12836dd2d2
- Introduced a hybrid collision detection approach that utilizes NumPy for vectorized operations, improving performance for games with many entities (200+). - Added a spatial grid for efficient lookups and AABB (Axis-Aligned Bounding Box) collision detection. - Implemented a new `CollisionSystem` class with methods for registering units, checking collisions, and managing spatial data. - Created performance tests to benchmark the new collision system against the old O(n²) method, demonstrating significant speed improvements. - Updated existing code to integrate the new collision detection system and ensure compatibility with game logic.
87 lines
3.4 KiB
Python
87 lines
3.4 KiB
Python
from .unit import Unit
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from .rat import Rat
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from engine.collision_system import CollisionLayer
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import random
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# Costanti
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AGE_THRESHOLD = 200
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class Gas(Unit):
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def __init__(self, game, position=(0,0), id=None, parent_id=None):
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super().__init__(game, position, id, collision_layer=CollisionLayer.GAS)
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self.parent_id = parent_id
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# Specific attributes for gas
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self.speed = 50
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self.fight = False
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self.age = 0
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if parent_id:
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self.age = round(random.uniform(0, AGE_THRESHOLD))
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self.spreading_cells = []
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self.last_spreading_cells = []
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def move(self):
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if self.age > AGE_THRESHOLD:
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self.die()
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return
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self.age += 1
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# Use optimized collision system to find rats in gas cloud
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victim_ids = self.game.collision_system.get_units_in_cell(
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self.position, use_before=False
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)
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for victim_id in victim_ids:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and isinstance(victim, Rat):
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if victim.partial_move > 0.5:
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victim.gassed += 1
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# Check position_before as well
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victim_ids_before = self.game.collision_system.get_units_in_cell(
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self.position, use_before=True
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)
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for victim_id in victim_ids_before:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and isinstance(victim, Rat):
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if victim.partial_move < 0.5:
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victim.gassed += 1
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if self.age % self.speed:
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return
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parent = self.game.get_unit_by_id(self.parent_id)
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if (parent) or self.parent_id is None:
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print(f"Gas at {self.position} is spreading")
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# Spread gas to adjacent cells
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for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
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new_x = self.position[0] + dx
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new_y = self.position[1] + dy
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if not self.game.map.is_wall(new_x, new_y):
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if not any(isinstance(unit, Gas) for unit in self.game.units.values() if unit.position == (new_x, new_y)):
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print(f"Spreading gas from {self.position} to ({new_x}, {new_y})")
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self.game.spawn_unit(Gas, (new_x, new_y), parent_id=self.parent_id if self.parent_id else self.id)
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def collisions(self):
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pass
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def die(self, unit=None, score=None):
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if not unit:
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unit = self
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self.game.units.pop(unit.id)
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def draw(self):
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image = self.game.assets["BMP_GAS"]
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image_size = self.game.render_engine.get_image_size(image)
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self.rat_image = image
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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for cell in self.spreading_cells:
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x_pos = cell[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = cell[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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