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.
This commit is contained in:
2026-06-16 19:19:14 +02:00
parent 3e8cd97fda
commit 2f8e3e8b28
7 changed files with 88 additions and 33 deletions
+13
View File
@@ -9,6 +9,19 @@ This structure is designed to be easily portable to Nim.
from typing import Dict, List, Tuple, Set
from dataclasses import dataclass
def shrink_bbox(bbox: Tuple[float, float, float, float], ratio: float) -> Tuple[float, float, float, float]:
"""Return a smaller bbox centered on the original one.
ratio is the fraction of width/height removed from each side.
E.g. ratio=0.25 keeps the central 50% of the original area.
"""
x1, y1, x2, y2 = bbox
dx = (x2 - x1) * ratio / 2
dy = (y2 - y1) * ratio / 2
return (x1 + dx, y1 + dy, x2 - dx, y2 - dy)
@dataclass
class CollisionLayer:
"""Define which types of units can collide with each other."""
+15 -1
View File
@@ -516,7 +516,21 @@ class MiceMaze:
# Pass 2: RESOLVE and DRAW
for unit in sorted_units:
unit.collisions()
unit.draw()
# Draw mobile units first so ground effects appear on top
for unit in sorted_units:
if not getattr(unit, "draw_on_top", False):
unit.draw()
# Draw top-layer effects on top of mobile units
for unit in sorted_units:
if getattr(unit, "draw_on_top", False) and not getattr(unit, "draw_last", False):
unit.draw()
# Draw foreground/last-layer units (points) on top of everything
for unit in sorted_units:
if getattr(unit, "draw_last", False):
unit.draw()
self.graphics.draw_cave_foreground()
self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
+25 -9
View File
@@ -1,16 +1,19 @@
from .unit import Unit, UnitType
from . import rat
from .points import Point
from engine.collision_system import CollisionLayer
from engine.collision_system import CollisionLayer, shrink_bbox
import uuid
import random
# Costanti
AGE_THRESHOLD = 200
NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
EXPLOSION_BBOX_SHRINK = 0.25 # central 50% of the tile is lethal instantly
class Bomb(Unit):
draw_on_top = True
def __init__(self, game, position=(0,0), id=None, unit_type=UnitType.BOMB_TIMER):
super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB, unit_type=unit_type)
# Specific attributes for bombs
@@ -104,13 +107,24 @@ class Timer(Bomb):
layer_filter=CollisionLayer.RAT
)
cs = self.game.cell_size
for victim_id in victim_ids:
victim = self.game.unit_manager.get_unit_by_id(victim_id)
if victim and victim.id in self.game.units:
if victim.position in explosion_positions or victim.position_before in explosion_positions:
victim.die(score=score)
if score < 160:
score *= 2
# Require the rat to be well inside an explosion tile
for pos in explosion_positions:
if victim.position == pos or victim.position_before == pos:
exp_bbox = shrink_bbox(
(pos[0] * cs, pos[1] * cs, (pos[0] + 1) * cs, (pos[1] + 1) * cs),
EXPLOSION_BBOX_SHRINK,
)
vb = victim.bbox
if (vb[0] < exp_bbox[2] and vb[2] > exp_bbox[0] and
vb[1] < exp_bbox[3] and vb[3] > exp_bbox[1]):
victim.die(score=score)
if score < 160:
score *= 2
break
def draw(self):
"""Don't draw a bomb that has already exploded."""
@@ -130,10 +144,12 @@ class Explosion(Bomb):
self.age += self.speed
if self.age >= AGE_THRESHOLD:
self.die()
# Set bbox so lingering explosions can kill rats via collision system
x = self.position[0] * self.game.cell_size
y = self.position[1] * self.game.cell_size
self.bbox = (float(x), float(y), float(x + self.game.cell_size), float(y + self.game.cell_size))
# Set bbox so lingering explosions can kill rats via collision system.
# Only the central area is lethal.
cs = self.game.cell_size
cell_bbox = (self.position[0] * cs, self.position[1] * cs,
(self.position[0] + 1) * cs, (self.position[1] + 1) * cs)
self.bbox = shrink_bbox(cell_bbox, EXPLOSION_BBOX_SHRINK)
def collisions(self):
"""Lingering explosion kills any rat that touches it."""
+19 -22
View File
@@ -1,11 +1,14 @@
from .unit import Unit, UnitType
from engine.collision_system import CollisionLayer
from engine.collision_system import CollisionLayer, shrink_bbox
import random
# Costanti
AGE_THRESHOLD = 200
GAS_BBOX_SHRINK = 0.3 # central 40% of the tile is poisonous
class Gas(Unit):
draw_on_top = True
def __init__(self, game, position=(0,0), id=None, parent_id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.GAS, unit_type=UnitType.GAS)
self.parent_id = parent_id
@@ -25,27 +28,14 @@ class Gas(Unit):
return
self.age += 1
# Use optimized collision system to find rats in gas cloud
victim_ids = self.game.collision_system.get_units_in_cell(
self.position, use_before=False
# Register a smaller bbox so rats must be well inside the tile to be gassed
cell_bbox = (
self.position[0] * self.game.cell_size,
self.position[1] * self.game.cell_size,
(self.position[0] + 1) * self.game.cell_size,
(self.position[1] + 1) * self.game.cell_size,
)
for victim_id in victim_ids:
victim = self.game.unit_manager.get_unit_by_id(victim_id)
if victim and victim.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
if victim.partial_move > 0.5:
victim.gassed += 1
# Check position_before as well
victim_ids_before = self.game.collision_system.get_units_in_cell(
self.position, use_before=True
)
for victim_id in victim_ids_before:
victim = self.game.unit_manager.get_unit_by_id(victim_id)
if victim and victim.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
if victim.partial_move < 0.5:
victim.gassed += 1
self.bbox = shrink_bbox(cell_bbox, GAS_BBOX_SHRINK)
if self.age % self.speed:
return
@@ -61,8 +51,15 @@ class Gas(Unit):
if not any(unit.type == UnitType.GAS for unit in self.game.units.values() if unit.position == (new_x, new_y)):
print(f"Spreading gas from {self.position} to ({new_x}, {new_y})")
self.game.unit_manager.spawn_unit(Gas, (new_x, new_y), parent_id=self.parent_id if self.parent_id else self.id)
def collisions(self):
pass
"""Poison rats that overlap the shrunk gas tile in Pass 2."""
for _, victim_id in self.game.collision_system.get_collisions_for_unit(
self.id, CollisionLayer.GAS, tolerance=0
):
victim = self.game.unit_manager.get_unit_by_id(victim_id)
if victim and victim.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE] and victim.id in self.game.units:
victim.gassed += 1
def die(self, unit=None, score=None):
if not unit:
+2
View File
@@ -3,6 +3,8 @@ from .bomb import Explosion
from engine.collision_system import CollisionLayer
class Mine(Unit):
draw_on_top = True
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.MINE, unit_type=UnitType.MINE)
self.speed = 1.0 # Mine doesn't move but needs speed for consistency
+2
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@@ -12,6 +12,8 @@ class Point(Unit):
Represents a collectible point in the game.
Appears when a rat dies and can be collected by the player.
"""
draw_on_top = True
draw_last = True
def __init__(self, game, position=(0,0), id=None, value=10):
super().__init__(game, position, id, collision_layer=CollisionLayer.POINT, unit_type=UnitType.POINT)
+11
View File
@@ -40,6 +40,9 @@ class Unit(ABC):
Collision layer for the optimized collision system.
type : UnitType
The specific type of the unit.
draw_last : bool
Render order hint: when True, the unit is drawn after all other
top-layer units so it always appears in the foreground (e.g. points).
Methods
-------
@@ -52,6 +55,14 @@ class Unit(ABC):
die()
Remove unit from game and handle cleanup.
"""
# Render order hint: units with draw_on_top=True are drawn after mobile
# units so they appear layered on top (e.g. gas, mines, explosions).
draw_on_top = False
# Render order hint: units with draw_last=True are drawn after all other
# top-layer units so they always appear in the foreground.
draw_last = False
def __init__(self, game, position=(0, 0), id=None, collision_layer=0, unit_type=None):
"""Initialize a unit with game reference and position."""
self.id = id if id else uuid.uuid4()