Files
mice/units/rat.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

252 lines
10 KiB
Python

from .unit import Unit, UnitType
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, unit_type=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.RAT, unit_type=unit_type)
# Specific attributes for rats
self.speed = 0.10 * getattr(self.game, "rat_speed_multiplier", 1.0)
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.graphics.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 spatial grid system.
"""
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.unit_manager.get_unit_by_id(other_id)
# Skip if not another Rat
if not other_unit or other_unit.type not in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
continue
if other_unit.age < AGE_THRESHOLD:
continue
# Check if units are actually overlapping (same cell now or in transition).
# Accept any of: same current cell, same previous cell, or each entered
# the other's previous cell.
self_here = (self.position, self.position_before)
other_here = (other_unit.position, other_unit.position_before)
if not (set(self_here) & set(other_here)):
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 (only Male has fuck method)
if hasattr(self, 'fuck'):
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.scoring.add_point(score)
self.game.unit_manager.spawn_unit(Point, death_position, value=score)
# Add blood stain directly to background
self.game.graphics.add_blood_stain(death_position)
def draw(self):
"""Optimized draw using pre-calculated positions from move()"""
if self.id not in self.game.units:
return
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image = self.game.graphics.rat_assets_textures[sex][self.direction]
image_size = self.game.graphics.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 not self.game.map.is_tunnel(cell_x, cell_y) and not self.game.map.is_empty(cell_x, cell_y):
# Inside a wall (or otherwise non-visible cell): don't draw the rat.
return
# Draw the rat (single animation frame). Applies to open cells, tunnel
# entrances, and internal tunnel passages alike.
frame = min(3, int(self.partial_move * 4))
source_rect = (frame * image_size[0], 0, image_size[0], image_size[1])
self.game.render_engine.draw_image(self.render_x, self.render_y, image, anchor="nw", tag="unit", source_rect=source_rect)
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.graphics.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, unit_type=UnitType.RAT_MALE)
self.sex = "MALE"
def fuck(self, unit):
if not unit.pregnant:
self.game.render_engine.play_sound("SEX.WAV")
self.stop = getattr(self.game, "mate_stop_male", 100)
unit.stop = getattr(self.game, "mate_stop_female", 200)
unit.pregnant = PREGNANCY_DURATION
unit.babies = random.randint(1, getattr(self.game, "max_babies", 3))
class Female(Rat):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, unit_type=UnitType.RAT_FEMALE)
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.unit_manager.spawn_rat(self.position)
else:
self.game.unit_manager.spawn_rat(self.position_before)
self.game.render_engine.play_sound("BIRTH.WAV")