Zmienione self; nadal nie dziala
This commit is contained in:
parent
9cd93b8047
commit
8da63cae25
@ -17,20 +17,17 @@
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@ -38,7 +35,7 @@
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@ -47,7 +44,7 @@
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@ -56,7 +53,7 @@
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@ -68,19 +65,26 @@
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@ -103,6 +112,9 @@
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@ -114,8 +126,8 @@
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@ -257,11 +269,11 @@
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@ -270,7 +282,7 @@
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@ -318,6 +330,34 @@
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@ -417,30 +443,55 @@
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BIN
__pycache__/DFS.cpython-37.pyc
Normal file
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__pycache__/DFS.cpython-37.pyc
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BIN
__pycache__/gridAndWaiter.cpython-37.pyc
Normal file
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__pycache__/gridAndWaiter.cpython-37.pyc
Normal file
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12
game.py
12
game.py
@ -5,6 +5,7 @@ from gridElement import GridElement
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from pygame.math import Vector2
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from orderTable import OrderTable
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from pool import Pool
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import copy
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||||
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||||
class Game(object):
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def __init__(self):
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@ -47,7 +48,14 @@ class Game(object):
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if i == self.x-1:
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self.grid.append(list(self.row))
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self.row.clear()
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self.waiter.dfsFind(self, self.waiter.lastStep, 1)
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#copyGrid = copy.copy(self.grid)
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#copyGrid = []
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#kopia = copy.deepcopy(self.grid[9][4])
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kopia = [[num for num in line] for line in self.grid]
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self.waiter.dfsFind(kopia, [], 2)
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#print("Prawdziwa pozycja kelnera: {0}, {1} ", self.waiter.positionX, self.waiter.positionY)
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#print(self.waiter.findWaiter(self.grid[:]))
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while True:
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for event in pygame.event.get():
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@ -56,7 +64,7 @@ class Game(object):
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self.draw()
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self.waiter.move(self)
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print(self.waiter.checkPoss(self, self.waiter.lastStep))
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#print(self.waiter.checkPoss(self.grid, self.waiter.lastStep))
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pygame.display.flip()
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#print(self.waiterNumberInGrid)
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self.fpsClock.tick(10)
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370
waiter.py
370
waiter.py
@ -16,66 +16,87 @@ class Waiter(object):
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self.image.set_colorkey((255, 255, 255))
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self.type = "waiter"
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self.lastStep = []
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self.allPath = []
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def moveLeft(self, game):
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if self.positionX != 0:
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collisionObject = game.grid[self.positionY][self.positionX - 1]
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def findWaiter(self, grid):
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for y in range(10):
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for x in range(10):
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if grid[y][x].type =="waiter":
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#print(x,y)
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return [x, y]
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def moveLeft(self, grid):
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position = self.findWaiter(grid)
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positionX = position[0]
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positionY = position[1]
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if positionX != 0:
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collisionObject = grid[positionY][positionX - 1]
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if collisionObject.type == "gridElement":
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game.grid[self.positionY][self.positionX - 1].x += 50
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game.grid[self.positionY][self.positionX].x -= 50
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game.grid[self.positionY][self.positionX - 1], \
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game.grid[self.positionY][self.positionX] = \
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game.grid[self.positionY][self.positionX], \
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game.grid[self.positionY][self.positionX - 1]
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self.positionX -= 1
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grid[positionY][positionX - 1].x += 50
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grid[positionY][positionX].x -= 50
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grid[positionY][positionX - 1], \
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grid[positionY][positionX] = \
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grid[positionY][positionX], \
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grid[positionY][positionX - 1]
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#print(self.positionX)
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self.lastStep.append("Left")
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return grid
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else:
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pass
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def moveRight(self, game):
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if self.positionX != game.x-1:
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collisionObject = game.grid[self.positionY][self.positionX + 1]
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def moveRight(self, grid):
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position = self.findWaiter(grid)
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positionX = position[0]
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positionY = position[1]
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if positionX != 9:
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collisionObject = grid[positionY][positionX + 1]
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if collisionObject.type == "gridElement":
|
||||
game.grid[self.positionY][self.positionX + 1].x -= 50
|
||||
game.grid[self.positionY][self.positionX].x += 50
|
||||
game.grid[self.positionY][self.positionX + 1], \
|
||||
game.grid[self.positionY][self.positionX] = \
|
||||
game.grid[self.positionY][self.positionX], \
|
||||
game.grid[self.positionY][self.positionX + 1]
|
||||
self.positionX += 1
|
||||
#print(self.positionX)
|
||||
self.lastStep.append("Right")
|
||||
grid[positionY][positionX + 1].x -= 50
|
||||
grid[positionY][positionX].x += 50
|
||||
grid[positionY][positionX + 1], \
|
||||
grid[positionY][positionX] = \
|
||||
grid[positionY][positionX], \
|
||||
grid[positionY][positionX + 1]
|
||||
|
||||
# print(self.positionX)
|
||||
return grid
|
||||
else:
|
||||
pass
|
||||
|
||||
def moveUp(self, game):
|
||||
if self.positionY != 0:
|
||||
collisionObject = game.grid[self.positionY - 1][self.positionX]
|
||||
def moveUp(self, grid):
|
||||
position = self.findWaiter(grid)
|
||||
positionX = position[0]
|
||||
positionY = position[1]
|
||||
if positionY != 0:
|
||||
collisionObject = grid[positionY - 1][positionX]
|
||||
if collisionObject.type == "gridElement":
|
||||
game.grid[self.positionY - 1][self.positionX].y += 50
|
||||
game.grid[self.positionY][self.positionX].y -= 50
|
||||
game.grid[self.positionY - 1][self.positionX], \
|
||||
game.grid[self.positionY][self.positionX] = \
|
||||
game.grid[self.positionY][self.positionX], \
|
||||
game.grid[self.positionY - 1][self.positionX]
|
||||
self.positionY -= 1
|
||||
self.lastStep.append("Up")
|
||||
grid[positionY - 1][positionX].y += 50
|
||||
grid[positionY][positionX].y -= 50
|
||||
grid[positionY - 1][positionX], \
|
||||
grid[positionY][positionX] = \
|
||||
grid[positionY][positionX], \
|
||||
grid[positionY - 1][positionX]
|
||||
return grid
|
||||
else:
|
||||
pass
|
||||
|
||||
def moveDown(self, game):
|
||||
if self.positionY != game.y-1:
|
||||
collisionObject = game.grid[self.positionY + 1][self.positionX]
|
||||
def moveDown(self, grid):
|
||||
position = self.findWaiter(grid)
|
||||
positionX = position[0]
|
||||
positionY = position[1]
|
||||
if positionY != 9:
|
||||
collisionObject = grid[positionY + 1][positionX]
|
||||
if collisionObject.type == "gridElement":
|
||||
game.grid[self.positionY + 1][self.positionX].y -= 50
|
||||
game.grid[self.positionY][self.positionX].y += 50
|
||||
game.grid[self.positionY + 1][self.positionX], \
|
||||
game.grid[self.positionY][self.positionX] = \
|
||||
game.grid[self.positionY][self.positionX], \
|
||||
game.grid[self.positionY + 1][self.positionX]
|
||||
self.positionY += 1
|
||||
self.lastStep.append("Down")
|
||||
grid[positionY + 1][positionX].y -= 50
|
||||
grid[positionY][positionX].y += 50
|
||||
grid[positionY + 1][positionX], \
|
||||
grid[positionY][positionX] = \
|
||||
grid[positionY][positionX], \
|
||||
grid[positionY + 1][positionX]
|
||||
return grid
|
||||
else:
|
||||
pass
|
||||
|
||||
@ -85,16 +106,17 @@ class Waiter(object):
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
if keys[pygame.K_LEFT]:
|
||||
self.moveLeft(game)
|
||||
self.moveLeft(game.grid)
|
||||
if keys[pygame.K_RIGHT]:
|
||||
self.moveRight(game)
|
||||
self.moveRight(game.grid)
|
||||
if keys[pygame.K_UP]:
|
||||
self.moveUp(game)
|
||||
self.moveUp(game.grid)
|
||||
if keys[pygame.K_DOWN]:
|
||||
self.moveDown(game)
|
||||
self.moveDown(game.grid)
|
||||
if keys[pygame.K_s]:
|
||||
game.showGrid(game.grid)
|
||||
|
||||
|
||||
def draw(self):
|
||||
self.rect1 = pygame.Rect(self.x, self.y, 50, 50)
|
||||
pygame.draw.rect(self.game.screen, (0, 150, 255), self.rect1)
|
||||
@ -102,150 +124,162 @@ class Waiter(object):
|
||||
self.game.screen.blit(self.image, (self.x, self.y))
|
||||
|
||||
|
||||
def isMoveInRange(self, move):
|
||||
def isMoveInRange(self, move, grid):
|
||||
position = self.findWaiter(grid)
|
||||
positionX = position[0]
|
||||
positionY = position[1]
|
||||
|
||||
if move == "Left":
|
||||
if self.positionX == 0:
|
||||
if positionX == 0:
|
||||
return False
|
||||
if move == "Right":
|
||||
if self.positionX == 9:
|
||||
if positionX == 9:
|
||||
return False
|
||||
if move == "Up":
|
||||
if self.positionY == 0:
|
||||
if positionY == 0:
|
||||
return False
|
||||
if move == "Down":
|
||||
if self.positionY == 9:
|
||||
if positionY == 9:
|
||||
return False
|
||||
return True
|
||||
|
||||
def checkPoss(self, game, lastOperation):
|
||||
self.grid = game.grid
|
||||
self.lastOperation = lastOperation
|
||||
self.stackMove = []
|
||||
def checkPoss(self, grid, lastOperation):
|
||||
|
||||
if len(self.lastOperation) == 0:
|
||||
if self.isMoveInRange("Up"):
|
||||
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
|
||||
if self.collisionObjectUp.type == "gridElement":
|
||||
self.stackMove.append("Up")
|
||||
if self.isMoveInRange("Down"):
|
||||
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
|
||||
if self.collisionObjectDown.type == "gridElement":
|
||||
self.stackMove.append("Down")
|
||||
if self.isMoveInRange("Left"):
|
||||
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
|
||||
if self.collisionObjectLeft.type == "gridElement":
|
||||
self.stackMove.append("Left")
|
||||
if self.isMoveInRange("Right"):
|
||||
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
|
||||
if self.collisionObjectRight.type == "gridElement":
|
||||
self.stackMove.append("Right")
|
||||
return self.stackMove
|
||||
stackMove = []
|
||||
|
||||
position = self.findWaiter(grid)
|
||||
positionX = position[0]
|
||||
positionY = position[1]
|
||||
|
||||
if len(lastOperation) == 0:
|
||||
if self.isMoveInRange("Up", grid):
|
||||
collisionObjectUp = grid[positionY - 1][positionX]
|
||||
if collisionObjectUp.type == "gridElement":
|
||||
stackMove.append("Up")
|
||||
if self.isMoveInRange("Down", grid):
|
||||
collisionObjectDown = grid[positionY + 1][positionX]
|
||||
if collisionObjectDown.type == "gridElement":
|
||||
stackMove.append("Down")
|
||||
if self.isMoveInRange("Left", grid):
|
||||
collisionObjectLeft = grid[positionY][positionX - 1]
|
||||
if collisionObjectLeft.type == "gridElement":
|
||||
stackMove.append("Left")
|
||||
if self.isMoveInRange("Right", grid):
|
||||
collisionObjectRight = grid[positionY][positionX + 1]
|
||||
if collisionObjectRight.type == "gridElement":
|
||||
stackMove.append("Right")
|
||||
return stackMove
|
||||
else:
|
||||
self.last = self.lastOperation[-1]
|
||||
if self.last == "Left":
|
||||
if self.isMoveInRange("Up"):
|
||||
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
|
||||
if self.collisionObjectUp.type == "gridElement":
|
||||
self.stackMove.append("Up")
|
||||
if self.isMoveInRange("Down"):
|
||||
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
|
||||
if self.collisionObjectDown.type == "gridElement":
|
||||
self.stackMove.append("Down")
|
||||
if self.isMoveInRange("Left"):
|
||||
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
|
||||
if self.collisionObjectLeft.type == "gridElement":
|
||||
self.stackMove.append("Left")
|
||||
last = lastOperation[-1]
|
||||
if last == "Left":
|
||||
if self.isMoveInRange("Up", grid):
|
||||
collisionObjectUp = grid[positionY - 1][positionX]
|
||||
if collisionObjectUp.type == "gridElement":
|
||||
stackMove.append("Up")
|
||||
if self.isMoveInRange("Down", grid):
|
||||
collisionObjectDown = grid[positionY + 1][positionX]
|
||||
if collisionObjectDown.type == "gridElement":
|
||||
stackMove.append("Down")
|
||||
if self.isMoveInRange("Left", grid):
|
||||
collisionObjectLeft = grid[positionY][positionX - 1]
|
||||
if collisionObjectLeft.type == "gridElement":
|
||||
stackMove.append("Left")
|
||||
|
||||
return self.stackMove
|
||||
return stackMove
|
||||
|
||||
if self.last == "Right":
|
||||
if self.isMoveInRange("Up"):
|
||||
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
|
||||
if self.collisionObjectUp.type == "gridElement":
|
||||
self.stackMove.append("Up")
|
||||
if self.isMoveInRange("Down"):
|
||||
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
|
||||
if self.collisionObjectDown.type == "gridElement":
|
||||
self.stackMove.append("Down")
|
||||
if last == "Right":
|
||||
if self.isMoveInRange("Up", grid):
|
||||
collisionObjectUp = grid[positionY - 1][positionX]
|
||||
if collisionObjectUp.type == "gridElement":
|
||||
stackMove.append("Up")
|
||||
if self.isMoveInRange("Down", grid):
|
||||
collisionObjectDown = grid[positionY + 1][positionX]
|
||||
if collisionObjectDown.type == "gridElement":
|
||||
stackMove.append("Down")
|
||||
|
||||
if self.isMoveInRange("Right"):
|
||||
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
|
||||
if self.collisionObjectRight.type == "gridElement":
|
||||
self.stackMove.append("Right")
|
||||
return self.stackMove
|
||||
if self.isMoveInRange("Right", grid):
|
||||
collisionObjectRight = grid[positionY][positionX + 1]
|
||||
if collisionObjectRight.type == "gridElement":
|
||||
stackMove.append("Right")
|
||||
return stackMove
|
||||
|
||||
if self.last == "Up":
|
||||
if self.isMoveInRange("Up"):
|
||||
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
|
||||
if self.collisionObjectUp.type == "gridElement":
|
||||
self.stackMove.append("Up")
|
||||
if last == "Up":
|
||||
if self.isMoveInRange("Up", grid):
|
||||
collisionObjectUp = grid[positionY - 1][positionX]
|
||||
if collisionObjectUp.type == "gridElement":
|
||||
stackMove.append("Up")
|
||||
|
||||
if self.isMoveInRange("Left"):
|
||||
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
|
||||
if self.collisionObjectLeft.type == "gridElement":
|
||||
self.stackMove.append("Left")
|
||||
if self.isMoveInRange("Right"):
|
||||
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
|
||||
if self.collisionObjectRight.type == "gridElement":
|
||||
self.stackMove.append("Right")
|
||||
return self.stackMove
|
||||
if self.isMoveInRange("Left", grid):
|
||||
collisionObjectLeft = grid[positionY][positionX - 1]
|
||||
if collisionObjectLeft.type == "gridElement":
|
||||
stackMove.append("Left")
|
||||
if self.isMoveInRange("Right", grid):
|
||||
collisionObjectRight = grid[positionY][positionX + 1]
|
||||
if collisionObjectRight.type == "gridElement":
|
||||
stackMove.append("Right")
|
||||
return stackMove
|
||||
|
||||
if self.last == "Down":
|
||||
if last == "Down":
|
||||
|
||||
if self.isMoveInRange("Down"):
|
||||
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
|
||||
if self.collisionObjectDown.type == "gridElement":
|
||||
self.stackMove.append("Down")
|
||||
if self.isMoveInRange("Left"):
|
||||
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
|
||||
if self.collisionObjectLeft.type == "gridElement":
|
||||
self.stackMove.append("Left")
|
||||
if self.isMoveInRange("Right"):
|
||||
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
|
||||
if self.collisionObjectRight.type == "gridElement":
|
||||
self.stackMove.append("Right")
|
||||
return self.stackMove
|
||||
if self.isMoveInRange("Down", grid):
|
||||
collisionObjectDown = grid[positionY + 1][positionX]
|
||||
if collisionObjectDown.type == "gridElement":
|
||||
stackMove.append("Down")
|
||||
if self.isMoveInRange("Left", grid):
|
||||
collisionObjectLeft = grid[positionY][positionX - 1]
|
||||
if collisionObjectLeft.type == "gridElement":
|
||||
stackMove.append("Left")
|
||||
if self.isMoveInRange("Right", grid):
|
||||
collisionObjectRight = grid[positionY][positionX + 1]
|
||||
if collisionObjectRight.type == "gridElement":
|
||||
stackMove.append("Right")
|
||||
return stackMove
|
||||
|
||||
|
||||
def dfsFind(self, game, currentOperation, idTable):
|
||||
self.game = game
|
||||
self.grid = game.grid
|
||||
self.currentOperation = currentOperation
|
||||
def dfsFind(self, grid, currentOperation, idTable):
|
||||
|
||||
print("Sprawdzam czy stolik")
|
||||
if self.isMoveInRange("Up"):
|
||||
if self.grid[self.positionY - 1][self.positionX].type == "table":
|
||||
if self.grid[self.positionY - 1][self.positionX].id == idTable:
|
||||
return self.currentOperation
|
||||
if self.isMoveInRange("Down"):
|
||||
if self.grid[self.positionY + 1][self.positionX].type == "table":
|
||||
if self.grid[self.positionY + 1][self.positionX].id == idTable:
|
||||
return self.currentOperation
|
||||
if self.isMoveInRange("Left"):
|
||||
if self.grid[self.positionY][self.positionX - 1].type == "table":
|
||||
if self.grid[self.positionY][self.positionX - 1].id == idTable:
|
||||
return self.currentOperation
|
||||
if self.isMoveInRange("Right"):
|
||||
if self.grid[self.positionY][self.positionX + 1].type == "table":
|
||||
if self.grid[self.positionY][self.positionX + 1].id == idTable:
|
||||
return self.currentOperation
|
||||
print("Sprawdzilem nie stolik")
|
||||
position = self.findWaiter(grid)
|
||||
positionX = position[0]
|
||||
positionY = position[1]
|
||||
|
||||
if self.isMoveInRange("Up", grid):
|
||||
if grid[positionY - 1][positionX].type == "table":
|
||||
if grid[positionY - 1][positionX].id == idTable:
|
||||
self.allPath.append(currentOperation)
|
||||
return 0
|
||||
if self.isMoveInRange("Down", grid):
|
||||
if grid[positionY + 1][positionX].type == "table":
|
||||
if grid[positionY + 1][positionX].id == idTable:
|
||||
self.allPath.append(currentOperation)
|
||||
return 0
|
||||
if self.isMoveInRange("Left", grid):
|
||||
if grid[positionY][positionX - 1].type == "table":
|
||||
if grid[positionY][positionX - 1].id == idTable:
|
||||
self.allPath.append(currentOperation)
|
||||
return 0
|
||||
if self.isMoveInRange("Right", grid):
|
||||
if grid[positionY][positionX + 1].type == "table":
|
||||
if grid[positionY][positionX + 1].id == idTable:
|
||||
self.allPath.append(currentOperation)
|
||||
return 0
|
||||
print("Sprawdzilem nie jest to stolik")
|
||||
steps = []
|
||||
steps.append(self.checkPoss(self.game, self.currentOperation))
|
||||
steps.append(self.checkPoss(grid, currentOperation))
|
||||
print("Naszymi mozliwosciami sa ", steps)
|
||||
step = steps[-1]
|
||||
print(step[-1])
|
||||
print("Wybieram : ", step[-1])
|
||||
if step[-1] == "Left":
|
||||
self.moveLeft(self.game)
|
||||
self.currentOperation.append("Left")
|
||||
self.moveLeft(grid)
|
||||
currentOperation.append("Left")
|
||||
if step[-1] == "Right":
|
||||
self.moveRight(self.game)
|
||||
self.currentOperation.append("Right")
|
||||
self.moveRight(grid)
|
||||
currentOperation.append("Right")
|
||||
if step[-1] == "Up":
|
||||
self.moveUp(self.game)
|
||||
self.currentOperation.append("Up")
|
||||
self.moveUp(grid)
|
||||
currentOperation.append("Up")
|
||||
if step[-1] == "Down":
|
||||
self.moveDown(self.game)
|
||||
self.currentOperation.append("Down")
|
||||
game.draw()
|
||||
time.sleep(.500)
|
||||
pygame.display.flip()
|
||||
self.dfsFind(self.game, self.currentOperation, idTable)
|
||||
self.moveDown(grid)
|
||||
currentOperation.append("Down")
|
||||
|
||||
self.dfsFind(grid[:], currentOperation[:], idTable)
|
||||
|
Loading…
Reference in New Issue
Block a user