Final 2.0
This commit is contained in:
@@ -15,6 +15,7 @@
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"keydown_Space": "spawn_new_bomb",
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"keydown_Space": "spawn_new_bomb",
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"keydown_N": "spawn_new_nuclear_bomb",
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"keydown_N": "spawn_new_nuclear_bomb",
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"keydown_Left_Ctrl": "spawn_new_mine",
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"keydown_Left_Ctrl": "spawn_new_mine",
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"keydown_G": "spawn_gas",
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"keydown_P": "toggle_pause"
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"keydown_P": "toggle_pause"
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},
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},
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"keybinding_start_menu": {
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"keybinding_start_menu": {
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@@ -6,9 +6,10 @@ keybinding_game:
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joyhatmotion_0_2: start_scrolling|Right
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joyhatmotion_0_2: start_scrolling|Right
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joyhatmotion_0_0: stop_scrolling
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joyhatmotion_0_0: stop_scrolling
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joybuttondown_3: spawn_new_bomb
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joybuttondown_3: spawn_new_bomb
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joybuttondown_5: spawn_new_nuclear_bomb
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joybuttondown_11: spawn_new_nuclear_bomb
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joybuttondown_4: spawn_new_mine
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joybuttondown_4: spawn_new_mine
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joybuttondown_10: toggle_pause
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joybuttondown_10: toggle_pause
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joybuttondown_5: spawn_gas
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keybinding_start_menu:
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keybinding_start_menu:
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joybuttondown_9: reset_game
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joybuttondown_9: reset_game
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+3
-3
@@ -266,7 +266,7 @@ class GameWindow:
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def update_ammo(self, ammo, assets):
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def update_ammo(self, ammo, assets):
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"""Update and display the ammo count"""
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"""Update and display the ammo count"""
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ammo_text = f"{ammo['bomb']['count']}/{ammo['bomb']['max']} {ammo['mine']['count']}/{ammo['mine']['max']} {ammo['nuclear']['count']}/{ammo['nuclear']['max']} "
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ammo_text = f"{ammo['bomb']['count']}/{ammo['bomb']['max']} {ammo['mine']['count']}/{ammo['mine']['max']} {ammo['gas']['count']}/{ammo['gas']['max']} "
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if self.ammo_text != ammo_text:
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if self.ammo_text != ammo_text:
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self.ammo_text = ammo_text
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self.ammo_text = ammo_text
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font = self.fonts[20]
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font = self.fonts[20]
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@@ -279,8 +279,8 @@ class GameWindow:
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self.renderer.copy(self.ammo_background, dstrect=sdl2.SDL_Rect(position[0] - 5, position[1] - 2, text_width + 10, text_height + 4))
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self.renderer.copy(self.ammo_background, dstrect=sdl2.SDL_Rect(position[0] - 5, position[1] - 2, text_width + 10, text_height + 4))
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self.renderer.copy(self.ammo_sprite, dstrect=sdl2.SDL_Rect(position[0], position[1], text_width, text_height))
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self.renderer.copy(self.ammo_sprite, dstrect=sdl2.SDL_Rect(position[0], position[1], text_width, text_height))
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self.renderer.copy(assets["BMP_BOMB0"], dstrect=sdl2.SDL_Rect(position[0]+25, position[1], 20, 20))
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self.renderer.copy(assets["BMP_BOMB0"], dstrect=sdl2.SDL_Rect(position[0]+25, position[1], 20, 20))
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self.renderer.copy(assets["BMP_POISON"], dstrect=sdl2.SDL_Rect(position[0]+80, position[1], 20, 20))
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self.renderer.copy(assets["BMP_POISON"], dstrect=sdl2.SDL_Rect(position[0]+85, position[1], 20, 20))
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self.renderer.copy(assets["BMP_NUCLEAR"], dstrect=sdl2.SDL_Rect(position[0]+130, position[1], 20, 20))
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self.renderer.copy(assets["BMP_GAS"], dstrect=sdl2.SDL_Rect(position[0]+140, position[1], 20, 20))
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# ======================
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# ======================
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# VIEW & NAVIGATION
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# VIEW & NAVIGATION
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# ======================
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# ======================
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+15
-1
@@ -1,6 +1,8 @@
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import random
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import random
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import uuid
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import uuid
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from units import rat, bomb, mine, points
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from units import gas, rat, bomb, mine
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class UnitManager:
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class UnitManager:
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def count_rats(self):
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def count_rats(self):
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@@ -10,6 +12,15 @@ class UnitManager:
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count += 1
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count += 1
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return count
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return count
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def spawn_gas(self, parent_id=None):
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if self.map.is_wall(self.pointer[0], self.pointer[1]):
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return
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if self.ammo["gas"]["count"] <= 0:
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return
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self.ammo["gas"]["count"] -= 1
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self.render_engine.play_sound("GAS.WAV")
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self.spawn_unit(gas.Gas, self.pointer, parent_id=parent_id)
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def spawn_rat(self, position=None):
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def spawn_rat(self, position=None):
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if position is None:
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if position is None:
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position = self.choose_start()
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position = self.choose_start()
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@@ -57,3 +68,6 @@ class UnitManager:
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if self.map.matrix[y][x]
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if self.map.matrix[y][x]
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]
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]
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return random.choice(self._valid_positions)
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return random.choice(self._valid_positions)
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def get_unit_by_id(self, id):
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return self.units.get(id) or None
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@@ -54,15 +54,19 @@ class MiceMaze(
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self.ammo = {
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self.ammo = {
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"bomb": {
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"bomb": {
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"count": 2,
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"count": 2,
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"max": 5
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"max": 8
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},
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},
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"nuclear": {
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"nuclear": {
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"count": 1,
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"count": 1,
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"max": 1
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"max": 1
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},
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},
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"mine": {
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"mine": {
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"count": 5,
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"count": 2,
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"max": 5
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"max": 4
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},
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"gas": {
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"count": 2,
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"max": 4
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}
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}
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}
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}
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self.blood_stains = {}
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self.blood_stains = {}
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@@ -84,11 +88,14 @@ class MiceMaze(
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def refill_ammo(self):
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def refill_ammo(self):
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for ammo_type, data in self.ammo.items():
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for ammo_type, data in self.ammo.items():
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if ammo_type == "bomb":
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if ammo_type == "bomb":
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if random.random() < 0.01:
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if random.random() < 0.02:
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data["count"] = min(data["count"] + 1, data["max"])
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data["count"] = min(data["count"] + 1, data["max"])
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elif ammo_type == "mine":
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elif ammo_type == "mine":
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if random.random() < 0.05:
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if random.random() < 0.05:
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data["count"] = min(data["count"] + 1, data["max"])
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data["count"] = min(data["count"] + 1, data["max"])
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elif ammo_type == "gas":
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if random.random() < 0.01:
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data["count"] = min(data["count"] + 1, data["max"])
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def update_maze(self):
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def update_maze(self):
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if self.game_over():
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if self.game_over():
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Binary file not shown.
@@ -0,0 +1,69 @@
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from .unit import Unit
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from .rat import Rat
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import random
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# Costanti
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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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self.parent_id = parent_id
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# Specific attributes for gas
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self.speed = 50
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self.fight = False
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self.age = 0
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if parent_id:
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self.age = round(random.uniform(0, AGE_THRESHOLD))
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self.spreading_cells = []
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self.last_spreading_cells = []
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def move(self):
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if self.age > AGE_THRESHOLD:
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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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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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if (parent) or self.parent_id is None:
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print(f"Gas at {self.position} is spreading")
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# Spread gas to adjacent cells
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for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
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new_x = self.position[0] + dx
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new_y = self.position[1] + dy
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if not self.game.map.is_wall(new_x, new_y):
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if not any(isinstance(unit, Gas) for unit in self.game.units.values() if unit.position == (new_x, new_y)):
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print(f"Spreading gas from {self.position} to ({new_x}, {new_y})")
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self.game.spawn_unit(Gas, (new_x, new_y), parent_id=self.parent_id if self.parent_id else self.id)
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def collisions(self):
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pass
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def die(self, unit=None):
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if not unit:
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unit = self
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self.game.units.pop(unit.id)
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def draw(self):
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image = self.game.assets["BMP_GAS"]
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image_size = self.game.render_engine.get_image_size(image)
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self.rat_image = image
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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for cell in self.spreading_cells:
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x_pos = cell[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = cell[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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@@ -17,6 +17,7 @@ class Rat(Unit):
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# Specific attributes for rats
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# Specific attributes for rats
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self.speed = 0.10 # Rats are slower
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self.speed = 0.10 # Rats are slower
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self.fight = False
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self.fight = False
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self.gassed = 0
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# Initialize position using pathfinding
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# Initialize position using pathfinding
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self.position = self.find_next_position()
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self.position = self.find_next_position()
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@@ -47,7 +48,14 @@ class Rat(Unit):
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self.position_before = self.position
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self.position_before = self.position
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return neighbors[random.randint(0, len(neighbors) - 1)]
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return neighbors[random.randint(0, len(neighbors) - 1)]
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def choked(self):
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self.game.render_engine.play_sound("CHOKE.WAV")
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self.die(score=10)
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def move(self):
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def move(self):
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if self.gassed > 35:
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self.choked()
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return
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self.age += 1
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self.age += 1
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if self.age == AGE_THRESHOLD:
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if self.age == AGE_THRESHOLD:
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self.speed *= SPEED_REDUCTION
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self.speed *= SPEED_REDUCTION
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@@ -69,6 +77,7 @@ class Rat(Unit):
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return
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return
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units = []
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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_before, []))
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units.extend(self.game.unit_positions_before.get(self.position, []))
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for unit in units:
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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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if unit.id == self.id or unit.age < AGE_THRESHOLD or self.position != unit.position_before:
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