407 lines
18 KiB
Python
407 lines
18 KiB
Python
import asyncio
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from multiprocessing import Queue
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import pygame
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import time
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from pygame.math import Vector2
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class Waiter(object):
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def __init__(self, game, x, y):
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self.game = game
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self.grid = game.grid
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game.idItem += 1
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self.size= self.game.screen.get_size()
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self.x = x
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self.y = y
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self.positionX = int(x / 50)
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self.positionY = int(y / 50)
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self.image = pygame.image.load("./Images/waiter.png").convert()
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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.dfsStack = []
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self.dfsPaths = []
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self.bfsQueue = []
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self.bfsPaths = []
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# NIEUZYWANA FUNKCJA ZNAJDOWANIA KELNERA NA PLANSZY; ZWRACA POZYCJĘ KELNERA
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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):
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if self.positionX != 0:
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collisionObject = self.game.grid[self.positionY][self.positionX - 1]
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if collisionObject.type == "gridElement":
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self.game.grid[self.positionY][self.positionX - 1].x += 50
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self.game.grid[self.positionY][self.positionX].x -= 50
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self.game.grid[self.positionY][self.positionX - 1], \
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self.game.grid[self.positionY][self.positionX] = \
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self.game.grid[self.positionY][self.positionX], \
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self.game.grid[self.positionY][self.positionX - 1]
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self.positionX -= 1
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#print(self.positionX)
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self.lastStep.append("Left")
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else:
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pass
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def moveRight(self):
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if self.positionX != self.game.x-1:
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collisionObject = self.game.grid[self.positionY][self.positionX + 1]
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if collisionObject.type == "gridElement":
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self.game.grid[self.positionY][self.positionX + 1].x -= 50
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self.game.grid[self.positionY][self.positionX].x += 50
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self.game.grid[self.positionY][self.positionX + 1], \
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self.game.grid[self.positionY][self.positionX] = \
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self.game.grid[self.positionY][self.positionX], \
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self.game.grid[self.positionY][self.positionX + 1]
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self.positionX += 1
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#print(self.positionX)
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self.lastStep.append("Right")
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else:
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pass
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def moveUp(self):
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if self.positionY != 0:
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collisionObject = self.game.grid[self.positionY - 1][self.positionX]
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if collisionObject.type == "gridElement":
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self.game.grid[self.positionY - 1][self.positionX].y += 50
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self.game.grid[self.positionY][self.positionX].y -= 50
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self.game.grid[self.positionY - 1][self.positionX], \
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self.game.grid[self.positionY][self.positionX] = \
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self.game.grid[self.positionY][self.positionX], \
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self.game.grid[self.positionY - 1][self.positionX]
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self.positionY -= 1
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self.lastStep.append("Up")
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else:
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pass
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def moveDown(self):
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if self.positionY != self.game.y-1:
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collisionObject = self.game.grid[self.positionY + 1][self.positionX]
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if collisionObject.type == "gridElement":
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self.game.grid[self.positionY + 1][self.positionX].y -= 50
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self.game.grid[self.positionY][self.positionX].y += 50
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self.game.grid[self.positionY + 1][self.positionX], \
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self.game.grid[self.positionY][self.positionX] = \
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self.game.grid[self.positionY][self.positionX], \
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self.game.grid[self.positionY + 1][self.positionX]
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self.positionY += 1
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self.lastStep.append("Down")
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else:
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pass
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# SPRAWDZA NACIŚNIĘTE KLAWISZE
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def move(self, game):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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self.moveLeft()
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if keys[pygame.K_RIGHT]:
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self.moveRight()
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if keys[pygame.K_UP]:
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self.moveUp()
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if keys[pygame.K_DOWN]:
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self.moveDown()
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if keys[pygame.K_s]:
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game.showGrid(game.grid)
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def draw(self):
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self.rect1 = pygame.Rect(self.x, self.y, 50, 50)
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pygame.draw.rect(self.game.screen, (0, 150, 255), self.rect1)
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#print(self.lastStep)
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self.game.screen.blit(self.image, (self.x, self.y))
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# SPRAWDZA CZY ELELEMNT, KTORY POBIERAMY NIE JEST SPOZA PLANSZY
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def isMoveInRange(self, move, position):
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positionX = position[0]
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positionY = position[1]
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if move == "Left":
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if positionX == 0:
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return False
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if move == "Right":
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if positionX == 9:
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return False
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if move == "Up":
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if positionY == 0:
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return False
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if move == "Down":
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if positionY == 9:
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return False
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return True
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# SPRAWDZA MOZLIWOSCI RUCHU ZGODNIE Z OSTATNIM RUCHEM
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def checkPoss(self, position, lastOperation):
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stackMove = []
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positionX = position[0]
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positionY = position[1]
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if len(lastOperation) == 0:
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if self.isMoveInRange("Up", position):
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collisionObjectUp = self.grid[positionY - 1][positionX]
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if collisionObjectUp.type == "gridElement" or collisionObjectUp.type == "waiter":
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stackMove.append("Up")
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if self.isMoveInRange("Down", position):
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collisionObjectDown = self.grid[positionY + 1][positionX]
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if collisionObjectDown.type == "gridElement":
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stackMove.append("Down")
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if self.isMoveInRange("Left", position):
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collisionObjectLeft = self.grid[positionY][positionX - 1]
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if collisionObjectLeft.type == "gridElement" or collisionObjectLeft.type == "waiter":
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stackMove.append("Left")
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if self.isMoveInRange("Right", position):
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collisionObjectRight = self.grid[positionY][positionX + 1]
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if collisionObjectRight.type == "gridElement" or collisionObjectRight.type == "waiter":
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stackMove.append("Right")
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return stackMove
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else:
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last = lastOperation[-1]
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if last == "Left":
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if self.isMoveInRange("Up", position):
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collisionObjectUp = self.grid[positionY - 1][positionX]
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if collisionObjectUp.type == "gridElement":
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stackMove.append("Up")
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if self.isMoveInRange("Down", position):
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collisionObjectDown = self.grid[positionY + 1][positionX]
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if collisionObjectDown.type == "gridElement":
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stackMove.append("Down")
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if self.isMoveInRange("Left", position):
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collisionObjectLeft = self.grid[positionY][positionX - 1]
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if collisionObjectLeft.type == "gridElement":
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stackMove.append("Left")
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return stackMove
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if last == "Right":
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if self.isMoveInRange("Up", position):
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collisionObjectUp = self.grid[positionY - 1][positionX]
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if collisionObjectUp.type == "gridElement":
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stackMove.append("Up")
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if self.isMoveInRange("Down", position):
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collisionObjectDown = self.grid[positionY + 1][positionX]
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if collisionObjectDown.type == "gridElement":
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stackMove.append("Down")
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if self.isMoveInRange("Right", position):
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collisionObjectRight = self.grid[positionY][positionX + 1]
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if collisionObjectRight.type == "gridElement":
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stackMove.append("Right")
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return stackMove
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if last == "Up":
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if self.isMoveInRange("Up", position):
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collisionObjectUp = self.grid[positionY - 1][positionX]
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if collisionObjectUp.type == "gridElement":
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stackMove.append("Up")
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if self.isMoveInRange("Left", position):
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collisionObjectLeft = self.grid[positionY][positionX - 1]
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if collisionObjectLeft.type == "gridElement":
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stackMove.append("Left")
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if self.isMoveInRange("Right", position):
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collisionObjectRight = self.grid[positionY][positionX + 1]
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if collisionObjectRight.type == "gridElement":
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stackMove.append("Right")
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return stackMove
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if last == "Down":
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if self.isMoveInRange("Down", position):
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collisionObjectDown = self.grid[positionY + 1][positionX]
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if collisionObjectDown.type == "gridElement":
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stackMove.append("Down")
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if self.isMoveInRange("Left", position):
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collisionObjectLeft = self.grid[positionY][positionX - 1]
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if collisionObjectLeft.type == "gridElement":
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stackMove.append("Left")
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if self.isMoveInRange("Right", position):
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collisionObjectRight = self.grid[positionY][positionX + 1]
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if collisionObjectRight.type == "gridElement":
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stackMove.append("Right")
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return stackMove
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# DFS
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def dfsFind(self, position, currentOperation, visited, idTable):
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#print("Sprawdzam czy stolik")
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positionX = position[0]
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positionY = position[1]
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#print("Pozycja kelnera: ", position)
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if self.isMoveInRange("Up", position):
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if self.grid[positionY - 1][positionX].type == "table":
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if self.grid[positionY - 1][positionX].id == idTable:
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self.dfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Down", position):
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if self.grid[positionY + 1][positionX].type == "table":
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if self.grid[positionY + 1][positionX].id == idTable:
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self.dfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Left", position):
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if self.grid[positionY][positionX - 1].type == "table":
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if self.grid[positionY][positionX - 1].id == idTable:
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self.dfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Right", position):
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if self.grid[positionY][positionX + 1].type == "table":
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if self.grid[positionY][positionX + 1].id == idTable:
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self.dfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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# print("Sprawdzilem nie jest to stolik")
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steps = []
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steps.append(self.checkPoss(position, currentOperation))
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allstep = steps[-1]
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# print("Naszymi mozliwosciami sa ", allstep)
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if not allstep:
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return 0
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else:
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for step in allstep:
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newCurrentOperation = currentOperation[:]
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newCurrentOperation.append(step)
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newPosition = position[:]
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newVisited = visited[:]
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#print("newVisited", newVisited)
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if step == "Left":
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if [newPosition[0] - 1, newPosition[1]] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[0] -= 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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elif step == "Right":
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if [newPosition[0] + 1, newPosition[1]] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[0] += 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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elif step == "Up":
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if [newPosition[0], newPosition[1] - 1] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[1] -= 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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else:
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if [newPosition[0], newPosition[1] + 1] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[1] += 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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self.dfsStack.append([newPosition, newCurrentOperation, newVisited, idTable])
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while self.dfsStack:
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move = self.dfsStack.pop()
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self.dfsFind(move[0], move[1], move[2], move[3])
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# BFS
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def bfsFind(self, position, currentOperation, visited, idTable):
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#print("Sprawdzam czy stolik")
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positionX = position[0]
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positionY = position[1]
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# print("Pozycja kelnera: ", position)
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if self.isMoveInRange("Up", position):
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if self.grid[positionY - 1][positionX].type == "table":
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if self.grid[positionY - 1][positionX].id == idTable:
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self.bfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Down", position):
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if self.grid[positionY + 1][positionX].type == "table":
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if self.grid[positionY + 1][positionX].id == idTable:
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self.bfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Left", position):
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if self.grid[positionY][positionX - 1].type == "table":
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if self.grid[positionY][positionX - 1].id == idTable:
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self.bfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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if self.isMoveInRange("Right", position):
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if self.grid[positionY][positionX + 1].type == "table":
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if self.grid[positionY][positionX + 1].id == idTable:
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self.bfsPaths.append(currentOperation)
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print("Dodalem sciezke: ", currentOperation)
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return 0
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# print("Sprawdzilem nie jest to stolik")
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steps = []
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steps.append(self.checkPoss(position, currentOperation))
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allstep = steps[-1]
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# print("Naszymi mozliwosciami sa ", allstep)
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if not allstep:
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return 0
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else:
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for step in allstep:
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newCurrentOperation = currentOperation[:]
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newCurrentOperation.append(step)
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newPosition = position[:]
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newVisited = visited[:]
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# print("newVisited", newVisited)
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if step == "Left":
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if [newPosition[0] - 1, newPosition[1]] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[0] -= 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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elif step == "Right":
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if [newPosition[0] + 1, newPosition[1]] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[0] += 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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elif step == "Up":
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if [newPosition[0], newPosition[1] - 1] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[1] -= 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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else:
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if [newPosition[0], newPosition[1] + 1] in visited:
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# print("Tam gdzie chce isc bylem juz: ", step)
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continue
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newPosition[1] += 1
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if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
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newVisited.append(newPosition)
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self.bfsQueue.append([newPosition, newCurrentOperation, newVisited, idTable])
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while self.bfsQueue:
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move = self.bfsQueue.pop(0)
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self.bfsFind(move[0], move[1],move[2], move[3])
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# PORUSZA KELNERA WEDŁUG LISTY KROKOW
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def followThePath(self, path):
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for direction in path:
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if direction == "Left":
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self.moveLeft()
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if direction == "Right":
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self.moveRight()
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if direction == "Up":
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self.moveUp()
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if direction == "Down":
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self.moveDown()
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self.game.draw()
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time.sleep(.500) |