Remove debug print.
[tabakrolletjie.git] / tabakrolletjie / enemies.py
index 80a0776ee4736ac63ab55c13144c7c00df226c54..e4c868e89ae3dabd6d4ca6d3b9b08448ad93ce76 100644 (file)
@@ -26,24 +26,29 @@ MAX_AGE = 60
 MAX_ELEMENTS = 400
 MAX_HEALTH = 100
 
+# Increase in health per day
+DAY_HEALTH = 10
+
+HEAL_FACTOR = 1
+
 MOULD_STAGES = [15, 25]
 
 
 class Mould(pymunk.Body):
     """A segment of Boyd"""
 
-    def __init__(self, gamestate, space, pos):
+    def __init__(self, gamestate, space, pos, resistances):
         super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
         self.position = pos
         self._shape = pymunk.Circle(self, 16)
         space.add(self, self._shape)
         self._shape.filter = MOULD_FILTER
-        self._resistances = {}
         self._age = 0
         self._img = None
         self._health = 500
         self.has_eyeball = False
         self._eyeball = None
+        self._resistances = resistances
 
     def pygame_pos(self, surface):
         """Convert to pygame coordinates and offset position so
@@ -67,6 +72,9 @@ class Mould(pymunk.Body):
             self._eyeball = loader.load_image("32", name)
         return self._eyeball
 
+    def set_health(self, new_health):
+        self._health = new_health
+
     def tick(self, gamestate, space, moulds):
         """Grow and / or Die"""
 
@@ -74,7 +82,7 @@ class Mould(pymunk.Body):
 
         # we regain a health every tick, so we heal in the dark
         if self._health < MAX_HEALTH:
-            self._health += 1
+            self._health += HEAL_FACTOR
 
         refresh = False
 
@@ -99,12 +107,9 @@ class Mould(pymunk.Body):
             # We allow some overlap, hence not checking full radius
             query = space.point_query(pos, 8, MOULD_FILTER)
             if query:
-                # for x in query:
-                #     if not isinstance(x.shape.body, Mould):
-                #         print x.shape, x.shape.body
                 spawn = False
             if spawn:
-                child = Mould(gamestate, space, pos)
+                child = Mould(gamestate, space, pos, self._resistances)
                 child._health = self._health
                 moulds.append(child)
                 refresh = True
@@ -135,7 +140,10 @@ class Mould(pymunk.Body):
 
     def damage(self, light, space, moulds):
         """Take damage for light, adjusted for resistances."""
-        self._health -= light.base_damage()
+        damage = light.base_damage()
+        colour = light.colour
+        damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
+        self._health -= damage
         if self._health <= 0 and self._age <= MAX_AGE:
             # We die of damage
             space.remove(self, self._shape)
@@ -148,8 +156,11 @@ class Boyd(object):
 
     def __init__(self, gamestate, space):
         self._moulds = []
+        self._seen_colours = set()
         for position in gamestate.get_spawn_positions():
-            seed = Mould(gamestate, space, position)
+            seed = Mould(gamestate, space, position,
+                         gamestate.resistances)
+            seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
             self._moulds.append(seed)
         self._image = pygame.surface.Surface(SCREEN_SIZE)
         self._image = self._image.convert_alpha(pygame.display.get_surface())
@@ -176,7 +187,7 @@ class Boyd(object):
             # Check for damage
             lit_by = lights.light_query(mould._shape)
             for light in lit_by:
-                # Todo: extract colour and intensity from light
+                self._seen_colours.add(light.colour)
                 if mould.damage(light, space, self._moulds):
                     redraw = True
                     break  # we only die once
@@ -189,3 +200,14 @@ class Boyd(object):
 
     def alive(self):
         return len(self._moulds) > 0
+
+    def update_resistances(self, gamestate):
+        for colour in self._seen_colours:
+            cur_reistance = gamestate.resistances.get(colour, 0)
+            gamestate.resistances[colour] = cur_reistance + 2
+        for colour in gamestate.resistances:
+            gamestate.resistances[colour] -= 1
+            if gamestate.resistances[colour] > 3:
+                gamestate.resistances[colour] = 3
+            if gamestate.resistances[colour] < 0:
+                gamestate.resistances[colour] = 0