Implement optimized collision detection system using NumPy
- Introduced a hybrid collision detection approach that utilizes NumPy for vectorized operations, improving performance for games with many entities (200+). - Added a spatial grid for efficient lookups and AABB (Axis-Aligned Bounding Box) collision detection. - Implemented a new `CollisionSystem` class with methods for registering units, checking collisions, and managing spatial data. - Created performance tests to benchmark the new collision system against the old O(n²) method, demonstrating significant speed improvements. - Updated existing code to integrate the new collision detection system and ensure compatibility with game logic.
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+39
-18
@@ -1,6 +1,7 @@
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from .unit import Unit
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from . import rat
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from .points import Point
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from engine.collision_system import CollisionLayer
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import uuid
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import random
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@@ -11,7 +12,7 @@ NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
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class Bomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
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# Specific attributes for bombs
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self.speed = 4 # Bombs age faster
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self.fight = False
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@@ -50,7 +51,7 @@ class Timer(Bomb):
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self.die()
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def die(self, unit=None, score=None):
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"""Handle bomb explosion and chain reactions."""
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"""Handle bomb explosion and chain reactions using vectorized collision system."""
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score = 10
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print("BOOM")
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target_unit = unit if unit else self
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@@ -65,24 +66,16 @@ class Timer(Bomb):
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# Bomb-specific behavior: create explosion
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self.game.spawn_unit(Explosion, target_unit.position)
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# Collect all explosion positions using vectorized approach
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explosion_positions = []
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# Check for chain reactions in all four directions
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for direction in ["N", "S", "E", "W"]:
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x, y = target_unit.position
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while True:
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if not self.game.map.is_wall(x, y):
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self.game.spawn_unit(Explosion, (x, y))
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for victim in self.game.unit_positions.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move >= 0.5:
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victim.die(score=score)
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if score < 160:
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score *= 2
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for victim in self.game.unit_positions_before.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move < 0.5:
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victim.die(score=score)
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if score < 160:
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score *= 2
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explosion_positions.append((x, y))
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else:
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break
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if direction == "N":
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@@ -93,12 +86,40 @@ class Timer(Bomb):
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x += 1
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elif direction == "W":
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x -= 1
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# Create all explosions at once
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for pos in explosion_positions:
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self.game.spawn_unit(Explosion, pos)
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# Use optimized collision system to get all rats in explosion area
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# This replaces the nested loop with a single vectorized operation
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victim_ids = self.game.collision_system.get_units_in_area(
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explosion_positions,
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layer_filter=CollisionLayer.RAT
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)
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# Kill all victims with score multiplier
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for victim_id in victim_ids:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and victim.id in self.game.units:
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# Determine position based on partial_move
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victim_pos = victim.position if victim.partial_move >= 0.5 else victim.position_before
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if victim_pos in explosion_positions:
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victim.die(score=score)
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if score < 160:
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score *= 2
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class Explosion(Bomb):
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def __init__(self, game, position=(0,0), id=None):
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# Initialize with proper EXPLOSION layer
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Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.EXPLOSION)
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self.speed = 20 # Bombs age faster * 5
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self.fight = False
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def move(self):
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self.age += self.speed*5
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if self.age == AGE_THRESHOLD:
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self.age += self.speed
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if self.age >= AGE_THRESHOLD:
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self.die()
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def draw(self):
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@@ -114,7 +135,7 @@ class Explosion(Bomb):
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class NuclearBomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
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self.speed = 1 # Slow countdown
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self.fight = False
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self.timer = NUCLEAR_TIMER # 1 second timer
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+25
-8
@@ -1,5 +1,6 @@
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from .unit import Unit
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from .rat import Rat
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from engine.collision_system import CollisionLayer
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import random
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# Costanti
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@@ -7,7 +8,7 @@ AGE_THRESHOLD = 200
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class Gas(Unit):
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def __init__(self, game, position=(0,0), id=None, parent_id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.GAS)
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self.parent_id = parent_id
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# Specific attributes for gas
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self.speed = 50
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@@ -24,13 +25,29 @@ class Gas(Unit):
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self.die()
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return
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self.age += 1
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#victims = self.game.unit_positions.get(self.position, [])
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victims = [rat for rat in self.game.unit_positions.get(self.position, []) if rat.partial_move>0.5]
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for rat in self.game.unit_positions_before.get(self.position, []):
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if rat.partial_move<0.5 and rat is Rat:
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victims.append(rat)
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for victim in victims:
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victim.gassed += 1
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# Use optimized collision system to find rats in gas cloud
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victim_ids = self.game.collision_system.get_units_in_cell(
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self.position, use_before=False
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)
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for victim_id in victim_ids:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and isinstance(victim, Rat):
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if victim.partial_move > 0.5:
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victim.gassed += 1
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# Check position_before as well
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victim_ids_before = self.game.collision_system.get_units_in_cell(
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self.position, use_before=True
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)
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for victim_id in victim_ids_before:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and isinstance(victim, Rat):
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if victim.partial_move < 0.5:
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victim.gassed += 1
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if self.age % self.speed:
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return
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parent = self.game.get_unit_by_id(self.parent_id)
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+13
-6
@@ -1,8 +1,10 @@
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from .unit import Unit
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from .bomb import Explosion
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from engine.collision_system import CollisionLayer
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class Mine(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.MINE)
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self.speed = 1.0 # Mine doesn't move but needs speed for consistency
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self.armed = True # Mine is active and ready to explode
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@@ -11,13 +13,18 @@ class Mine(Unit):
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pass
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def collisions(self):
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"""Check if a rat steps on the mine (has position_before on mine's position)."""
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"""Check if a rat steps on the mine using optimized collision system."""
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if not self.armed:
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return
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# Check for rats that have position_before on this mine's position
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for rat_unit in self.game.unit_positions_before.get(self.position, []):
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if hasattr(rat_unit, 'sex'): # Check if it's a rat (rats have sex attribute)
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# Use collision system to check for rats at mine's position_before
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victim_ids = self.game.collision_system.get_units_in_cell(
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self.position, use_before=True
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)
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for victim_id in victim_ids:
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rat_unit = self.game.get_unit_by_id(victim_id)
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if rat_unit and hasattr(rat_unit, 'sex'): # Check if it's a rat
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# Mine explodes and kills the rat
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self.explode(rat_unit)
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break
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+12
-6
@@ -6,14 +6,20 @@ import uuid
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AGE_THRESHOLD = 200
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from .unit import Unit
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from engine.collision_system import CollisionLayer
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class Point(Unit):
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def __init__(self, game, position=(0,0), id=None, value=5):
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super().__init__(game, position, id)
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# Specific attributes for points
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self.speed = 4 # Points age faster
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self.fight = False
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"""
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Represents a collectible point in the game.
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Appears when a rat dies and can be collected by the player.
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"""
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def __init__(self, game, position=(0,0), id=None, value=10):
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super().__init__(game, position, id, collision_layer=CollisionLayer.POINT)
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self.value = value
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self.game.add_point(self.value)
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self.speed = 1 # Points don't move but need speed for draw timing
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def move(self):
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self.age += self.speed
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+34
-20
@@ -1,5 +1,6 @@
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from .unit import Unit
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from .points import Point
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from engine.collision_system import CollisionLayer
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import random
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import uuid
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@@ -13,7 +14,7 @@ BABY_INTERVAL = 50
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class Rat(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.RAT)
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# Specific attributes for rats
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self.speed = 0.10 # Rats are slower
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self.fight = False
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@@ -72,30 +73,43 @@ class Rat(Unit):
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self.direction = self.calculate_rat_direction()
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def collisions(self):
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"""
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Optimized collision detection using the vectorized collision system.
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Uses spatial hashing and numpy for efficient checks with 200+ units.
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"""
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OVERLAP_TOLERANCE = self.game.cell_size // 4
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# Only adult rats can collide for reproduction/fighting
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if self.age < AGE_THRESHOLD:
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return
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units = []
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units.extend(self.game.unit_positions.get(self.position_before, []))
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units.extend(self.game.unit_positions.get(self.position, []))
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for unit in units:
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if unit.id == self.id or unit.age < AGE_THRESHOLD or self.position != unit.position_before:
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continue
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x1, y1, x2, y2 = self.bbox
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ox1, oy1, ox2, oy2 = unit.bbox
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# Get collisions from the optimized collision system
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collisions = self.game.collision_system.get_collisions_for_unit(
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self.id,
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CollisionLayer.RAT,
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tolerance=OVERLAP_TOLERANCE
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)
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# Process each collision
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for _, other_id in collisions:
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other_unit = self.game.get_unit_by_id(other_id)
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# Verifica se c'è collisione con una tolleranza di sovrapposizione
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if (x1 < ox2 - OVERLAP_TOLERANCE and
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x2 > ox1 + OVERLAP_TOLERANCE and
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y1 < oy2 - OVERLAP_TOLERANCE and
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y2 > oy1 + OVERLAP_TOLERANCE):
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if self.id in self.game.units and unit.id in self.game.units:
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if self.sex == unit.sex and self.fight:
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self.die(unit)
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elif self.sex != unit.sex:
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if "fuck" in dir(self):
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self.fuck(unit)
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if not other_unit or other_unit.age < AGE_THRESHOLD:
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continue
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# Check if units are actually moving towards each other
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if self.position != other_unit.position_before:
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continue
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# Both units still exist in game
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if self.id in self.game.units and other_id in self.game.units:
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if self.sex == other_unit.sex and self.fight:
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# Same sex + fight mode = combat
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self.die(other_unit)
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elif self.sex != other_unit.sex:
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# Different sex = reproduction
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if "fuck" in dir(self):
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self.fuck(other_unit)
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def die(self, unit=None, score=10):
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"""Handle rat death and spawn points."""
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+4
-1
@@ -26,6 +26,8 @@ class Unit(ABC):
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Bounding box for collision detection (x1, y1, x2, y2).
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stop : int
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Number of ticks to remain stationary.
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collision_layer : int
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Collision layer for the optimized collision system.
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Methods
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-------
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@@ -38,7 +40,7 @@ class Unit(ABC):
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die()
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Remove unit from game and handle cleanup.
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"""
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def __init__(self, game, position=(0, 0), id=None):
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def __init__(self, game, position=(0, 0), id=None, collision_layer=0):
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"""Initialize a unit with game reference and position."""
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self.id = id if id else uuid.uuid4()
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self.game = game
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@@ -49,6 +51,7 @@ class Unit(ABC):
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self.partial_move = 0
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self.bbox = (0, 0, 0, 0)
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self.stop = 0
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self.collision_layer = collision_layer
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@abstractmethod
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def move(self):
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