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import random
import uuid
from units import gas, rat, bomb, mine
class UnitManager:
def has_weapon_at(self, position):
"""Check if there's a weapon (bomb, gas, mine) at the given position"""
for unit in self.units.values():
if unit.position == position:
# Check if it's a weapon type (not a rat or points)
if isinstance(unit, (bomb.Timer, bomb.NuclearBomb, gas.Gas, mine.Mine)):
return True
return False
def count_rats(self):
count = 0
for unit in self.units.values():
if isinstance(unit, rat.Rat):
count += 1
return count
def spawn_gas(self, parent_id=None):
if self.map.is_wall(self.pointer[0], self.pointer[1]):
return
if self.ammo["gas"]["count"] <= 0:
return
self.ammo["gas"]["count"] -= 1
self.render_engine.play_sound("GAS.WAV")
self.spawn_unit(gas.Gas, self.pointer, parent_id=parent_id)
def spawn_rat(self, position=None):
if position is None:
position = self.choose_start()
# Don't spawn rats on top of weapons
if self.has_weapon_at(position):
# Try nearby positions
for dx, dy in [(0,1), (1,0), (0,-1), (-1,0), (1,1), (-1,-1), (1,-1), (-1,1)]:
alt_pos = (position[0] + dx, position[1] + dy)
if not self.map.is_wall(alt_pos[0], alt_pos[1]) and not self.has_weapon_at(alt_pos):
position = alt_pos
break
else:
# All nearby positions blocked, abort spawn
return
rat_class = rat.Male if random.random() < 0.5 else rat.Female
self.spawn_unit(rat_class, position)
def spawn_bomb(self, position):
if self.ammo["bomb"]["count"] <= 0:
return
self.render_engine.play_sound("PUTDOWN.WAV")
self.spawn_unit(bomb.Timer, position)
self.ammo["bomb"]["count"] -= 1
def spawn_nuclear_bomb(self, position):
"""Spawn a nuclear bomb at the specified position"""
if self.ammo["nuclear"]["count"] <= 0:
return
if self.map.is_wall(position[0], position[1]):
return
self.render_engine.play_sound("NUCLEAR.WAV")
self.ammo["nuclear"]["count"] -= 1
self.spawn_unit(bomb.NuclearBomb, position)
def spawn_mine(self, position):
if self.ammo["mine"]["count"] <= 0:
return
if self.map.is_wall(position[0], position[1]):
return
self.render_engine.play_sound("PUTDOWN.WAV")
self.ammo["mine"]["count"] -= 1
self.spawn_unit(mine.Mine, position, on_bottom=True)
def spawn_unit(self, unit, position, on_bottom=False, **kwargs):
id = uuid.uuid4()
if on_bottom:
self.units = {id: unit(self, position, id, **kwargs), **self.units}
else:
self.units[id] = unit(self, position, id, **kwargs)
def choose_start(self):
if not hasattr(self, '_valid_positions'):
self._valid_positions = [
(x, y) for y in range(1, self.map.height-1)
for x in range(1, self.map.width-1)
if self.map.matrix[y][x]
]
return random.choice(self._valid_positions)
def get_unit_by_id(self, id):
return self.units.get(id) or None