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from .unit import Unit
from .bomb import Explosion
class Mine(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id)
self.speed = 1.0 # Mine doesn't move but needs speed for consistency
self.armed = True # Mine is active and ready to explode
def move(self):
"""Mines don't move, but we need to check for collision with rats each frame."""
pass
def collisions(self):
"""Check if a rat steps on the mine (has position_before on mine's position)."""
if not self.armed:
return
# Check for rats that have position_before on this mine's position
for rat_unit in self.game.unit_positions_before.get(self.position, []):
if hasattr(rat_unit, 'sex'): # Check if it's a rat (rats have sex attribute)
# Mine explodes and kills the rat
self.explode(rat_unit)
break
def explode(self, victim_rat):
"""Mine explodes, killing the rat and destroying itself."""
if not self.armed:
return
self.game.render_engine.play_sound("POISON.WAV")
# Kill the rat that stepped on the mine
if victim_rat.id in self.game.units:
victim_rat.die(score=5)
# Remove the mine from the game
self.die()
def draw(self):
"""Draw the mine using the mine asset."""
if not self.armed:
return
# Use mine asset
image = self.game.assets["BMP_POISON"]
image_size = self.game.render_engine.get_image_size(image)
# Center the mine in the cell
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")
def die(self, score=None):
"""Remove mine from game and disarm it."""
self.armed = False
super().die(score)