Fix gas poisoning, explosion hit detection and render order
- Move gas poisoning from Gas.move() to Gas.collisions() so all rats are registered in the collision system before the poison query runs. - Shrink gas and explosion bboxes so rats must be well inside the tile to be poisoned/killed. - Use AABB overlap instead of partial_move threshold for gas poisoning. - Draw mobile units first, then top-layer effects (gas, mines, bombs, explosions) so rats appear under the gas. - Add draw_on_top hint to Unit base class and top-layer units.
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+25
-9
@@ -1,16 +1,19 @@
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from .unit import Unit, UnitType
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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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from engine.collision_system import CollisionLayer, shrink_bbox
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import uuid
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import random
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# Costanti
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AGE_THRESHOLD = 200
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NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
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EXPLOSION_BBOX_SHRINK = 0.25 # central 50% of the tile is lethal instantly
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class Bomb(Unit):
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draw_on_top = True
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def __init__(self, game, position=(0,0), id=None, unit_type=UnitType.BOMB_TIMER):
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB, unit_type=unit_type)
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# Specific attributes for bombs
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@@ -104,13 +107,24 @@ class Timer(Bomb):
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layer_filter=CollisionLayer.RAT
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)
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cs = self.game.cell_size
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for victim_id in victim_ids:
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victim = self.game.unit_manager.get_unit_by_id(victim_id)
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if victim and victim.id in self.game.units:
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if victim.position in explosion_positions or victim.position_before 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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# Require the rat to be well inside an explosion tile
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for pos in explosion_positions:
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if victim.position == pos or victim.position_before == pos:
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exp_bbox = shrink_bbox(
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(pos[0] * cs, pos[1] * cs, (pos[0] + 1) * cs, (pos[1] + 1) * cs),
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EXPLOSION_BBOX_SHRINK,
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)
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vb = victim.bbox
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if (vb[0] < exp_bbox[2] and vb[2] > exp_bbox[0] and
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vb[1] < exp_bbox[3] and vb[3] > exp_bbox[1]):
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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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break
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def draw(self):
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"""Don't draw a bomb that has already exploded."""
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@@ -130,10 +144,12 @@ class Explosion(Bomb):
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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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# Set bbox so lingering explosions can kill rats via collision system
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x = self.position[0] * self.game.cell_size
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y = self.position[1] * self.game.cell_size
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self.bbox = (float(x), float(y), float(x + self.game.cell_size), float(y + self.game.cell_size))
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# Set bbox so lingering explosions can kill rats via collision system.
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# Only the central area is lethal.
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cs = self.game.cell_size
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cell_bbox = (self.position[0] * cs, self.position[1] * cs,
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(self.position[0] + 1) * cs, (self.position[1] + 1) * cs)
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self.bbox = shrink_bbox(cell_bbox, EXPLOSION_BBOX_SHRINK)
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def collisions(self):
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"""Lingering explosion kills any rat that touches it."""
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