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from .unit import Unit
from .points import Point
from engine.collision_system import CollisionLayer
import random
import uuid
# Costanti
AGE_THRESHOLD = 200
SPEED_REDUCTION = 0.5
PREGNANCY_DURATION = 500
BABY_INTERVAL = 50
class Rat(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.RAT)
# Specific attributes for rats
self.speed = 0.10 # Rats are slower
self.fight = False
self.gassed = 0
self.direction = "DOWN" # Default direction
# Initialize position using pathfinding
self.position = self.find_next_position()
def calculate_rat_direction(self):
x, y = self.position
x_before, y_before = self.position_before
if x > x_before:
return "RIGHT"
elif x < x_before:
return "LEFT"
elif y > y_before:
return "DOWN"
elif y < y_before:
return "UP"
else:
return "DOWN"
def find_next_position(self):
neighbors = []
x, y = self.position
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = x + dx, y + dy
if not self.game.map.in_bounds(nx, ny):
continue
if self.game.map.is_traversable(nx, ny) and (nx, ny) != self.position_before:
neighbors.append((nx, ny))
if not neighbors:
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = x + dx, y + dy
if not self.game.map.in_bounds(nx, ny):
continue
if self.game.map.is_traversable(nx, ny):
neighbors.append((nx, ny))
if not neighbors:
print(f"[flow] rat fallback: no traversable neighbors from position={self.position}", flush=True)
return self.position
self.position_before = self.position
return random.choice(neighbors)
def choked(self):
self.game.render_engine.play_sound("CHOKE.WAV")
self.die(score=10)
def move(self):
if self.gassed > 35:
self.choked()
return
self.age += 1
if self.age == AGE_THRESHOLD:
self.speed *= SPEED_REDUCTION
if getattr(self, "pregnant", False):
self.procreate()
if self.stop:
self.stop -= 1
return
if self.partial_move < 1:
self.partial_move = round(self.partial_move + self.speed, 2)
if self.partial_move >= 1:
self.partial_move = 0
self.position = self.find_next_position()
self.direction = self.calculate_rat_direction()
# Pre-calculate render position for draw() - optimization
self._update_render_position()
def _update_render_position(self):
"""Pre-calculate rendering position and bbox during move() to optimize draw()"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
# Get cached image size instead of calling get_image_size()
image_size = self.game.rat_image_sizes[sex][self.direction]
# Calculate partial movement offset
if self.direction in ["UP", "DOWN"]:
partial_x = 0
partial_y = self.partial_move * self.game.cell_size * (1 if self.direction == "DOWN" else -1)
else:
partial_x = self.partial_move * self.game.cell_size * (1 if self.direction == "RIGHT" else -1)
partial_y = 0
# Calculate final render position
self.render_x = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
self.render_y = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
# Update bbox for collision system
self.bbox = (self.render_x, self.render_y, self.render_x + image_size[0], self.render_y + image_size[1])
def collisions(self):
"""
Optimized collision detection using the vectorized collision system.
Uses spatial hashing and numpy for efficient checks with 200+ units.
"""
OVERLAP_TOLERANCE = self.game.cell_size // 4
# Only adult rats can collide for reproduction/fighting
if self.age < AGE_THRESHOLD:
return
# Get collisions from the optimized collision system
collisions = self.game.collision_system.get_collisions_for_unit(
self.id,
CollisionLayer.RAT,
tolerance=OVERLAP_TOLERANCE
)
# Process each collision
for _, other_id in collisions:
other_unit = self.game.get_unit_by_id(other_id)
# Skip if not another Rat
if not isinstance(other_unit, Rat):
continue
if not other_unit or other_unit.age < AGE_THRESHOLD:
continue
# Check if units are actually moving towards each other
if self.position != other_unit.position_before:
continue
# Both units still exist in game
if self.id in self.game.units and other_id in self.game.units:
if self.sex == other_unit.sex and self.fight:
# Same sex + fight mode = combat
self.die(other_unit)
elif self.sex != other_unit.sex:
# Different sex = reproduction
if "fuck" in dir(self):
self.fuck(other_unit)
def die(self, unit=None, score=10):
"""Handle rat death and spawn points."""
target_unit = unit if unit else self
death_position = target_unit.position_before
# Use base class cleanup
if target_unit.id in self.game.units:
self.game.units.pop(target_unit.id)
# Rat-specific behavior: spawn points
if score not in [None, 0]:
self.game.add_point(score)
self.game.spawn_unit(Point, death_position, value=score)
# Add blood stain directly to background
self.game.add_blood_stain(death_position)
def draw(self):
"""Optimized draw using pre-calculated positions from move()"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image = self.game.rat_assets_textures[sex][self.direction]
image_size = self.game.rat_image_sizes[sex][self.direction]
# Calculate render position if not yet set (first frame)
if not hasattr(self, 'render_x'):
self._calculate_render_position()
# Match the original game: the visibility test uses the rat's center point,
# not the sprite's top-left corner.
center_x = int(self.render_x + image_size[0] / 2)
center_y = int(self.render_y + image_size[1] / 2)
cell_x = center_x // self.game.cell_size
cell_y = center_y // self.game.cell_size
if self.game.map.in_bounds(cell_x, cell_y):
if self.game.map.is_tunnel(cell_x, cell_y):
if self._draw_partially_hidden_in_tunnel(image, image_size, center_x, center_y, cell_x, cell_y):
return
return
if not self.game.map.is_empty(cell_x, cell_y):
return
# Use pre-calculated positions
self.game.render_engine.draw_image(self.render_x, self.render_y, image, anchor="nw", tag="unit")
# bbox already updated in _update_render_position()
#self.game.render_engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
def _draw_partially_hidden_in_tunnel(self, image, image_size, center_x, center_y, cell_x, cell_y):
direction = self._get_tunnel_entrance_direction(cell_x, cell_y)
if direction is None:
return False
local_x = center_x - cell_x * self.game.cell_size
local_y = center_y - cell_y * self.game.cell_size
half_cell = self.game.cell_size / 2
if direction == "UP":
visible_ratio = max(0.0, min(1.0, (half_cell - local_y) / half_cell))
visible_height = int(round(image_size[1] * visible_ratio))
if visible_height <= 0:
return False
self.game.render_engine.draw_image(
self.render_x,
self.render_y,
image,
anchor="nw",
tag="unit",
source_rect=(0, 0, image_size[0], visible_height),
dest_size=(image_size[0], visible_height),
)
return True
if direction == "DOWN":
visible_ratio = max(0.0, min(1.0, (local_y - half_cell) / half_cell))
visible_height = int(round(image_size[1] * visible_ratio))
if visible_height <= 0:
return False
source_y = image_size[1] - visible_height
draw_y = self.render_y + source_y
self.game.render_engine.draw_image(
self.render_x,
draw_y,
image,
anchor="nw",
tag="unit",
source_rect=(0, source_y, image_size[0], visible_height),
dest_size=(image_size[0], visible_height),
)
return True
if direction == "LEFT":
visible_ratio = max(0.0, min(1.0, (half_cell - local_x) / half_cell))
visible_width = int(round(image_size[0] * visible_ratio))
if visible_width <= 0:
return False
self.game.render_engine.draw_image(
self.render_x,
self.render_y,
image,
anchor="nw",
tag="unit",
source_rect=(0, 0, visible_width, image_size[1]),
dest_size=(visible_width, image_size[1]),
)
return True
visible_ratio = max(0.0, min(1.0, (local_x - half_cell) / half_cell))
visible_width = int(round(image_size[0] * visible_ratio))
if visible_width <= 0:
return False
source_x = image_size[0] - visible_width
draw_x = self.render_x + source_x
self.game.render_engine.draw_image(
draw_x,
self.render_y,
image,
anchor="nw",
tag="unit",
source_rect=(source_x, 0, visible_width, image_size[1]),
dest_size=(visible_width, image_size[1]),
)
return True
def _get_tunnel_entrance_direction(self, cell_x, cell_y):
directions = [
("UP", 0, -1),
("DOWN", 0, 1),
("LEFT", -1, 0),
("RIGHT", 1, 0),
]
empty_neighbors = []
for direction, dx, dy in directions:
neighbor_x = cell_x + dx
neighbor_y = cell_y + dy
if self.game.map.in_bounds(neighbor_x, neighbor_y) and self.game.map.is_empty(neighbor_x, neighbor_y):
empty_neighbors.append(direction)
if len(empty_neighbors) != 1:
return None
return empty_neighbors[0]
def _calculate_render_position(self):
"""Calculate render position and bbox (used when render_x not yet set)"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image_size = self.game.render_engine.get_image_size(
self.game.rat_assets_textures[sex][self.direction]
)
partial_x, partial_y = 0, 0
if self.direction in ["UP", "DOWN"]:
partial_y = self.partial_move * self.game.cell_size * (1 if self.direction == "DOWN" else -1)
else:
partial_x = self.partial_move * self.game.cell_size * (1 if self.direction == "RIGHT" else -1)
self.render_x = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
self.render_y = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.bbox = (self.render_x, self.render_y, self.render_x + image_size[0], self.render_y + image_size[1])
class Male(Rat):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id)
self.sex = "MALE"
def fuck(self, unit):
if not unit.pregnant:
self.game.render_engine.play_sound("SEX.WAV")
self.stop = 100
unit.stop = 200
unit.pregnant = PREGNANCY_DURATION
unit.babies = random.randint(1, 3)
class Female(Rat):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id)
self.sex = "FEMALE"
self.pregnant = False
self.babies = 0
def procreate(self):
self.pregnant -= 1
if self.pregnant == self.babies * BABY_INTERVAL:
self.babies -= 1
self.stop = 20
if self.partial_move > 0.2:
self.game.spawn_rat(self.position)
else:
self.game.spawn_rat(self.position_before)
self.game.render_engine.play_sound("BIRTH.WAV")