from .unit import Unit, UnitType from . import rat from .points import Point 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 self.speed = 4 # Bombs age faster self.fight = False def move(self): pass def collisions(self): pass def die(self, unit=None): if not unit: unit = self self.game.units.pop(unit.id) def draw(self): n = self.age // 40 n= 3 -n +1 if n == 0: n = 1 if n < 0: n = 0 image = self.game.graphics.bomb_assets[n] 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 if self.is_hidden_in_tunnel(image_size): return self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit") class Timer(Bomb): def __init__(self, game, position=(0,0), id=None): super().__init__(game, position, id, unit_type=UnitType.BOMB_TIMER) def move(self): self.age += self.speed if self.age >= AGE_THRESHOLD and not getattr(self, "exploded", False): self.exploding = True def collisions(self): """Explode in Pass 2 when every unit is registered in the collision system.""" if getattr(self, "exploding", False) and not getattr(self, "exploded", False): self.explode() def explode(self): """Handle bomb explosion and chain reactions.""" score = 10 print("BOOM") self.game.render_engine.play_sound("BOMB.WAV") self.exploded = True # Remove bomb if self.id in self.game.units: self.game.units.pop(self.id) # Collect all explosion positions explosion_positions = [] # Check for chain reactions in all four directions for direction in ["N", "S", "E", "W"]: x, y = self.position while True: if not self.game.map.is_wall(x, y): explosion_positions.append((x, y)) else: break if direction == "N": y -= 1 elif direction == "S": y += 1 elif direction == "E": x += 1 elif direction == "W": x -= 1 # Create visual explosions for pos in explosion_positions: self.game.unit_manager.spawn_unit(Explosion, pos) # Kill all rats in explosion area (Pass 2: all units registered) victim_ids = self.game.collision_system.get_units_in_area( explosion_positions, 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: # 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.""" if getattr(self, "exploded", False): return super().draw() class Explosion(Bomb): def __init__(self, game, position=(0,0), id=None): # Initialize with proper EXPLOSION layer and type Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.EXPLOSION, unit_type=UnitType.EXPLOSION) self.speed = 20 # Bombs age faster * 5 self.fight = False def move(self): self.age += self.speed if self.age >= AGE_THRESHOLD: self.die() # 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.""" victim_ids = self.game.collision_system.get_collisions_for_unit( self.id, CollisionLayer.EXPLOSION, tolerance=0 ) 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] and victim.id in self.game.units: victim.die(score=10) def draw(self): image = self.game.graphics.assets["BMP_EXPLOSION"] image_size = self.game.render_engine.get_image_size(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") class NuclearBomb(Unit): def __init__(self, game, position=(0,0), id=None): super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB, unit_type=UnitType.BOMB_NUCLEAR) self.speed = 1 # Slow countdown self.fight = False self.timer = NUCLEAR_TIMER # 1 second timer def move(self): """Count down the nuclear timer""" self.timer -= 1 if self.timer <= 0: self.explode() def collisions(self): pass def explode(self): """Nuclear explosion that affects all rats on the map""" print("NUCLEAR EXPLOSION!") # Play nuclear explosion sound self.game.render_engine.play_sound("nuke.wav") # Trigger white screen effect self.game.render_engine.trigger_white_flash() # Remove the nuclear bomb from the game if self.id in self.game.units: self.game.units.pop(self.id) # Kill 70% of all rats on the map rats_to_kill = [] for unit in self.game.units.values(): if unit.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]: if random.random() < 0.7: # 70% chance to kill each rat rats_to_kill.append(unit) for unit in rats_to_kill: unit.die(score=5) print(f"Nuclear explosion killed {len(rats_to_kill)} rats!") def draw(self): """Draw nuclear bomb on position""" image = self.game.graphics.assets["BMP_NUCLEAR"] image_size = self.game.render_engine.get_image_size(image) x_pos = self.position[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 y_pos = self.position[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 if self.is_hidden_in_tunnel(image_size, position=self.position): return self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")