3e8cd97fda
- Move Timer explosion from move() to collisions() so all units are registered in the collision system before the kill query runs. - Explosion units now set a bbox and kill rats that touch them. - Guard Rat.draw() so dead rats are not drawn. - Remove units/__pycache__ files from tracking.
215 lines
7.5 KiB
Python
215 lines
7.5 KiB
Python
from .unit import Unit, UnitType
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from . import rat
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from .points import Point
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from engine.collision_system import CollisionLayer
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import uuid
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import random
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# Costanti
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AGE_THRESHOLD = 200
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NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
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class Bomb(Unit):
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def __init__(self, game, position=(0,0), id=None, unit_type=UnitType.BOMB_TIMER):
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB, unit_type=unit_type)
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# Specific attributes for bombs
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self.speed = 4 # Bombs age faster
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self.fight = False
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def move(self):
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pass
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def collisions(self):
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pass
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def die(self, unit=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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n = self.age // 40
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n= 3 -n +1
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if n == 0:
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n = 1
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if n < 0:
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n = 0
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image = self.game.graphics.bomb_assets[n]
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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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if self.is_hidden_in_tunnel(image_size):
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return
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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class Timer(Bomb):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id, unit_type=UnitType.BOMB_TIMER)
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def move(self):
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self.age += self.speed
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if self.age >= AGE_THRESHOLD and not getattr(self, "exploded", False):
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self.exploding = True
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def collisions(self):
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"""Explode in Pass 2 when every unit is registered in the collision system."""
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if getattr(self, "exploding", False) and not getattr(self, "exploded", False):
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self.explode()
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def explode(self):
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"""Handle bomb explosion and chain reactions."""
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score = 10
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print("BOOM")
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self.game.render_engine.play_sound("BOMB.WAV")
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self.exploded = True
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# Remove bomb
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if self.id in self.game.units:
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self.game.units.pop(self.id)
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# Collect all explosion positions
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explosion_positions = []
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# Check for chain reactions in all four directions
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for direction in ["N", "S", "E", "W"]:
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x, y = self.position
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while True:
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if not self.game.map.is_wall(x, y):
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explosion_positions.append((x, y))
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else:
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break
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if direction == "N":
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y -= 1
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elif direction == "S":
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y += 1
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elif direction == "E":
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x += 1
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elif direction == "W":
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x -= 1
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# Create visual explosions
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for pos in explosion_positions:
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self.game.unit_manager.spawn_unit(Explosion, pos)
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# Kill all rats in explosion area (Pass 2: all units registered)
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victim_ids = self.game.collision_system.get_units_in_area(
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explosion_positions,
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layer_filter=CollisionLayer.RAT
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)
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for victim_id in victim_ids:
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victim = self.game.unit_manager.get_unit_by_id(victim_id)
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if victim and victim.id in self.game.units:
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if victim.position in explosion_positions or victim.position_before in explosion_positions:
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victim.die(score=score)
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if score < 160:
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score *= 2
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def draw(self):
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"""Don't draw a bomb that has already exploded."""
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if getattr(self, "exploded", False):
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return
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super().draw()
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class Explosion(Bomb):
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def __init__(self, game, position=(0,0), id=None):
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# Initialize with proper EXPLOSION layer and type
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Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.EXPLOSION, unit_type=UnitType.EXPLOSION)
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self.speed = 20 # Bombs age faster * 5
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self.fight = False
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def move(self):
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self.age += self.speed
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if self.age >= AGE_THRESHOLD:
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self.die()
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# Set bbox so lingering explosions can kill rats via collision system
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x = self.position[0] * self.game.cell_size
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y = self.position[1] * self.game.cell_size
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self.bbox = (float(x), float(y), float(x + self.game.cell_size), float(y + self.game.cell_size))
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def collisions(self):
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"""Lingering explosion kills any rat that touches it."""
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victim_ids = self.game.collision_system.get_collisions_for_unit(
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self.id, CollisionLayer.EXPLOSION, tolerance=0
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)
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for _, victim_id in victim_ids:
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victim = self.game.unit_manager.get_unit_by_id(victim_id)
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if victim and victim.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE] and victim.id in self.game.units:
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victim.die(score=10)
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def draw(self):
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image = self.game.graphics.assets["BMP_EXPLOSION"]
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image_size = self.game.render_engine.get_image_size(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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if self.is_hidden_in_tunnel(image_size):
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return
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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class NuclearBomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB, unit_type=UnitType.BOMB_NUCLEAR)
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self.speed = 1 # Slow countdown
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self.fight = False
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self.timer = NUCLEAR_TIMER # 1 second timer
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def move(self):
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"""Count down the nuclear timer"""
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self.timer -= 1
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if self.timer <= 0:
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self.explode()
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def collisions(self):
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pass
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def explode(self):
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"""Nuclear explosion that affects all rats on the map"""
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print("NUCLEAR EXPLOSION!")
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# Play nuclear explosion sound
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self.game.render_engine.play_sound("nuke.wav")
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# Trigger white screen effect
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self.game.render_engine.trigger_white_flash()
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# Remove the nuclear bomb from the game
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if self.id in self.game.units:
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self.game.units.pop(self.id)
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# Kill 70% of all rats on the map
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rats_to_kill = []
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for unit in self.game.units.values():
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if unit.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
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if random.random() < 0.7: # 70% chance to kill each rat
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rats_to_kill.append(unit)
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for unit in rats_to_kill:
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unit.die(score=5)
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print(f"Nuclear explosion killed {len(rats_to_kill)} rats!")
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def draw(self):
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"""Draw nuclear bomb on position"""
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image = self.game.graphics.assets["BMP_NUCLEAR"]
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image_size = self.game.render_engine.get_image_size(image)
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x_pos = self.position[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2
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y_pos = self.position[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2
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if self.is_hidden_in_tunnel(image_size, position=self.position):
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return
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit") |