Refactor unit classes to reduce code duplication and improve maintainability

- Updated the Unit base class to include common attributes and methods for all units.
- Refactored Bomb, Point, and Rat classes to inherit from the new Unit class structure.
- Implemented a consistent die method across units for better cleanup.
- Removed redundant code in unit initialization and added specific attributes where necessary.
- Deleted obsolete configuration file and added a comprehensive architecture guide for future reference.
This commit is contained in:
Matteo Benedetto
2025-08-13 17:42:45 +02:00
parent 3266ce8209
commit 088ae02080
18 changed files with 484 additions and 32497 deletions
+13 -15
View File
@@ -8,16 +8,9 @@ AGE_THRESHOLD = 200
class Bomb(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(position)
self.id = id if id else uuid.uuid4()
self.game = game
self.position = position
self.bbox = (0, 0, 0, 0)
self.stop = 0
self.age = 0
self.speed = 4
self.partial_move = 0
self.position_before = position
super().__init__(game, position, id)
# Specific attributes for bombs
self.speed = 4 # Bombs age faster
self.fight = False
def move(self):
@@ -54,16 +47,21 @@ class Timer(Bomb):
self.die()
def die(self, unit=None, score=None):
"""Handle bomb explosion and chain reactions."""
score = 10
print("BOOM")
if not unit:
unit = self
target_unit = unit if unit else self
self.game.play_sound("BOMB.WAV")
# Use base class cleanup with error handling
try:
self.game.units.pop(unit.id)
if target_unit.id in self.game.units:
self.game.units.pop(target_unit.id)
except:
print(f"Unit {unit.id} already dead")
self.game.spawn_unit(Explosion, unit.position)
print(f"Unit {target_unit.id} already dead")
# Bomb-specific behavior: create explosion
self.game.spawn_unit(Explosion, target_unit.position)
for direction in ["N", "S", "E", "W"]:
x, y = unit.position
while True: