Files
mice/units/gas.py
T
Matteo Benedetto 4bab8d1a79 Scale gas spread, weapon refill, litter size, and post-mating stop with difficulty
Four gameplay parameters are now driven by the selected difficulty,
following the existing 'hard = harder for the player' philosophy:

  param                       easy   normal   hard
  gas_spread_speed            40     50       90     (higher = slower gas)
  weapon_refill_multiplier    1.3    1.0      0.6    (less ammo on hard)
  max_babies                  2      3        5      (more pups on hard)
  mate_stop_male / female     120/240 100/200 60/120 (shorter stop on hard)

Implementation:
- engine/config.py: new keys on each DIFFICULTY_OPTIONS entry.
- rats.py: _apply_difficulty() loads them onto the game (with __init__
  defaults for safety); normal keeps the previous hardcoded values.
- units/gas.py: Gas.speed reads game.gas_spread_speed (fallback 50).
- engine/unit_manager.py: refill_ammo() scales per-frame refill chances
  by game.weapon_refill_multiplier (fallback 1.0).
- units/rat.py: Male.fuck() uses game.mate_stop_male/mate_stop_female
  and random.randint(1, game.max_babies) (fallbacks to old values).

All reads use getattr with the previous constant as fallback, so older
configs / saved state keep working.
2026-06-27 19:52:27 +02:00

83 lines
3.6 KiB
Python

from .unit import Unit, UnitType
from engine.collision_system import CollisionLayer, shrink_bbox
import random
# Costanti
AGE_THRESHOLD = 200
GAS_BBOX_SHRINK = 0.3 # central 40% of the tile is poisonous
class Gas(Unit):
draw_on_top = True
def __init__(self, game, position=(0,0), id=None, parent_id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.GAS, unit_type=UnitType.GAS)
self.parent_id = parent_id
# Specific attributes for gas
self.speed = getattr(game, "gas_spread_speed", 50)
self.fight = False
self.age = 0
if parent_id:
self.age = round(random.uniform(0, AGE_THRESHOLD))
self.spreading_cells = []
self.last_spreading_cells = []
def move(self):
if self.age > AGE_THRESHOLD:
self.die()
return
self.age += 1
# Register a smaller bbox so rats must be well inside the tile to be gassed
cell_bbox = (
self.position[0] * self.game.cell_size,
self.position[1] * self.game.cell_size,
(self.position[0] + 1) * self.game.cell_size,
(self.position[1] + 1) * self.game.cell_size,
)
self.bbox = shrink_bbox(cell_bbox, GAS_BBOX_SHRINK)
if self.age % self.speed:
return
parent = self.game.unit_manager.get_unit_by_id(self.parent_id)
if (parent) or self.parent_id is None:
print(f"Gas at {self.position} is spreading")
# Spread gas to adjacent cells
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
new_x = self.position[0] + dx
new_y = self.position[1] + dy
if not self.game.map.is_wall(new_x, new_y):
if not any(unit.type == UnitType.GAS for unit in self.game.units.values() if unit.position == (new_x, new_y)):
print(f"Spreading gas from {self.position} to ({new_x}, {new_y})")
self.game.unit_manager.spawn_unit(Gas, (new_x, new_y), parent_id=self.parent_id if self.parent_id else self.id)
def collisions(self):
"""Poison rats that overlap the shrunk gas tile in Pass 2."""
for _, victim_id in self.game.collision_system.get_collisions_for_unit(
self.id, CollisionLayer.GAS, tolerance=0
):
victim = self.game.unit_manager.get_unit_by_id(victim_id)
if victim and victim.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE] and victim.id in self.game.units:
victim.gassed += 1
def die(self, unit=None, score=None):
if not unit:
unit = self
self.game.units.pop(unit.id)
def draw(self):
image = self.game.graphics.assets["BMP_GAS"]
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")
for cell in self.spreading_cells:
x_pos = cell[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = cell[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")