2022-08-09 11:01:57 +08:00

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Python
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import random
from .. import constants as c
# 记录植物种植情况的地图管理工具
class Map():
def __init__(self, background_type):
self.background_type = background_type
# 注意从0开始编号
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
self.width = c.GRID_POOL_X_LEN
self.height = c.GRID_POOL_Y_LEN
self.grid_height_size = c.GRID_POOL_Y_SIZE
self.map = [ [self.initMapGrid(c.MAP_WATER) if 2 <= y <= 3
else self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type in c.ON_ROOF_BACKGROUNDS:
self.width = c.GRID_ROOF_X_LEN
self.height = c.GRID_ROOF_Y_LEN
self.grid_height_size = c.GRID_ROOF_Y_SIZE
self.map = [ [self.initMapGrid(c.MAP_TILE)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type == c.BACKGROUND_SINGLE:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [ [self.initMapGrid(c.MAP_GRASS) if y ==2
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type == c.BACKGROUND_TRIPLE:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [ [self.initMapGrid(c.MAP_GRASS) if 1 <= y <= 3
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
for y in range(self.height)
]
else:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [ [self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
for y in range(self.height)
]
def isValid(self, map_x, map_y):
if (map_x < 0 or map_x >= self.width or
map_y < 0 or map_y >= self.height):
return False
return True
# 地图单元格状态
# 注意是可变对象,不能直接引用
# 由于同一格显然不可能种两个相同的植物,所以用集合
def initMapGrid(self, plot_type):
return {c.MAP_PLANT:set(), c.MAP_SLEEP:False, c.MAP_PLOT_TYPE:plot_type}
# 判断位置是否可用
# 暂时没有写紫卡植物的判断方法
# 由于紫卡植物需要移除以前的植物,所以可用另外定义一个函数
def isAvailable(self, map_x, map_y, plant_name):
# 咖啡豆和墓碑吞噬者的判别最为特殊
if plant_name == c.COFFEEBEAN:
if (self.map[map_y][map_x][c.MAP_SLEEP]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
if plant_name == c.GRAVEBUSTER:
if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
# 被非植物障碍占据的格子对于一般植物不可种植
if any((i in c.NON_PLANT_OBJECTS) for i in self.map[map_y][map_x][c.MAP_PLANT]):
return False
if self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_GRASS: # 草地
# 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
if plant_name not in c.WATER_PLANTS:
if not self.map[map_y][map_x][c.MAP_PLANT]: # 没有植物肯定可以种植
return True
elif (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
return True
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 没有南瓜头就能种南瓜头
return True
else:
return False
else:
return False
elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_TILE: # 屋顶
# 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
if plant_name not in c.WATER_PLANTS:
if "花盆(未实现)" in self.map[map_y][map_x][c.MAP_PLANT]:
if (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
if plant_name in {c.SPIKEWEED}: # 不能在花盆上种植的植物
return False
else:
return True
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 有花盆且没有南瓜头就能种南瓜头
return True
else:
return False
elif plant_name == "花盆(未实现)": # 这一格本来没有花盆而且新来的植物是花盆,可以种
return True
else:
return False
else:
return False
elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_WATER: # 水里
if plant_name in c.WATER_PLANTS: # 是水生植物
if not self.map[map_y][map_x][c.MAP_PLANT]: # 只有无植物时才能在水里种植水生植物
return True
else:
return False
else: # 非水生植物,依赖睡莲
if c.LILYPAD in self.map[map_y][map_x][c.MAP_PLANT]:
if (all((i in {c.LILYPAD, c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
if plant_name in {c.SPIKEWEED, c.POTATOMINE, "花盆(未实现)"}: # 不能在睡莲上种植的植物
return False
else:
return True
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 在睡莲上且没有南瓜头就能种南瓜头
return True
else:
return False
else:
return False
else: # 不可种植区域
return False
def getMapIndex(self, x, y):
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
x -= c.MAP_POOL_OFFSET_X
y -= c.MAP_POOL_OFFSET_Y
return (x // c.GRID_POOL_X_SIZE, y // c.GRID_POOL_Y_SIZE)
elif self.background_type in c.ON_ROOF_BACKGROUNDS:
x -= c.MAP_ROOF_OFFSET_X
y -= c.MAP_ROOF_OFFSET_X
gridX = x // c.GRID_ROOF_X_SIZE
if gridX >= 5:
gridY = y // c.GRID_ROOF_Y_SIZE
else:
gridY = (y - 20*(6 - gridX)) // 85
return (gridX, gridY)
else:
x -= c.MAP_OFFSET_X
y -= c.MAP_OFFSET_Y
return (x // c.GRID_X_SIZE, y // c.GRID_Y_SIZE)
def getMapGridPos(self, map_x, map_y):
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
return (map_x * c.GRID_POOL_X_SIZE + c.GRID_POOL_X_SIZE//2 + c.MAP_POOL_OFFSET_X,
map_y * c.GRID_POOL_Y_SIZE + c.GRID_POOL_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
elif self.background_type in c.ON_ROOF_BACKGROUNDS:
return (map_x * c.GRID_ROOF_X_SIZE + c.GRID_ROOF_X_SIZE//2 + c.MAP_ROOF_OFFSET_X,
map_y * c.GRID_ROOF_Y_SIZE + 20 * max(0, (6 - map_y)) + c.GRID_ROOF_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
else:
return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X,
map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y)
def setMapGridType(self, map_x, map_y, plot_type):
self.map[map_y][map_x][c.MAP_PLOT_TYPE] = plot_type
def addMapPlant(self, map_x, map_y, plant_name, sleep=False):
self.map[map_y][map_x][c.MAP_PLANT].add(plant_name)
self.map[map_y][map_x][c.MAP_SLEEP] = sleep
def removeMapPlant(self, map_x, map_y, plant_name):
self.map[map_y][map_x][c.MAP_PLANT].discard(plant_name)
def getRandomMapIndex(self):
map_x = random.randint(0, self.width-1)
map_y = random.randint(0, self.height-1)
return (map_x, map_y)
def checkPlantToSeed(self, x, y, plant_name):
pos = None
map_x, map_y = self.getMapIndex(x, y)
if self.isValid(map_x, map_y) and self.isAvailable(map_x, map_y, plant_name):
pos = self.getMapGridPos(map_x, map_y)
return pos
# 保存具体关卡地图信息常数
# 冒险模式地图
LEVEL_MAP_DATA = (
# 第0关测试模式地图
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "隐藏测试关卡",
c.INIT_SUN_NAME: 5000,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES: c.SPAWN_ZOMBIES_LIST,
c.ZOMBIE_LIST:[
{"time":0, "map_y":5, "name":"Zomboni"},
{"time":1000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":2000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":3100, "map_y":4, "name":"ScreenDoorZombie"},
{"time":4500, "map_y":4, "name":"ScreenDoorZombie"},
{"time":5000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":6000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":7000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":8000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":0, "map_y":1, "name":"NewspaperZombie"},
{"time":0, "map_y":0, "name":"PoleVaultingZombie"},
{"time":6000, "map_y":0, "name":"FootballZombie"},
{"time":0, "map_y":3, "name":"ConeheadDuckyTubeZombie"},
{"time":0, "map_y":2, "name":"SnorkelZombie"},
{"time":90000, "map_y":2, "name":"ConeheadDuckyTubeZombie"}
]
},
# 第1关单行草皮
{
c.BACKGROUND_TYPE: 7,
c.GAME_TITLE: "白天 1-1",
c.INIT_SUN_NAME: 150,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS:1
},
# 第2关三行草皮
{
c.BACKGROUND_TYPE: 8,
c.GAME_TITLE: "白天 1-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS:1
},
# 第3关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS:2
},
# 第4关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, c.POLE_VAULTING_ZOMBIE),
c.NUM_FLAGS:2
},
# 第5关 目前白天最后一关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-5",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:3
},
# 第6关 目前夜晚第一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE,
c.NEWSPAPER_ZOMBIE),
c.NUM_FLAGS:2
},
# 第7关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE,),
c.NUM_FLAGS: 2,
c.GRADE_GRAVES: 2,
},
# 第8关 目前为夜晚最后一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE, c.FOOTBALL_ZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: { # 这里改用python实现了以后键不再用字符串改用数字
# 仍然要注意字典值是元组
10: (c.NEWSPAPER_ZOMBIE,),
20: (c.SCREEN_DOOR_ZOMBIE,),
30: (c.FOOTBALL_ZOMBIE,),
},
c.NUM_FLAGS: 3,
c.GRADE_GRAVES: 3,
},
# 第9关 目前为泳池模式第一关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE,),
c.NUM_FLAGS:2
},
# 第10关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.SNORKELZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: {30: (c.SNORKELZOMBIE,)},
c.NUM_FLAGS:3
},
# 第11关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (c.NORMAL_ZOMBIE, c.ZOMBONI),
c.INEVITABLE_ZOMBIE_DICT: {30: (c.ZOMBONI,)},
c.NUM_FLAGS:3
},
# 第12关 目前为泳池最后一关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.ZOMBONI,
c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.SNORKELZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: {40: (c.ZOMBONI,)},
c.NUM_FLAGS:4
},
# 第13关 目前为浓雾第一关 尚未完善
{
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: "浓雾 4-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4
},
)
# 玩玩小游戏地图
LITTLE_GAME_MAP_DATA = (
# 第0关 测试
{
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: "隐藏测试关卡",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4,
c.CARD_POOL: { c.LILYPAD: 300,
c.STARFRUIT: 400,
c.PUMPKINHEAD: 100,
c.SEASHROOM: 100,
c.SPIKEWEED: 100,
}
},
# 第1关 坚果保龄球
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: "坚果保龄球",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
c.NUM_FLAGS:2,
c.CARD_POOL: { c.WALLNUTBOWLING: 300,
c.REDWALLNUTBOWLING: 100,}
},
# 第2关 白天 大决战
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "大决战(白天)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
c.NUM_FLAGS:3,
c.CARD_POOL: { c.PEASHOOTER: 200,
c.SNOWPEASHOOTER: 100,
c.WALLNUT: 100,
c.CHERRYBOMB: 100,
c.REPEATERPEA: 200,
c.CHOMPER: 100,
c.POTATOMINE: 100,}
},
# 第3关 夜晚 大决战
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "大决战(黑夜)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.FOOTBALL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
c.NUM_FLAGS:3,
c.CARD_POOL: { c.PUFFSHROOM: 100,
c.SCAREDYSHROOM: 100,
c.ICESHROOM: 70,
c.HYPNOSHROOM: 100,
c.DOOMSHROOM: 50,
c.GRAVEBUSTER: 100,
c.FUMESHROOM: 200},
c.GRADE_GRAVES:3
},
# 第4关 泳池 大决战
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "大决战(泳池)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.SNORKELZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.ZOMBONI,),
c.NUM_FLAGS:4,
c.CARD_POOL: { c.LILYPAD: 300,
c.TORCHWOOD: 100,
c.TALLNUT: 100,
c.TANGLEKLEP: 100,
c.SPIKEWEED: 100,
c.SQUASH: 100,
c.JALAPENO: 50,
c.THREEPEASHOOTER: 400,}
},
# 第5关 坚果保龄球2
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: "坚果保龄球(II)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
c.NUM_FLAGS:3,
c.CARD_POOL: { c.WALLNUTBOWLING: 500,
c.REDWALLNUTBOWLING: 100,
c.GIANTWALLNUT:100,}
},
)
# 总关卡数
TOTAL_LEVEL = len(LEVEL_MAP_DATA)
TOTAL_LITTLE_GAME = len(LITTLE_GAME_MAP_DATA)