Refactor code structure for improved readability and maintainability
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import random
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from Entities.entity import Entity
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class Marine(Entity):
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next_cell = (1,1)
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movement = 0
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def update(self):
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self.move()
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super().update()
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def select_unit(self):
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self.selected = True
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# Play a random voice response when selected
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sound_file = f"marine/tmawht0{random.randint(0, 4)}.wav"
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print(f"Playing sound: {sound_file}")
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self.graphics.play_sound(sound_file)
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def move(self):
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if (self.x, self.y) != self.next_cell:
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# Set walking animation and direction
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self.action = "walk"
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self.direction = self.graphics.get_direction((self.x, self.y), self.next_cell)
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self.moving = True
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# Calculate target coordinates
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target_x, target_y = self.graphics.iso_transform(self.next_cell[0], self.next_cell[1])
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# Increment movement counter
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self.movement += 0.01
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# Calculate how far we've moved (0.0 to 1.0)
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move_progress = min(self.movement, 1.0)
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# Calculate new position based on progress between cells
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self.iso_x = self.iso_x + (target_x - self.iso_x) * move_progress
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self.iso_y = self.iso_y + (target_y - self.iso_y) * move_progress
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print(f"Moving to {self.iso_x}, {self.iso_y} with progress {move_progress}")
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if self.movement >= 1.0:
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# Reset movement and set to idle
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self.movement = 0
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self.iso_x, self.iso_y = self.graphics.iso_transform(self.x, self.y)
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@@ -0,0 +1,29 @@
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class Entity:
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def __init__(self, asset, x, y, action, direction, speed, engine):
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self.asset = asset
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self.graphics = engine.graphics
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self.x = x
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self.y = y
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self.iso_x, self.iso_y = self.graphics.iso_transform(self.x, self.y)
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self.action = action
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self.direction = direction
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self.speed = speed
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self.frame = 0
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self.engine = engine
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self.selected = True
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self.movement = 0
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def update(self):
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x, y = self.graphics.iso_transform(self.x, self.y)
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occlusion = self.graphics.get_distance((self.x, self.y), self.engine.cursor_pos) / 4
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# Set color based on selection status
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color = (255, 255, 0, 255) if self.selected else (0, 255, 0, 255)
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self.graphics.draw_square(self.x, self.y, color=color, margin=4)
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if occlusion >= 0.8:
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return
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self.frame = self.graphics.render_sprite(f"{self.asset}_{self.action}_dir{self.direction}", self.iso_x, self.iso_y, self.frame, occlusion)
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