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from .unit import Unit
from .points import Point
import uuid
# Costanti
AGE_THRESHOLD = 200
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:
print(f"Victim {victim.id} at {x}, {y} dies")
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:
print(f"Victim {victim.id} at {x}, {y} dies")
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")