PEP8 fix.
[tabakrolletjie.git] / tabakrolletjie / enemies.py
1 # Boyd, the friendly, misunderstood turnip loving, light hating space mould
2
3 import random
4
5 import pymunk
6 import pymunk.pygame_util
7 import pygame.draw
8 import pygame.surface
9 import pygame.display
10
11 from .constants import (SCREEN_SIZE, MOULD_CATEGORY, OBSTACLE_CATEGORY,
12                         TURNIP_CATEGORY, COLOURS)
13 from .loader import loader
14 from .sound import sound
15 from .transforms import Multiply
16 from .utils import debug_timer
17
18 MOULD_FILTER = pymunk.ShapeFilter(
19     mask=MOULD_CATEGORY | OBSTACLE_CATEGORY,
20     categories=MOULD_CATEGORY)
21
22 EAT_TURNIP_FILTER = pymunk.ShapeFilter(mask=TURNIP_CATEGORY)
23
24
25 # Boyd parameters
26 SPAWN_RATE = 10
27 MAX_AGE = 60
28 MAX_ELEMENTS = 400
29 MAX_HEALTH = 100
30
31 # Increase in health per day
32 DAY_HEALTH = 10
33
34 HEAL_FACTOR = 1
35
36 MOULD_STAGES = [15, 25]
37
38
39 def calc_colour_transform(resistances):
40     fr = fg = fb = 0
41     for colour, value in resistances.items():
42         if value:
43             new_value = 63 + 64 * value
44             r, g, b = COLOURS[colour]
45             if r:
46                 fr += new_value
47             if g:
48                 fg += new_value
49             if b:
50                 fb += new_value
51     # Scale if we've exceeded 255
52     # Should only be required when we have lights that aren't soley red,
53     # green or blue
54     max_value = max(fr, fg, fb)
55     if max_value > 255:
56         fr = int(255 * fr / float(max_value))
57         fg = int(255 * fg / float(max_value))
58         fb = int(255 * fb / float(max_value))
59     return Multiply(colour=(fr, fg, fb))
60
61
62 class Mould(pymunk.Body):
63     """A segment of Boyd"""
64
65     def __init__(self, gamestate, space, pos, resistances, transform):
66         super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
67         self.position = pos
68         self._shape = pymunk.Circle(self, 16)
69         space.add(self, self._shape)
70         self._shape.filter = MOULD_FILTER
71         self._age = 0
72         self._img = None
73         self._health = 500
74         self.has_eyeball = False
75         self._eyeball = None
76         self._resistances = resistances
77         self._transform = transform
78
79     def pygame_pos(self, surface):
80         """Convert to pygame coordinates and offset position so
81            our position is the centre of the image."""
82         # The odd sign combination is because of the pymunk / pygame
83         # transform, but we do it this way to exploit Vec2d math magic
84         return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
85
86     def get_image(self):
87         if not self._img:
88             name = random.choice(
89                 ('mouldA.png', 'mouldB.png', 'mouldC.png'))
90             size = (
91                 "16" if self._age < MOULD_STAGES[0] else
92                 "32" if self._age < MOULD_STAGES[1] else "64")
93             self._img = loader.load_image(size, name,
94                                           transform=self._transform)
95         return self._img
96
97     def get_eyeball(self):
98         if not self._eyeball:
99             name = random.choice(
100                 ('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
101             self._eyeball = loader.load_image("32", name)
102         return self._eyeball
103
104     def set_health(self, new_health):
105         self._health = new_health
106
107     def tick(self, gamestate, space, moulds):
108         """Grow and / or Die"""
109
110         self._age += 1
111
112         # we regain a health every tick, so we heal in the dark
113         if self._health < MAX_HEALTH:
114             self._health += HEAL_FACTOR
115
116         refresh = False
117
118         if (self._age % SPAWN_RATE) == 0 and len(moulds) < MAX_ELEMENTS:
119             # Spawn a new child, if we can
120             spawn = True
121             choice = random.randint(0, 3)
122             if choice == 0:
123                 pos = self.position + (0, 24)
124             elif choice == 1:
125                 pos = self.position + (24, 0)
126             elif choice == 2:
127                 pos = self.position + (-24, 0)
128             else:
129                 pos = self.position + (0, -24)
130             # check for bounds
131             if pos[0] < 0 or pos[0] >= SCREEN_SIZE[0]:
132                 spawn = False
133             if pos[1] < 0 or pos[1] >= SCREEN_SIZE[1]:
134                 spawn = False
135             # Check for free space
136             # We allow some overlap, hence not checking full radius
137             query = space.point_query(pos, 8, MOULD_FILTER)
138             if query:
139                 spawn = False
140             if spawn:
141                 child = Mould(gamestate, space, pos, self._resistances,
142                               self._transform)
143                 child._health = self._health
144                 moulds.append(child)
145                 refresh = True
146                 if random.randint(0, 10) < 2:
147                     sound.play_sound("mouth_pop_2a.ogg")
148
149         if self._age in MOULD_STAGES:
150             # We grow in size
151             refresh = True
152             self._img = None  # invalidate cached image
153
154         if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
155             # Maybe we grow an eyeball
156             self.has_eyeball = True
157
158         if self._age > MAX_AGE:
159             # We die of old age
160             space.remove(self, self._shape)
161             moulds.remove(self)
162             refresh = True
163         else:
164             # Check for turnips we can eat
165             # Note that we can only eat a tick after we spawn
166             query = space.point_query(self.position, 16, EAT_TURNIP_FILTER)
167             if query:
168                 query[0].shape.body.turnip.eaten = True
169         return refresh
170
171     def damage(self, light, space, moulds):
172         """Take damage for light, adjusted for resistances."""
173         damage = light.base_damage()
174         colour = light.colour
175         damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
176         self._health -= damage
177         if self._health <= 0 and self._age <= MAX_AGE:
178             # We die of damage
179             space.remove(self, self._shape)
180             moulds.remove(self)
181             return True
182         return False
183
184
185 class Boyd(object):
186
187     def __init__(self, gamestate, space):
188         self._moulds = []
189         self._seen_colours = set()
190         self._mould_transform = calc_colour_transform(gamestate.resistances)
191         for position in gamestate.get_spawn_positions():
192             seed = Mould(gamestate, space, position,
193                          gamestate.resistances, self._mould_transform)
194             seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
195             self._moulds.append(seed)
196         self._image = pygame.surface.Surface(SCREEN_SIZE)
197         self._image = self._image.convert_alpha(pygame.display.get_surface())
198         self._draw_moulds()
199
200     def _draw_moulds(self):
201         self._image.fill((0, 0, 0, 0))
202         for m in self._moulds:
203             self._image.blit(m.get_image(),
204                              m.pygame_pos(self._image), None,
205                              0)
206         for m in self._moulds:
207             if m.has_eyeball:
208                 self._image.blit(m.get_eyeball(), m.pygame_pos(self._image),
209                                  None, 0)
210
211     @debug_timer('Boyd.tick')
212     def tick(self, gamestate, space, lights):
213         redraw = False
214         # Handle spawn events
215         for mould in self._moulds[:]:
216             # Handle updates
217             if mould.tick(gamestate, space, self._moulds):
218                 redraw = True
219             # Check for damage
220             lit_by = lights.light_query(mould._shape)
221             for light in lit_by:
222                 self._seen_colours.add(light.colour)
223                 if mould.damage(light, space, self._moulds):
224                     redraw = True
225                     break  # we only die once
226         if redraw:
227             self._draw_moulds()
228
229     def render(self, surface):
230         """Draw ourselves"""
231         surface.blit(self._image, (0, 0), None, 0)
232
233     def alive(self):
234         return len(self._moulds) > 0
235
236     def update_resistances(self, gamestate):
237         for colour in self._seen_colours:
238             cur_reistance = gamestate.resistances.get(colour, 0)
239             gamestate.resistances[colour] = cur_reistance + 2
240         for colour in gamestate.resistances:
241             gamestate.resistances[colour] -= 1
242             if gamestate.resistances[colour] > 3:
243                 gamestate.resistances[colour] = 3
244             if gamestate.resistances[colour] < 0:
245                 gamestate.resistances[colour] = 0