e103605f00
Issue #8 (pylint problem resolved with this change) Upgrade system not done, only simplel upgrading added
192 lines
6.6 KiB
Python
192 lines
6.6 KiB
Python
"""Tower module - tower placement, targeting, shooting, and rendering."""
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import math
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import pygame as pg
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from game.util import tile_to_pixel
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from game.upgrade_data import UPGRADE_DATA
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class Tower(pg.sprite.Sprite):
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# pylint: disable=too-many-instance-attributes
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"""A player-placed tower that targets and damages nearby enemies.
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Attributes:
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type (str): Asset key identifying the tower variant.
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range (float): Attack radius in world-space pixels.
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level (int): Current upgrade level.
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selected (bool): Whether the tower is selected (draws range circle).
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angle (float): Current facing angle in degrees.
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target (Enemy | None): The enemy currently being targeted, or ``None``.
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fire_rate (int): Frames between shots.
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fire_cooldown (int): Frames remaining until the next shot.
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damage (float): Damage dealt per shot.
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pos (tuple): World-space pixel centre position.
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tile_pos (tuple): Grid position the tower occupies.
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"""
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def __init__(self, game, pos, tile_pos, tower_type, level=1):
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super().__init__()
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self.game = game
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self.type = tower_type
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self.image = self.game.assets[tower_type]
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self.rect = self.image.get_rect()
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self.rect.center = pos
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self.level = level
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self.range = UPGRADE_DATA[self.type][self.level]["range"]
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self.fire_rate = UPGRADE_DATA[self.type][self.level]["fire_rate"]
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self.damage = UPGRADE_DATA[self.type][self.level]["damage"]
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self.selected = False
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self.angle = 0
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self.target = None
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self.fire_cooldown = 0
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self.pos = pos
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self.tile_pos = tile_pos
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self.level = level
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self.action = ""
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self.set_action('shoot')
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def update(self, enemy_group):
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"""Advance animation, pick a target, rotate toward it, and shoot if ready.
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Args:
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enemy_group (EnemyGroup -> SpriteGroup): All active enemies to consider as targets.
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"""
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self.animation.update()
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self.pick_target(enemy_group)
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self.rotate()
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if self.fire_cooldown > 0:
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self.fire_cooldown -= 1
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if self.target is not None and self.fire_cooldown == 0:
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print("shoot fired")
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self.shoot()
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def set_action(self, action):
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"""Switch the active animation if it differs from the current one.
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Args:
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action (str): Animation key (e.g. ``"shoot"``).
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"""
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if action != self.action:
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self.action = action
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self.animation = self.game.assets[self.type + '/' + self.action].copy()
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def render(self, surf, camera):
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"""Draw the tower animation frame, rotated and scaled to the camera zoom.
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Also draws a semi-transparent range circle when the tower is selected.
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Args:
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surf (pg.Surface): Target surface to draw onto.
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camera (Camera): Active camera for zoom and coordinate conversion.
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"""
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screen_pos = camera.world_to_screen(pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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))
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anim_img = self.animation.img()
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rotated_img = pg.transform.rotate(anim_img, self.angle)
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scaled_image = pg.transform.scale(
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rotated_img,
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(
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int(rotated_img.get_width() * camera.zoom),
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int(rotated_img.get_height() * camera.zoom)
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)
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)
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self.rect = scaled_image.get_rect(center=screen_pos)
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if self.selected:
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#draw circle around tower if selected
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scaled_range = int(self.range * camera.zoom)
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range_surf = pg.Surface((scaled_range * 2, scaled_range * 2), pg.SRCALPHA)
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pg.draw.circle(
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range_surf,
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(200, 200, 200, 100),
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(scaled_range, scaled_range),
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scaled_range
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)
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range_rect = range_surf.get_rect(center=screen_pos)
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surf.blit(range_surf, range_rect)
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surf.blit(scaled_image, self.rect)
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def rotate(self):
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"""Face the tower toward its current target, or hold the last angle if no target."""
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if self.target is None:
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# print("no target")
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return # keep last angle, or reset to a default — your call
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tower_world_pos = pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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)
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direction = self.target.pos - tower_world_pos
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self.angle = math.degrees(math.atan2(-direction[1], direction[0])) -90
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# print(f"angle {self.angle}")
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def pick_target(self, enemy_group):
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"""Select the closest enemy within range as the current target.
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Sets ``self.target`` to ``None`` if no enemy is in range.
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Args:
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enemy_group (EnemyGroup): All active enemies to search through.
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"""
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closest = None
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closest_dist = float('inf')
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tower_world_pos = pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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)
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for enemy in enemy_group:
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distance = tower_world_pos.distance_to(enemy.pos)
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if distance <= self.range and distance < closest_dist:
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closest = enemy
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closest_dist = distance
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self.target = closest # explicitly None if nothing in range
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def shoot(self):
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"""Deal damage to the current target, play the shoot animation, and reset cooldown."""
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self.target.take_damage(self.damage)
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self.animation.play_animation()
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self.fire_cooldown = self.fire_rate
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def upgrade(self):
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"""Upgrade the tower by one Level"""
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print("upgrade")
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next_level = self.level + 1
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data = UPGRADE_DATA[self.type]
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if next_level not in data:
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return
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self.level = next_level
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self.damage = data[next_level]['damage']
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self.fire_rate = data[next_level]['fire_rate']
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self.range = data[next_level]['range']
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class TowerGroup(pg.sprite.Group):
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"""Sprite group that delegates rendering and updates to each tower."""
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def render(self, surf, camera):
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"""Render all towers in the group.
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Args:
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surf (pg.Surface): Target surface to draw onto.
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camera (Camera): Active camera for zoom and coordinate conversion.
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"""
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for tower in self.sprites():
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tower.render(surf, camera)
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def update(self, enemies):
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"""Update all towers in the group.
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Args:
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enemies (EnemyGroup): All active enemies, passed to each tower's update.
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"""
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for tower in self.sprites():
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tower.update(enemies)
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