Files
mice/units/bomb.py
T
enne2 62a65f599d Draw explosions and gas inside tunnel cells
Remove the is_hidden_in_tunnel() checks from Explosion.draw() and
Gas.draw() so explosions and gas clouds remain visible when their center
falls inside a tunnel cell. Logic already spawned them in tunnel cells,
but they were rendered invisible because the draw path returned early.
2026-06-16 21:56:22 +02:00

228 lines
8.2 KiB
Python

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")