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187 lines
6.5 KiB
187 lines
6.5 KiB
from .unit import Unit |
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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): |
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB) |
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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 = 0 |
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image = self.game.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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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 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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def die(self, unit=None, score=None): |
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"""Handle bomb explosion and chain reactions using vectorized collision system.""" |
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score = 10 |
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print("BOOM") |
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target_unit = unit if unit else self |
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self.game.render_engine.play_sound("BOMB.WAV") |
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# Use base class cleanup with error handling |
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try: |
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if target_unit.id in self.game.units: |
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self.game.units.pop(target_unit.id) |
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except: |
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print(f"Unit {target_unit.id} already dead") |
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# Bomb-specific behavior: create explosion |
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self.game.spawn_unit(Explosion, target_unit.position) |
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# Collect all explosion positions using vectorized approach |
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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 = target_unit.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 all explosions at once |
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for pos in explosion_positions: |
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self.game.spawn_unit(Explosion, pos) |
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# Use optimized collision system to get all rats in explosion area |
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# This replaces the nested loop with a single vectorized operation |
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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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# Kill all victims with score multiplier |
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for victim_id in victim_ids: |
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victim = self.game.get_unit_by_id(victim_id) |
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if victim and victim.id in self.game.units: |
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# Determine position based on partial_move |
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victim_pos = victim.position if victim.partial_move >= 0.5 else victim.position_before |
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if victim_pos 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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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 |
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Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.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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def draw(self): |
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image = self.game.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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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) |
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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 90% of all rats on the map |
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rats_to_kill = [] |
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# If unit is a child class of Rat |
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for unit in self.game.units.values(): |
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if isinstance(unit, rat.Rat): |
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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.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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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit") |