12836dd2d2
- Introduced a hybrid collision detection approach that utilizes NumPy for vectorized operations, improving performance for games with many entities (200+). - Added a spatial grid for efficient lookups and AABB (Axis-Aligned Bounding Box) collision detection. - Implemented a new `CollisionSystem` class with methods for registering units, checking collisions, and managing spatial data. - Created performance tests to benchmark the new collision system against the old O(n²) method, demonstrating significant speed improvements. - Updated existing code to integrate the new collision detection system and ensure compatibility with game logic.
65 lines
2.3 KiB
Python
65 lines
2.3 KiB
Python
from .unit import Unit
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from .bomb import Explosion
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from engine.collision_system import CollisionLayer
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class Mine(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.MINE)
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self.speed = 1.0 # Mine doesn't move but needs speed for consistency
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self.armed = True # Mine is active and ready to explode
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def move(self):
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"""Mines don't move, but we need to check for collision with rats each frame."""
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pass
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def collisions(self):
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"""Check if a rat steps on the mine using optimized collision system."""
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if not self.armed:
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return
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# Use collision system to check for rats at mine's position_before
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victim_ids = self.game.collision_system.get_units_in_cell(
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self.position, use_before=True
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)
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for victim_id in victim_ids:
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rat_unit = self.game.get_unit_by_id(victim_id)
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if rat_unit and hasattr(rat_unit, 'sex'): # Check if it's a rat
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# Mine explodes and kills the rat
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self.explode(rat_unit)
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break
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def explode(self, victim_rat):
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"""Mine explodes, killing the rat and destroying itself."""
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if not self.armed:
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return
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self.game.render_engine.play_sound("POISON.WAV")
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# Kill the rat that stepped on the mine
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if victim_rat.id in self.game.units:
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victim_rat.die(score=5)
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# Remove the mine from the game
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self.die()
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def draw(self):
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"""Draw the mine using the mine asset."""
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if not self.armed:
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return
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# Use mine asset
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image = self.game.assets["BMP_POISON"]
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image_size = self.game.render_engine.get_image_size(image)
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# Center the mine in the cell
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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")
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def die(self, score=None):
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"""Remove mine from game and disarm it."""
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self.armed = False
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super().die(score)
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