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from .unit import Unit
from . import rat
from .points import Point
from engine.collision_system import CollisionLayer
import uuid
import random
# Costanti
AGE_THRESHOLD = 200
NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
class Bomb(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
# 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 using vectorized collision system."""
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)
# Collect all explosion positions using vectorized approach
explosion_positions = []
# 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):
explosion_positions.append((x, y))
else:
break
if direction == "N":
y -= 1
elif direction == "S":
y += 1
elif direction == "E":
x += 1
elif direction == "W":
x -= 1
# Create all explosions at once
for pos in explosion_positions:
self.game.spawn_unit(Explosion, pos)
# Use optimized collision system to get all rats in explosion area
# This replaces the nested loop with a single vectorized operation
victim_ids = self.game.collision_system.get_units_in_area(
explosion_positions,
layer_filter=CollisionLayer.RAT
)
# Kill all victims with score multiplier
for victim_id in victim_ids:
victim = self.game.get_unit_by_id(victim_id)
if victim and victim.id in self.game.units:
# Determine position based on partial_move
victim_pos = victim.position if victim.partial_move >= 0.5 else victim.position_before
if victim_pos in explosion_positions:
victim.die(score=score)
if score < 160:
score *= 2
class Explosion(Bomb):
def __init__(self, game, position=(0,0), id=None):
# Initialize with proper EXPLOSION layer
Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.EXPLOSION)
self.speed = 20 # Bombs age faster * 5
self.fight = False
def move(self):
self.age += self.speed
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")
class NuclearBomb(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
self.speed = 1 # Slow countdown
self.fight = False
self.timer = NUCLEAR_TIMER # 1 second timer
def move(self):
"""Count down the nuclear timer"""
self.timer -= 1
if self.timer <= 0:
self.explode()
def collisions(self):
pass
def explode(self):
"""Nuclear explosion that affects all rats on the map"""
print("NUCLEAR EXPLOSION!")
# Play nuclear explosion sound
self.game.render_engine.play_sound("nuke.wav")
# Trigger white screen effect
self.game.render_engine.trigger_white_flash()
# Remove the nuclear bomb from the game
if self.id in self.game.units:
self.game.units.pop(self.id)
# Kill 90% of all rats on the map
rats_to_kill = []
# If unit is a child class of Rat
for unit in self.game.units.values():
if isinstance(unit, rat.Rat):
if random.random() < 0.7: # 70% chance to kill each rat
rats_to_kill.append(unit)
for unit in rats_to_kill:
unit.die(score=5)
print(f"Nuclear explosion killed {len(rats_to_kill)} rats!")
def draw(self):
"""Draw nuclear bomb on position"""
image = self.game.assets["BMP_NUCLEAR"]
image_size = self.game.render_engine.get_image_size(image)
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")