |
84 | 90 |
91 def weapons(self): | |
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92 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 93 |
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94 def armour(self): |
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95 return [e for e in self.equipment if equipment.is_armour(e)] |
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96 |
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97 def covers(self, tile_pos): |
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98 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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99 |
125 | 100 def outside(self): |
101 return self.abode is None | |
102 | |
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103 def survive_damage(self): |
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104 for a in self.armour(): |
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105 if not a.survive_damage(): |
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106 self.unequip(a) |
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107 return True |
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108 return False |
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109 |
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110 class Chicken(Animal): |
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111 """A chicken""" |
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112 |
146 | 113 EQUIPMENT_IMAGE_ATTRIBUTE = 'CHICKEN_IMAGE_FILE' |
114 | |
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115 def __init__(self, pos): |
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116 image_left = imagecache.load_image('sprites/chkn.png') |
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117 image_right = imagecache.load_image('sprites/chkn.png', |
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118 ("right_facing",)) |
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119 Animal.__init__(self, image_left, image_right, pos) |
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120 self.egg = None |
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121 self.egg_counter = 0 |
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122 |
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123 def move(self, gameboard): |
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124 """A free chicken will move away from other free chickens""" |
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125 pass |
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126 |
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127 def lay(self): |
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128 """See if the chicken lays an egg""" |
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129 if not self.egg: |
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130 self.egg = Egg(self.pos) |
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131 |
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132 def hatch(self): |
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133 """See if we have an egg to hatch""" |
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134 if self.egg: |
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135 return self.egg.hatch() |
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136 return None |
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137 |
84 | 138 def _find_killable_fox(self, weapon, gameboard): |
139 """Choose a random fox within range of this weapon.""" | |
140 killable_foxes = [] | |
141 for fox in gameboard.foxes: | |
114 | 142 if not visible(self, fox): |
143 continue | |
84 | 144 if weapon.in_range(gameboard, self, fox): |
145 killable_foxes.append(fox) | |
146 if not killable_foxes: | |
147 return None | |
148 return random.choice(killable_foxes) | |
149 | |
150 def attack(self, gameboard): | |
151 """An armed chicken will attack a fox within range.""" | |
152 if not self.weapons(): | |
153 # Not going to take on a fox bare-winged. | |
154 return | |
155 # Choose the first weapon equipped. | |
156 weapon = self.weapons()[0] | |
157 fox = self._find_killable_fox(weapon, gameboard) | |
158 if not fox: | |
159 return | |
160 if weapon.hit(gameboard, self, fox): | |
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161 sound.play_sound("kill-fox.ogg") |
84 | 162 gameboard.kill_fox(fox) |
163 | |
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164 class Egg(Animal): |
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165 """An egg""" |
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166 |
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167 def __init__(self, pos): |
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168 image = imagecache.load_image('sprites/egg.png') |
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169 Animal.__init__(self, image, image, pos) |
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170 self.counter = 2 |
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171 |
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172 # Eggs don't move |
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173 |
171
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174 def hatch(self): |
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175 self.counter -= 1 |
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176 if self.counter == 0: |
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177 return Chicken(self.pos) |
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178 return None |
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179 |
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180 class Fox(Animal): |
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181 """A fox""" |
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182 |
114 | 183 STEALTH = 20 |
130 | 184 IMAGE_FILE = 'sprites/fox.png' |
114 | 185 |
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186 costs = { |
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187 # weighting for movement calculation |
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188 'grassland' : 2, |
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189 'woodland' : 1, # Try to keep to the woods if possible |
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190 'broken fence' : 2, |
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191 'fence' : 10, |
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192 'guardtower' : 2, # We can pass under towers |
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193 'henhouse' : 30, # Don't go into a henhouse unless we're going to |
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194 # catch a chicken there |
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195 'hendominium' : 30, |
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196 } |
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197 |
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198 def __init__(self, pos): |
130 | 199 image_left = imagecache.load_image(self.IMAGE_FILE) |
200 image_right = imagecache.load_image(self.IMAGE_FILE, ("right_facing",)) | |
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201 Animal.__init__(self, image_left, image_right, pos) |
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202 self.landmarks = [self.pos] |
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203 self.hunting = True |
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204 self.dig_pos = None |
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205 self.tick = 0 |
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206 self.safe = False |
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207 self.closest = None |
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208 self.last_steps = [] |
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209 |
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210 def _cost_tile(self, pos, gameboard): |
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211 if gameboard.in_bounds(pos): |
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212 this_tile = gameboard.tv.get(pos.to_tuple()) |
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213 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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214 else: |
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215 cost = 100 # Out of bounds is expensive |
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216 return cost |
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217 |
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218 def _cost_path(self, path, gameboard): |
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219 """Calculate the cost of a path""" |
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220 total = 0 |
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221 for pos in path: |
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222 total += self._cost_tile(pos, gameboard) |
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223 return total |
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224 |
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225 def _gen_path(self, start_pos, final_pos): |
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226 """Construct a direct path from start_pos to final_pos, |
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227 excluding start_pos""" |
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228 if abs(start_pos.x - final_pos.x) < 2 and \ |
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229 abs(start_pos.y - final_pos.y) < 2: |
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230 # pgu gets this case wrong on occasion. |
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231 return [final_pos] |
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232 start = start_pos.to_tuple() |
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233 end = final_pos.to_tuple() |
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234 points = getline(start, end) |
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235 points.remove(start) # exclude start_pos |
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236 if end not in points: |
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237 # Rounding errors in getline cause this |
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238 points.append(end) |
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239 return [Position(x[0], x[1]) for x in points] |
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240 |
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241 def _find_best_path_step(self, final_pos, gameboard): |
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242 """Find the cheapest path to final_pos, and return the next step |
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243 along the path.""" |
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244 # We calculate the cost of the direct path |
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245 direct_path = self._gen_path(self.pos, final_pos) |
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246 min_cost = self._cost_path(direct_path, gameboard) |
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247 min_path = direct_path |
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248 # is there a point nearby that gives us a cheaper direct path? |
71 | 249 # This is delibrately not finding the optimal path, as I don't |
250 # want the foxes to be too intelligent, although the implementation | |
251 # isn't well optimised yet | |
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252 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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253 for y in range(self.pos.y - 3, self.pos.y + 4) |
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254 if (x, y) != (0,0)] |
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255 for start in poss: |
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256 cand_path = self._gen_path(self.pos, start) + \ |
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257 self._gen_path(start, final_pos) |
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258 cost = self._cost_path(cand_path, gameboard) |
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259 if cost < min_cost: |
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260 min_cost = cost |
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261 min_path = cand_path |
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262 if not min_path: |
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263 return final_pos |
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264 return min_path[0] |
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265 |
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266 def _find_path_to_woodland(self, gameboard): |
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267 """Dive back to woodland through the landmarks""" |
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268 # find the closest point to our current location in walked path |
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269 if self.pos == self.landmarks[-1]: |
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270 if len(self.landmarks) > 1: |
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271 self.landmarks.pop() # Moving to the next landmark |
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272 else: |
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273 # Safely back at the start |
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274 self.safe = True |
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275 return self.pos |
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276 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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277 |
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278 def _find_path_to_chicken(self, gameboard): |
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279 """Find the path to the closest chicken""" |
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280 # Find the closest chicken |
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281 min_dist = 999 |
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282 if self.closest not in gameboard.chickens: |
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283 # Either no target, or someone ate it |
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284 for chicken in gameboard.chickens: |
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285 dist = chicken.pos.dist(self.pos) |
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286 if chicken.abode: |
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287 dist += 10 # Prefer free-ranging chickens |
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288 if dist < min_dist: |
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289 min_dist = dist |
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290 self.closest = chicken |
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291 if not self.closest: |
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292 # No more chickens, so leave |
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293 self.hunting = False |
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294 return self.pos |
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295 if self.closest.pos == self.pos: |
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296 # Caught a chicken |
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297 self._catch_chicken(self.closest, gameboard) |
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298 return self.pos |
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299 return self._find_best_path_step(self.closest.pos, gameboard) |
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300 |
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301 def _catch_chicken(self, chicken, gameboard): |
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302 """Catch a chicken""" |
174
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303 if not chicken.survive_damage(): |
158
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304 sound.play_sound("kill-chicken.ogg") |
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305 gameboard.remove_chicken(chicken) |
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306 self.closest = None |
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307 self.hunting = False |
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308 self.last_steps = [] # Forget history here |
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309 |
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310 def _update_pos(self, gameboard, new_pos): |
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311 """Update the position, making sure we don't step on other foxes""" |
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312 if new_pos == self.pos: |
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313 # We're not moving, so we can skip all the checks |
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314 return new_pos |
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315 final_pos = new_pos |
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316 blocked = final_pos in self.last_steps |
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317 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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318 for y in range(self.pos.y-1, self.pos.y + 2) |
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319 if Position(x,y) != self.pos and \ |
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320 Position(x, y) not in self.last_steps] |
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321 for fox in gameboard.foxes: |
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322 if fox is not self and fox.pos == final_pos: |
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323 blocked = True |
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324 if fox.pos in moves: |
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325 moves.remove(fox.pos) |
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326 if blocked: |
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327 # find the cheapest point in moves to new_pos that's not blocked |
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328 final_pos = None |
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329 min_cost = 1000 |
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330 for poss in moves: |
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331 cost = self._cost_tile(poss, gameboard) |
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332 if cost < min_cost: |
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333 min_cost = cost |
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334 final_pos = poss |
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335 if not final_pos: |
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336 # No good choice, so stay put |
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337 return self.pos |
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338 if gameboard.in_bounds(final_pos): |
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339 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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340 else: |
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341 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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342 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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343 # We'll head back towards the holes we make/find |
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344 self.landmarks.append(final_pos) |
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345 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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346 self._dig(final_pos) |
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347 return self.pos |
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348 self.last_steps.append(final_pos) |
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349 if len(self.last_steps) > 3: |
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350 self.last_steps.pop(0) |
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351 return final_pos |
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352 |
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353 def _dig(self, dig_pos): |
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354 """Setup dig parameters, to be overridden if needed""" |
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355 self.tick = 5 |
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356 self.dig_pos = dig_pos |
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357 |
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358 def _make_hole(self, gameboard): |
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359 """Make a hole in the fence""" |
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360 gameboard.tv.set(self.dig_pos.to_tuple(), |
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361 tiles.REVERSE_TILE_MAP['broken fence']) |
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362 self.dig_pos = None |
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363 |
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364 def move(self, gameboard): |
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365 """Foxes will aim to move towards the closest henhouse or free |
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366 chicken""" |
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367 if self.dig_pos: |
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368 if self.tick: |
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369 self.tick -= 1 |
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370 # We're still digging through the fence |
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371 # Check the another fox hasn't dug a hole for us |
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372 # We're too busy digging to notice if a hole appears nearby, |
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373 # but we'll notice if the fence we're digging vanishes |
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374 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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375 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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376 self.tick = 0 |
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377 return |
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378 else: |
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379 # We've dug through the fence, so make a hole |
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380 self._make_hole(gameboard) |
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381 return |
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382 if self.hunting: |
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383 desired_pos = self._find_path_to_chicken(gameboard) |
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384 else: |
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385 desired_pos = self._find_path_to_woodland(gameboard) |
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386 final_pos = self._update_pos(gameboard, desired_pos) |
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387 self._fix_face(final_pos) |
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388 self.pos = final_pos |
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389 |
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390 class NinjaFox(Fox): |
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391 """Ninja foxes are hard to see""" |
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392 |
114 | 393 STEALTH = 60 |
130 | 394 IMAGE_FILE = 'sprites/ninja_fox.png' |
114 | 395 |
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396 class DemoFox(Fox): |
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397 """Demolition Foxes destroy fences easily""" |
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398 |
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399 class GreedyFox(Fox): |
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400 """Greedy foxes eat more chickens""" |
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401 |
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402 def __init__(self, pos): |
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403 Fox.__init__(self, pos) |
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404 self.chickens_eaten = 0 |
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405 |
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406 def _catch_chicken(self, chicken, gameboard): |
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407 gameboard.remove_chicken(chicken) |
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408 self.closest = None |
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409 self.chickens_eaten += 1 |
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410 if self.chickens_eaten > 2: |
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411 self.hunting = False |
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412 self.last_steps = [] |
114 | 413 |
414 def visible(watcher, watchee): | |
415 roll = random.randint(1, 100) | |
416 distance = watcher.pos.dist(watchee.pos) - 1 | |
417 return roll > watchee.STEALTH + 10*distance |