from .unit import Unit from .rat import Rat from engine.collision_system import CollisionLayer import random # Costanti AGE_THRESHOLD = 200 class Gas(Unit): def __init__(self, game, position=(0,0), id=None, parent_id=None): super().__init__(game, position, id, collision_layer=CollisionLayer.GAS) self.parent_id = parent_id # Specific attributes for gas self.speed = 50 self.fight = False self.age = 0 if parent_id: self.age = round(random.uniform(0, AGE_THRESHOLD)) self.spreading_cells = [] self.last_spreading_cells = [] def move(self): if self.age > AGE_THRESHOLD: self.die() 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 ) for victim_id in victim_ids: victim = self.game.get_unit_by_id(victim_id) if victim and isinstance(victim, Rat): 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.get_unit_by_id(victim_id) if victim and isinstance(victim, Rat): if victim.partial_move < 0.5: victim.gassed += 1 if self.age % self.speed: return parent = self.game.get_unit_by_id(self.parent_id) if (parent) or self.parent_id is None: print(f"Gas at {self.position} is spreading") # Spread gas to adjacent cells for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: new_x = self.position[0] + dx new_y = self.position[1] + dy if not self.game.map.is_wall(new_x, new_y): if not any(isinstance(unit, 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.spawn_unit(Gas, (new_x, new_y), parent_id=self.parent_id if self.parent_id else self.id) def collisions(self): pass def die(self, unit=None, score=None): if not unit: unit = self self.game.units.pop(unit.id) def draw(self): image = self.game.assets["BMP_GAS"] image_size = self.game.render_engine.get_image_size(image) self.rat_image = image partial_x, partial_y = 0, 0 x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit") for cell in self.spreading_cells: x_pos = cell[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x y_pos = cell[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")