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#
# 20,000 Light Years Into Space
# This game is licensed under GPL v2, and copyright (C) Jack Whitham 2006-07.
#
# Mysterious alien attackers.
# Look away now, unless you want to understand how the aliens work.
import math , pygame , random
from pygame.locals import *
import extra , sound
from quiet_season import Quiet_Season
from primitives import *
from map_items import *
class Alien_Season(Quiet_Season):
def __init__(self, net, alien_tech_level):
Quiet_Season.__init__(self, net)
self.alien_tech_level = alien_tech_level
self.__Compute_Targets(5)
self.alien_list = []
self.name = "Alien"
self.new_aliens = False
self.t2_announced = False
def __Compute_Targets(self,m):
# Analyse your network to determine the strategy
# that will be used by the aliens.
# The aliens may choose to attack the pipe that is
# carrying the most current (this is the most
# likely strategy)
most_current = [ (abs(pipe.current_n1_to_n2), pipe)
for pipe in self.net.pipe_list ]
extra.Sort_By_Tuple_0(most_current)
#print 'Highest current:'
#for (score, pipe) in most_current[ -( m * 2 ): ]:
# print score,pipe.n1.pos,'to',pipe.n2.pos
target = most_current[ -( m * 2 ): ]
# Or they may choose to attack the node with the most
# connections
most_conns = [ (len(node.pipes), node)
for node in self.net.node_list ]
extra.Sort_By_Tuple_0(most_conns)
#print 'Most conns:'
#for (score, node) in most_conns[ -m: ]:
# print score,node.pos
target += most_conns[ -m: ]
# Or they might attack the busiest steam generator.
busy_generator = [ (sum([ abs(pipe.current_n1_to_n2)
for pipe in node.pipes]), node)
for node in self.net.node_list
if isinstance(node, Well_Node) ]
extra.Sort_By_Tuple_0(busy_generator)
#print 'Busy generator:'
#for (score, node) in busy_generator[ -m: ]:
# print score,node.pos
target += busy_generator[ -m: ]
# TODO. Other attack strategies?
# Aliens never attack the city.
self.target_list = [ item for (score, item) in target
if not isinstance(item, City_Node) ]
def Per_Period(self):
if ( self.alien_tech_level >= 1.7 ):
# More sophisticated aliens.
# They replan their strategy before each wave.
# They also concentrate on a smaller number of good targets.
self.__Compute_Targets(3)
if ( not self.t2_announced ):
sound.FX("alient2")
self.t2_announced = True
# Make a wave of bug-eyed monsters. Here's where they start:
num_aliens = random.randint(2,2 + int(self.alien_tech_level))
alien_angle = random.random() * TWO_PI
(cx,cy) = GRID_CENTRE
alien_radius = cx + cy
# Here's where they end up
x = cx + ( alien_radius * math.cos(alien_angle + math.pi) )
y = cy + ( alien_radius * math.sin(alien_angle + math.pi) )
dest = Item("alien destination")
dest.pos = (x,y)
# Get target list for aliens
num_targets = random.randint(1,1 + int(self.alien_tech_level))
random.shuffle(self.target_list)
alien_targets = self.target_list[ 0:num_targets ]
alien_targets.append(dest)
if ( len(alien_targets) == 1 ):
# No targets! Therefore, no aliens.
return
for i in xrange(num_aliens):
x = cx + ( alien_radius * math.cos(alien_angle) )
y = cy + ( alien_radius * math.sin(alien_angle) )
a = Alien()
a.pos = (x,y)
a.targets = [ item for item in alien_targets ]
a.net = self.net
a.alien_tech_level = self.alien_tech_level
a.colour1 = (128, 0, 0)
a.colour2 = (255, 100, 0)
if ( self.t2_announced ):
# Yellow aliens! Be scared!
a.colour1 = (128, 128, 0)
a.colour2 = (255, 200, 0)
alien_angle += 0.15
self.alien_list.append(a)
self.new_aliens = True
# We might be able to remove some aliens
while (( len(self.alien_list) != 0 )
and ( self.alien_list[ 0 ].done )):
self.alien_list.pop(0)
def Get_Period(self):
return 16
def Per_Frame(self, frame_time):
for alien in self.alien_list:
alien.Per_Frame(frame_time)
if ( self.new_aliens ):
sound.FX("ring")
self.new_aliens = False
def Draw(self, output, update_area):
for alien in self.alien_list:
alien.Draw(output, update_area)
def Get_Extra_Info(self):
count = len([ x for x in self.alien_list if x.rookie ])
if ( count != 0 ):
return [ ((255,0,0), 16, "Aliens approaching!" )]
else:
return []
class Alien:
def __init__(self):
self.pos = None # set externally
self.targets = [] # ditto
self.net = None # ditto
self.alien_tech_level = 1 # ditto
self.colour1 = self.colour2 = None
self.done = False
self.rookie = True
self.laser = None
self.current_target = None
self.speed = 0
self.attack_angle = 0
self.points = [ (-1,-1) for i in xrange(3) ]
self.countdown = 0
self.rotation = 0.05 + ( random.random() * 0.05 )
self.bbox = None
ATTACK_DIST = 2.5
MAX_DISTANCE_PER_SECOND = 14.0 # grid squares/second
ACC_PER_SECOND_PER_SECOND = 0.4 # grid squares/second^2
MAX_TIME_PER_TARGET = 1.2
SIZE = 1
def Per_Frame(self, frame_time):
self.laser = None
if ( self.current_target == None ):
# Retarget.
if ( len(self.targets) == 0 ):
self.done = True
return
self.current_target = self.targets.pop(0)
self.countdown = self.MAX_TIME_PER_TARGET
# Compute initial attack angle
(x, y) = self.pos
(tx, ty) = self.current_target.pos
self.attack_angle = math.atan2( y - ty , x - tx )
# Face target
self.heading = self.attack_angle + math.pi
self.in_zone = False
else:
fire = False
(x, y) = self.pos
(tx, ty) = self.current_target.pos
aa = self.attack_angle
tx += math.cos(aa) * self.ATTACK_DIST
ty += math.sin(aa) * self.ATTACK_DIST
ha = self.heading
if ( self.in_zone ):
# We're at the target zone.
(x,y) = self.pos = (tx,ty)
self.rookie = False
self.attack_angle += self.rotation
self.heading += self.rotation
self.countdown -= frame_time
if ( self.countdown < 0 ):
# time to move on to next target
self.current_target = None
elif ( self.current_target.Take_Damage(self.alien_tech_level) ):
# Destroyed it!
self.net.Destroy(self.current_target, "aliens")
self.current_target = None
else:
self.net.Popup(self.current_target)
fire = True
else:
dist = math.hypot(tx - x, ty - y)
if ( dist > 0.1 ):
# Still en-route to target zone
self.speed += self.ACC_PER_SECOND_PER_SECOND
if ( self.speed > self.MAX_DISTANCE_PER_SECOND ):
self.speed = self.MAX_DISTANCE_PER_SECOND
s = float(self.speed) * float(frame_time)
if ( s > dist ):
s = dist
x += math.cos(ha) * s
y += math.sin(ha) * s
self.pos = (x,y)
else:
self.in_zone = True
self.bbox = Rect(x,y,1,1)
for (i,a) in enumerate([ 0, TWO_THIRDS_PI, - TWO_THIRDS_PI ]):
px = x + ( math.cos(a + ha) * self.SIZE )
py = y + ( math.sin(a + ha) * self.SIZE )
(px,py) = Grid_To_Scr((px,py))
self.points[ i ] = (int(px), int(py))
self.bbox.union_ip(Rect(self.points[ i ], (1,1)))
if ( fire ):
tgt = Grid_To_Scr(self.current_target.pos)
self.laser = (self.points[ 0 ], tgt)
self.bbox.union_ip(Rect(tgt, (1,1)))
if ( fire and ( len(self.targets) != 0 )):
global alien_firing_sound
alien_firing_sound.Set(1.0)
def Draw(self, output, update_area):
pygame.draw.polygon(output, self.colour1, self.points)
pygame.draw.polygon(output, self.colour2, self.points, 1)
if ( self.laser != None ):
(a,b) = self.laser
pygame.draw.line(output, (255, 255, 255), a, b)
update_area(self.bbox)
def Init_Aliens():
global alien_firing_sound
alien_firing_sound = sound.Persisting_Sound("clicker")
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