source: nagslang/game_object.py @ 614:baff8131cd73

Last change on this file since 614:baff8131cd73 was 614:baff8131cd73, checked in by Jeremy Thurgood <firxen@…>, 7 years ago

Heavier SokoBoxes? are sturdier.

File size: 27.4 KB
Line 
1import pymunk
2import pymunk.pygame_util
3
4import math
5
6from nagslang import environment
7from nagslang import puzzle
8from nagslang import render
9from nagslang.mutators import FLIP_H, ImageOverlay, rotator, scaler
10from nagslang.constants import (
11    COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE,
12    COLLISION_TYPE_SWITCH, COLLISION_TYPE_SHEEP, COLLISION_TYPE_SHEEP_PEN,
13    COLLISION_TYPE_WEREWOLF_ATTACK, SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW,
14    ZORDER_HIGH)
15from nagslang.resources import resources
16from nagslang.events import DoorEvent
17from nagslang.sound import sound
18
19
20class Result(object):
21    '''
22    Return from an update() function, to add new objects to the world, and/or
23    remove old objects.
24    '''
25    def __init__(self, add=(), remove=()):
26        self.add = add
27        self.remove = remove
28
29    def merge(self, result):
30        if result is not None:
31            self.add += result.add
32            self.remove += result.remove
33        return self
34
35
36def get_editable_game_objects():
37    classes = []
38    for cls_name, cls in globals().iteritems():
39        if isinstance(cls, type) and hasattr(cls, 'requires'):
40            classes.append((cls_name, cls))
41    return classes
42
43
44class Physicser(object):
45    def __init__(self, space):
46        self._space = space
47
48    def get_space(self):
49        return self._space
50
51    def set_space(self, new_space):
52        self._space = new_space
53
54    def set_game_object(self, game_object):
55        self.game_object = game_object
56
57    def get_shape(self):
58        raise NotImplementedError()
59
60    def add_to_space(self):
61        shape = self.get_shape()
62        self.get_space().add(shape)
63        if not shape.body.is_static:
64            self.get_space().add(shape.body)
65
66    def remove_from_space(self):
67        shape = self.get_shape()
68        self.get_space().remove(shape)
69        if not shape.body.is_static:
70            self.get_space().remove(shape.body)
71
72    def get_render_position(self, surface):
73        pos = self.get_shape().body.position
74        return pymunk.pygame_util.to_pygame(pos, surface)
75
76    def get_angle(self):
77        return self.get_shape().body.angle
78
79    def get_velocity(self):
80        return self.get_shape().body.velocity
81
82    def _get_position(self):
83        return self.get_shape().body.position
84
85    def _set_position(self, position):
86        self.get_shape().body.position = position
87
88    position = property(_get_position, _set_position)
89
90    def apply_impulse(self, j, r=(0, 0)):
91        return self.get_shape().body.apply_impulse(j, r)
92
93
94class SingleShapePhysicser(Physicser):
95    def __init__(self, space, shape):
96        super(SingleShapePhysicser, self).__init__(space)
97        self._shape = shape
98        shape.physicser = self
99
100    def get_shape(self):
101        return self._shape
102
103
104class MultiShapePhysicser(Physicser):
105    def __init__(self, space, shape, *extra_shapes):
106        super(MultiShapePhysicser, self).__init__(space)
107        self._shape = shape
108        self._extra_shapes = extra_shapes
109        shape.physicser = self
110        for es in extra_shapes:
111            es.physicser = self
112
113    def get_shape(self):
114        return self._shape
115
116    def add_to_space(self):
117        shape = self.get_shape()
118        self.get_space().add(shape)
119        if not shape.body.is_static:
120            self.get_space().add(shape.body)
121        for s in self._extra_shapes:
122            self.get_space().add(s)
123
124    def remove_from_space(self):
125        shape = self.get_shape()
126        self.get_space().remove(shape)
127        if not shape.body.is_static:
128            self.get_space().remove(shape.body)
129        for s in self._extra_shapes:
130            self.get_space().remove(s)
131
132
133def damping_velocity_func(body, gravity, damping, dt):
134    """Apply custom damping to this body's velocity.
135    """
136    damping = getattr(body, 'damping', damping)
137    return pymunk.Body.update_velocity(body, gravity, damping, dt)
138
139
140def make_body(mass, moment, position, damping=None):
141    body = pymunk.Body(mass, moment)
142    body.position = tuple(position)
143    if damping is not None:
144        body.damping = damping
145        body.velocity_func = damping_velocity_func
146    return body
147
148
149class GameObject(object):
150    """A representation of a thing in the game world.
151
152    This has a rendery thing, physicsy things and maybe some other things.
153    """
154
155    zorder = ZORDER_LOW
156    is_moving = False  # `True` if a movement animation should play.
157
158    def __init__(self, physicser, renderer, puzzler=None, overlay=None,
159                 interactible=None):
160        self.lifetime = 0
161        self.physicser = physicser
162        if physicser is not None:
163            physicser.set_game_object(self)
164            self.physicser.add_to_space()
165        self.renderer = renderer
166        renderer.set_game_object(self)
167        self.puzzler = puzzler
168        if puzzler is not None:
169            puzzler.set_game_object(self)
170        self.overlay = overlay
171        if overlay is not None:
172            self.overlay.set_game_object(self)
173        self.interactible = interactible
174        if interactible is not None:
175            self.interactible.set_game_object(self)
176        self._timers = {}
177        self._active_timers = {}
178
179    def add_timer(self, name, secs):
180        self._timers[name] = secs
181
182    def start_timer(self, name, secs=None):
183        if secs is None:
184            secs = self._timers[name]
185        self._active_timers[name] = secs
186
187    def check_timer(self, name):
188        return name in self._active_timers
189
190    def set_stored_state_dict(self, stored_state):
191        """Override this to set up whatever state storage you want.
192
193        The `stored_state` dict passed in contains whatever saved state we
194        might have for this object. If the return value of this method
195        evaluates to `True`, the contents of the `stored_state` dict will be
196        saved, otherwise it will be discarded.
197        """
198        pass
199
200    def get_space(self):
201        return self.physicser.get_space()
202
203    def get_shape(self):
204        return self.physicser.get_shape()
205
206    def get_render_position(self, surface):
207        return self.physicser.get_render_position(surface)
208
209    def get_render_angle(self):
210        return self.physicser.get_angle()
211
212    def get_facing_direction(self):
213        """Used by rendererd that care what direction an object is facing.
214        """
215        return None
216
217    def render(self, surface):
218        return self.renderer.render(surface)
219
220    def update(self, dt):
221        self.lifetime += dt
222        for timer in self._active_timers.keys():
223            self._active_timers[timer] -= dt
224            if self._active_timers[timer] <= 0:
225                self._active_timers.pop(timer)
226        self.renderer.update(dt)
227
228    def hit(self, weapon):
229        '''Was hit with a weapon (such as a bullet)'''
230        pass
231
232    def collide_with_protagonist(self, protagonist):
233        """Called as a `pre_solve` collision callback with the protagonist.
234
235        You can return `False` to ignore the collision, anything else
236        (including `None`) to process the collision as normal.
237        """
238        return True
239
240    def collide_with_furniture(self, furniture):
241        return True
242
243    def collide_with_claw_attack(self, claw_attack):
244        return True
245
246    def environmental_movement(self, vec):
247        self.physicser.apply_impulse(vec)
248
249    @classmethod
250    def requires(cls):
251        """Hints for the level editor"""
252        return [("name", "string")]
253
254    @classmethod
255    def movable(cls):
256        # Are we movable
257        hints = cls.requires()
258        for x in hints:
259            if 'position' in x:
260                return True
261        return False
262
263
264class FloorSwitch(GameObject):
265    zorder = ZORDER_FLOOR
266
267    def __init__(self, space, position):
268        body = make_body(None, None, position)
269        self.shape = pymunk.Circle(body, 30)
270        self.shape.collision_type = COLLISION_TYPE_SWITCH
271        self.shape.sensor = True
272        super(FloorSwitch, self).__init__(
273            SingleShapePhysicser(space, self.shape),
274            render.ImageStateRenderer({
275                True: resources.get_image('objects', 'sensor_on.png'),
276                False: resources.get_image('objects', 'sensor_off.png'),
277            }),
278            puzzle.CollidePuzzler(*SWITCH_PUSHERS),
279        )
280
281    @classmethod
282    def requires(cls):
283        return [("name", "string"), ("position", "coordinates")]
284
285
286class Note(GameObject):
287    zorder = ZORDER_FLOOR
288
289    def __init__(self, space, position, message):
290        body = make_body(None, None, position)
291        self.shape = pymunk.Circle(body, 30)
292        self.shape.sensor = True
293        super(Note, self).__init__(
294            SingleShapePhysicser(space, self.shape),
295            render.ImageRenderer(resources.get_image('objects', 'note.png')),
296            puzzle.CollidePuzzler(),
297            render.TextOverlay(message),
298        )
299
300    @classmethod
301    def requires(cls):
302        return [("name", "string"), ("position", "coordinates"),
303                ("message", "text")]
304
305
306class EphemeralNote(GameObject):
307    def __init__(self, message, timeout, **kwargs):
308        kwargs.setdefault('bg_colour', (255, 180, 180, 192))
309        super(EphemeralNote, self).__init__(
310            None,
311            render.NullRenderer(),
312            puzzle.YesPuzzler(),
313            render.TextOverlay(message, **kwargs),
314        )
315        self.add_timer('timeout', timeout)
316        self.start_timer('timeout')
317
318    def update(self, dt):
319        super(EphemeralNote, self).update(dt)
320        if not self.check_timer('timeout'):
321            return Result(remove=[self])
322
323
324class FloorLight(GameObject):
325    zorder = ZORDER_FLOOR
326
327    def __init__(self, space, position, state_source):
328        body = make_body(None, None, position)
329        self.shape = pymunk.Circle(body, 10)
330        self.shape.collision_type = COLLISION_TYPE_SWITCH
331        self.shape.sensor = True
332        super(FloorLight, self).__init__(
333            SingleShapePhysicser(space, self.shape),
334            render.ImageStateRenderer({
335                True: resources.get_image('objects', 'light_on.png'),
336                False: resources.get_image('objects', 'light_off.png'),
337            }),
338            puzzle.StateProxyPuzzler(state_source),
339        )
340
341    @classmethod
342    def requires(cls):
343        return [("name", "string"), ("position", "coordinates"),
344                ("state_source", "puzzler")]
345
346
347class Box(GameObject):
348    def __init__(self, space, position):
349        body = make_body(10, 10000, position, damping=0.5)
350        self.shape = pymunk.Poly(
351            body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
352        self.shape.friction = 0.5
353        self.shape.collision_type = COLLISION_TYPE_FURNITURE
354        super(Box, self).__init__(
355            SingleShapePhysicser(space, self.shape),
356            render.ImageRenderer(resources.get_image('objects', 'crate.png')),
357        )
358
359    @classmethod
360    def requires(cls):
361        return [("name", "string"), ("position", "coordinates"),
362                ("state_source", "puzzler")]
363
364
365class SokoBox(GameObject):
366    def __init__(self, space, position):
367        body = make_body(5, pymunk.inf, position, 0.1)
368        self.shape = pymunk.Poly(
369            body, [(-40, -40), (40, -40), (40, 40), (-40, 40)])
370        self.shape.friction = 2.0
371        self.shape.collision_type = COLLISION_TYPE_FURNITURE
372        super(SokoBox, self).__init__(
373            SingleShapePhysicser(space, self.shape),
374            render.ImageRenderer(
375                resources.get_image('objects', 'sokobox.png')),
376        )
377
378    @classmethod
379    def requires(cls):
380        return [("name", "string"), ("position", "coordinates"),
381                ("state_source", "puzzler")]
382
383
384class BaseDoor(GameObject):
385    zorder = ZORDER_FLOOR
386    is_open = True
387
388    def __init__(self, space, position, destination, dest_pos, angle,
389                 renderer, condition):
390        body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
391        self.shape = pymunk.Circle(body, 30)
392        self.shape.collision_type = COLLISION_TYPE_DOOR
393        self.shape.body.angle = float(angle) / 180 * math.pi
394        self.shape.sensor = True
395        self.destination = destination
396        self.dest_pos = tuple(dest_pos)
397        super(BaseDoor, self).__init__(
398            SingleShapePhysicser(space, self.shape),
399            renderer,
400            puzzle.ParentAttrPuzzler('is_open'),
401            interactible=environment.Interactible(
402                environment.Action(self._post_door_event, condition)),
403        )
404
405    def _post_door_event(self, protagonist):
406        self.door_opened()
407        DoorEvent.post(self.destination, self.dest_pos)
408
409    def door_opened(self):
410        sound.play_sound('robotstep2.ogg')
411
412
413class Door(BaseDoor):
414    def __init__(self, space, position, destination, dest_pos, angle):
415        super(Door, self).__init__(
416            space, position, destination, dest_pos, angle,
417            render.ImageRenderer(resources.get_image('objects', 'door.png')),
418            environment.YesCondition(),
419        )
420
421    @classmethod
422    def requires(cls):
423        return [("name", "string"), ("position", "coordinates"),
424                ("destination", "level name"), ("dest_pos", "coordinate"),
425                ("angle", "degrees")]
426
427
428class RestartGameDoor(Door):
429    def _post_door_event(self, protagonist):
430        protagonist.world.reset()
431        super(RestartGameDoor, self)._post_door_event(protagonist)
432
433
434class ContinueGameDoor(Door):
435    def _post_door_event(self, protagonist):
436        world = protagonist.world
437        if world.level[0]:
438            DoorEvent.post(world.level[0], world.level[1])
439        else:
440            # New game?
441            super(ContinueGameDoor, self)._post_door_event(protagonist)
442
443
444def make_overlay_image(image_name, angle):
445    transforms = ()
446    if angle != 0:
447        transforms = (rotator(-angle),)
448    return resources.get_image('objects', image_name, transforms=transforms)
449
450
451class PuzzleDoor(BaseDoor):
452    def __init__(self, space, position, destination, dest_pos, angle,
453                 key_state):
454        self._key_state = key_state
455        overlay = ImageOverlay(make_overlay_image('lock.png', angle))
456        super(PuzzleDoor, self).__init__(
457            space, position, destination, dest_pos, angle,
458            render.ImageStateRenderer({
459                True: resources.get_image('objects', 'door.png'),
460                False: resources.get_image(
461                    'objects', 'door.png', transforms=(overlay,)),
462            }),
463            environment.FunctionCondition(lambda p: self.is_open),
464        )
465
466    @property
467    def is_open(self):
468        if self._stored_state['is_open']:
469            return True
470        return self.puzzler.glue.get_state_of(self._key_state)
471
472    def door_opened(self):
473        self._stored_state['is_open'] = True
474        super(PuzzleDoor, self).door_opened()
475
476    def set_stored_state_dict(self, stored_state):
477        self._stored_state = stored_state
478        self._stored_state.setdefault('is_open', False)
479        return True
480
481    @classmethod
482    def requires(cls):
483        return [("name", "string"), ("position", "coordinates"),
484                ("destination", "level name"), ("dest_pos", "coordinate"),
485                ("angle", "degrees"),
486                ("key_state", "puzzler")]
487
488
489class KeyedDoor(BaseDoor):
490    def __init__(self, space, position, destination, dest_pos, angle,
491                 key_item=None):
492        self._key_item = key_item
493        overlay = ImageOverlay(
494            make_overlay_image('%s.png' % (key_item,), angle))
495        super(KeyedDoor, self).__init__(
496            space, position, destination, dest_pos, angle,
497            render.ImageRenderer(resources.get_image(
498                'objects', 'door.png', transforms=(overlay,))),
499            environment.ItemRequiredCondition(key_item),
500        )
501
502    @classmethod
503    def requires(cls):
504        return [("name", "string"), ("position", "coordinates"),
505                ("destination", "level name"), ("dest_pos", "coordinate"),
506                ("angle", "degrees"), ("key_item", "item name")]
507
508
509class Hatch(GameObject):
510    zorder = ZORDER_FLOOR
511
512    def __init__(self, space, end1, end2, key_state=None):
513        a = pymunk.Vec2d(end1)
514        b = pymunk.Vec2d(end2)
515        offset = b - a
516        offset.length /= 2
517        mid = (a + offset).int_tuple
518        body = make_body(None, None, mid)
519        self.shape = pymunk.Segment(
520            body, body.world_to_local(tuple(end1)),
521            body.world_to_local(tuple(end2)), 7)
522        self.shape.collision_type = COLLISION_TYPE_DOOR
523        if key_state is None:
524            puzzler = puzzle.YesPuzzler()
525        else:
526            puzzler = puzzle.StateProxyPuzzler(key_state)
527        super(Hatch, self).__init__(
528            SingleShapePhysicser(space, self.shape),
529            render.HatchRenderer(),
530            puzzler,
531        )
532
533    def collide_with_protagonist(self, protagonist):
534        if self.puzzler.get_state():
535            # Reject the collision, we can walk through.
536            return False
537        return True
538
539    collide_with_furniture = collide_with_protagonist
540
541    @classmethod
542    def requires(cls):
543        return [("name", "string"), ("end1", "coordinates"),
544                ("end2", "coordinates"), ("key_state", "puzzler")]
545
546    # The level knows that hatches are magical
547    @classmethod
548    def movable(cls):
549        return True
550
551
552class KeyedHatch(GameObject):
553    zorder = ZORDER_FLOOR
554
555    def __init__(self, space, end1, end2, key_item):
556        a = pymunk.Vec2d(end1)
557        b = pymunk.Vec2d(end2)
558        offset = b - a
559        offset.length /= 2
560        mid = (a + offset).int_tuple
561        body = make_body(None, None, mid)
562        self.shape = pymunk.Segment(
563            body, body.world_to_local(tuple(end1)),
564            body.world_to_local(tuple(end2)), 7)
565        self.shape.collision_type = COLLISION_TYPE_DOOR
566        other_shape = pymunk.Circle(body, 30)
567        other_shape.collision_type = COLLISION_TYPE_DOOR
568        other_shape.sensor = True
569        self._key_item = key_item
570        super(KeyedHatch, self).__init__(
571            MultiShapePhysicser(space, self.shape, other_shape),
572            render.KeyedHatchRenderer(
573                resources.get_image(
574                    'objects', '%s.png' % (key_item,),
575                    transforms=(scaler((32, 32)),))),
576            puzzle.ParentAttrPuzzler('is_open'),
577        )
578        self.add_timer('door_open', 0.1)
579
580    @property
581    def is_open(self):
582        return self.check_timer('door_open')
583
584    def collide_with_protagonist(self, protagonist):
585        if protagonist.has_item(self._key_item):
586            self.start_timer('door_open')
587            return False
588        return True
589
590    @classmethod
591    def requires(cls):
592        return [("name", "string"), ("end1", "coordinates"),
593                ("end2", "coordinates"), ("key_item", "item name")]
594
595    # The level knows that hatches are magical
596    @classmethod
597    def movable(cls):
598        return True
599
600
601class ToggleSwitch(GameObject):
602    zorder = ZORDER_LOW
603
604    def __init__(self, space, position):
605        body = make_body(None, None, position)
606        self.shape = pymunk.Circle(body, 20)
607        self.shape.sensor = True
608        super(ToggleSwitch, self).__init__(
609            SingleShapePhysicser(space, self.shape),
610            render.ImageStateRenderer({
611                True: resources.get_image('objects', 'lever.png'),
612                False: resources.get_image(
613                    'objects', 'lever.png', transforms=(FLIP_H,)),
614            }),
615            puzzle.ParentAttrPuzzler('toggle_on'),
616            interactible=environment.Interactible(
617                environment.Action(self._toggle)),
618        )
619
620    @property
621    def toggle_on(self):
622        return self._stored_state['toggle_on']
623
624    def _toggle(self, protagonist):
625        self._stored_state['toggle_on'] = not self.toggle_on
626
627    def set_stored_state_dict(self, stored_state):
628        self._stored_state = stored_state
629        # We start in the "off" position.
630        self._stored_state.setdefault('toggle_on', False)
631        return True
632
633    @classmethod
634    def requires(cls):
635        return [("name", "string"), ("position", "coordinates")]
636
637
638class Bullet(GameObject):
639    def __init__(self, space, position, impulse, damage, bullet_type,
640                 source_collision_type, bullet_sound=None):
641        body = make_body(1, pymunk.inf, position)
642        body.angle = impulse.angle
643        self.last_position = position
644        self.shape = pymunk.Circle(body, 2)
645        self.shape.sensor = True
646        self.shape.collision_type = COLLISION_TYPE_PROJECTILE
647        self.damage = damage
648        self.type = bullet_type
649        self.source_collision_type = source_collision_type
650        super(Bullet, self).__init__(
651            SingleShapePhysicser(space, self.shape),
652            render.ImageRenderer(resources.get_image(
653                'objects', '%s.png' % self.type)),
654        )
655        self.physicser.apply_impulse(impulse)
656        if bullet_sound is not None:
657            sound.play_sound(bullet_sound, 0.3)
658
659    def update(self, dt):
660        super(Bullet, self).update(dt)
661        position = (self.physicser.position.x, self.physicser.position.y)
662        r = self.get_space().segment_query(self.last_position, position)
663        self.last_position = position
664        for collision in r:
665            shape = collision.shape
666            if (shape.collision_type == self.source_collision_type
667                    or shape == self.physicser.get_shape()
668                    or shape.sensor):
669                continue
670            if hasattr(shape, 'physicser'):
671                shape.physicser.game_object.hit(self)
672            self.physicser.remove_from_space()
673            return Result(remove=[self])
674
675
676class ClawAttack(GameObject):
677    def __init__(self, space, pos, vector, damage):
678        body = make_body(1, pymunk.inf,
679                         (pos[0] + (vector.length * math.cos(vector.angle)),
680                          pos[1] + (vector.length * math.sin(vector.angle))))
681        body.angle = vector.angle
682        self.shape = pymunk.Circle(body, 30)
683        self.shape.sensor = True
684        self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
685        self.damage = damage
686        super(ClawAttack, self).__init__(
687            SingleShapePhysicser(space, self.shape),
688            render.ImageRenderer(resources.get_image(
689                'objects', 'werewolf_SW_claw_attack.png',
690                transforms=(FLIP_H,))),
691        )
692
693    def update(self, dt):
694        super(ClawAttack, self).update(dt)
695        if self.lifetime > 0.1:
696            self.physicser.remove_from_space()
697            return Result(remove=[self])
698
699
700class HostileTerrain(GameObject):
701    zorder = ZORDER_FLOOR
702    damage = None
703    tiles = []
704    tile_alpha = 255
705    tile_frame_ticks = 3
706    # How often to hit the player
707    rate = 5
708
709    def __init__(self, space, position, outline):
710        body = make_body(10, pymunk.inf, position)
711        # Adjust shape relative to position
712        shape_outline = [(p[0] - position[0], p[1] - position[1]) for
713                         p in outline]
714        self.shape = pymunk.Poly(body, shape_outline)
715        self._ticks = 0
716        self.shape.collision_type = COLLISION_TYPE_SWITCH
717        self.shape.sensor = True
718        renderer = self._fix_image(outline)
719        super(HostileTerrain, self).__init__(
720            SingleShapePhysicser(space, self.shape),
721            renderer)
722
723    def _fix_image(self, outline):
724        if len(self.tiles) > 1:
725            tile_images = [resources.get_image('tiles', x)
726                           for x in self.tiles]
727            renderer = render.TimedTiledRenderer(outline, tile_images,
728                                                 self.tile_frame_ticks,
729                                                 self.tile_alpha)
730        else:
731            tile_image = resources.get_image('tiles', self.tiles[0])
732            renderer = render.TiledRenderer(outline, tile_image,
733                                            self.tile_alpha)
734        return renderer
735
736    def update_image(self, new_outline):
737        self.renderer = self._fix_image(new_outline)
738
739    def collide_with_protagonist(self, protagonist):
740        # We're called every frame we're colliding, so
741        # There are timing issues with stepping on and
742        # off terrian, but as long as the rate is reasonably
743        # low, they shouldn't impact gameplay
744        if self._ticks == 0:
745            self.apply_effect(protagonist)
746        self._ticks += 1
747        if self._ticks > self.rate:
748            self._ticks = 0
749
750    def apply_effect(self, protagonist):
751        protagonist.lose_health(self.damage)
752
753    @classmethod
754    def requires(cls):
755        return [("name", "string"), ("position", "coordinates"),
756                ("outline", "polygon (convex)")]
757
758
759class AcidFloor(HostileTerrain):
760    damage = 1
761    tiles = ['acid.png', 'acid2.png', 'acid3.png']
762    tile_alpha = 200
763    tile_frame_ticks = 10
764
765
766class ForceWolfFloor(HostileTerrain):
767    tiles = ['moonlight.png']
768    rate = 0
769    tile_alpha = 150
770    zorder = ZORDER_HIGH
771
772    def apply_effect(self, protagonist):
773        protagonist.force_wolf_form()
774
775
776class GravityWell(GameObject):
777    zorder = ZORDER_FLOOR
778    # How often to hit the player
779    rate = 5
780
781    def __init__(self, space, position, radius, force):
782        body = make_body(None, None, position)
783        # Adjust shape relative to position
784        self._radius = radius
785        self.shape = pymunk.Circle(body, radius)
786        self.centre = pymunk.Circle(body, 10)
787        self.centre.friction = pymunk.inf
788        self._ticks = 0
789        self.force = force
790        self.shape.collision_type = COLLISION_TYPE_SWITCH
791        self.shape.sensor = True
792        super(GravityWell, self).__init__(
793            MultiShapePhysicser(space, self.shape, self.centre),
794            render.ImageRenderer(resources.get_image(
795                'objects', 'gravity_well.png')),
796        )
797
798    def collide_with_protagonist(self, protagonist):
799        # We're called every frame we're colliding, so
800        # There are timing issues with stepping on and
801        # off terrian, but as long as the rate is reasonably
802        # low, they shouldn't impact gameplay
803        self.apply_effect(protagonist)
804
805    def collide_with_furniture(self, furniture):
806        # We're called every frame we're colliding, so
807        # There are timing issues with stepping on and
808        # off terrian, but as long as the rate is reasonably
809        # low, they shouldn't impact gameplay
810        self.apply_effect(furniture)
811
812    def apply_effect(self, object_to_move):
813        movement = self.physicser.position - object_to_move.physicser.position
814        local_force = self.force * math.sqrt(
815            object_to_move.get_shape().body.mass)
816        movement.length = local_force
817        object_to_move.environmental_movement(movement)
818
819    @classmethod
820    def requires(cls):
821        return [("name", "string"), ("position", "coordinates"),
822                ("radius", "int"), ("force", "int")]
823
824
825class SheepPen(GameObject):
826    zorder = ZORDER_FLOOR
827
828    def __init__(self, space, position, outline, sheep_count):
829        body = make_body(None, None, position)
830        # Adjust shape relative to position
831        shape_outline = [(p[0] - position[0], p[1] - position[1]) for
832                         p in outline]
833        self.shape = pymunk.Poly(body, shape_outline)
834        self.shape.collision_type = COLLISION_TYPE_SHEEP_PEN
835        self.shape.sensor = True
836        super(SheepPen, self).__init__(
837            SingleShapePhysicser(space, self.shape),
838            render.Renderer(),
839            puzzle.MultiCollidePuzzler(sheep_count, COLLISION_TYPE_SHEEP),
840        )
841
842    @classmethod
843    def requires(cls):
844        return [("name", "string"), ("position", "coordinates"),
845                ("outline", "polygon (convex)"), ("sheep_count", "int")]
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