from .unit import Unit from . import rat from .points import Point import uuid import random # Costanti AGE_THRESHOLD = 200 NUCLEAR_TIMER = 50 # 1 second at ~50 FPS class Bomb(Unit): def __init__(self, game, position=(0,0), id=None): super().__init__(game, position, id) # 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 = 0 image = self.game.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 self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit") class Timer(Bomb): def move(self): self.age += self.speed if self.age == AGE_THRESHOLD: self.die() def die(self, unit=None, score=None): """Handle bomb explosion and chain reactions.""" score = 10 print("BOOM") target_unit = unit if unit else self self.game.render_engine.play_sound("BOMB.WAV") # Use base class cleanup with error handling try: if target_unit.id in self.game.units: self.game.units.pop(target_unit.id) except: print(f"Unit {target_unit.id} already dead") # Bomb-specific behavior: create explosion self.game.spawn_unit(Explosion, target_unit.position) # Check for chain reactions in all four directions for direction in ["N", "S", "E", "W"]: x, y = target_unit.position while True: if not self.game.map.is_wall(x, y): self.game.spawn_unit(Explosion, (x, y)) for victim in self.game.unit_positions.get((x, y), []): if victim.id in self.game.units: if victim.partial_move >= 0.5: victim.die(score=score) if score < 160: score *= 2 for victim in self.game.unit_positions_before.get((x, y), []): if victim.id in self.game.units: if victim.partial_move < 0.5: victim.die(score=score) if score < 160: score *= 2 else: break if direction == "N": y -= 1 elif direction == "S": y += 1 elif direction == "E": x += 1 elif direction == "W": x -= 1 class Explosion(Bomb): def move(self): self.age += self.speed*5 if self.age == AGE_THRESHOLD: self.die() def draw(self): image = self.game.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) 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 90% of all rats on the map rats_to_kill = [] # If unit is a child class of Rat for unit in self.game.units.values(): if isinstance(unit, rat.Rat): 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=None) print(f"Nuclear explosion killed {len(rats_to_kill)} rats!") def draw(self): """Draw nuclear bomb on position""" image = self.game.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 self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")