Spaghetti code, not working
This commit is contained in:
parent
39b689d8f0
commit
deeba7c740
@ -10,16 +10,27 @@ from src.game.TerrainTile import TerrainTile
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class AutomaticMovement:
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class AutomaticMovement:
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def __init__(self, player, gameMap):
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def __init__(self, player, gameMap, leftUiWidth):
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self.map = gameMap
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self.map = gameMap
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self.player = player
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self.player = player
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self.nextMove = None
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self.nextMove = None
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self.movesList = None
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self.movesList = None
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self.actualTarget = None
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self.actualTarget = None
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self.moveOffset = self.player.rect.w
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self.moveOffset = self.player.rect.w
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self.leftUiWidth = leftUiWidth
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self.targetCoords = None
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self.testCount = 0
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def gotoToTarget(self, target: Entity):
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def gotoToTarget(self, target: Entity):
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if self.actualTarget is None:
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self.actualTarget = target
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self.actualTarget = target
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self.targetCoords = (self.actualTarget.rect.x - self.leftUiWidth, self.actualTarget.rect.y)
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self.movesList = self.a_Star()
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if self.movesList is not None:
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self.nextMove = self.movesList[0]
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else:
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self.actualTarget = None
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def updatePlayerCoords(self):
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def updatePlayerCoords(self):
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if self.actualTarget is not None:
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if self.actualTarget is not None:
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@ -32,50 +43,85 @@ class AutomaticMovement:
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self.actualTarget = None
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self.actualTarget = None
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def a_Star(self):
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def a_Star(self):
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self.testCount = 0
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fringe = PriorityQueue()
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fringe = PriorityQueue()
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explored = []
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explored = []
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startingState = (self.player.x, self.player.y, self.player.rotation)
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startingState = (self.player.rect.x - self.leftUiWidth, self.player.rect.y, self.player.rotation)
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startingPriority = 0
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startingPriority = 0
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fringe.put((startingPriority, AStarNode(None, None, startingState)))
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fringe.put((startingPriority, self.testCount, AStarNode(None, None, startingState)))
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self.testCount += 1
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while True:
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while True:
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print("DEBUG: A* in progress")
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if fringe.empty():
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if fringe.empty():
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# target is unreachable
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# target is unreachable
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self.movesList = None
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self.movesList = None
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self.nextMove = None
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self.nextMove = None
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print("PATH NOT FOUND")
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return None
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elem: AStarNode = fringe.get()
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elem: AStarNode = fringe.get()[2]
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print("CURRENT STATE: {}, ACTION: {}".format(elem.state, elem.action))
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for (pr, count, node) in fringe.queue:
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print("PR: {}, ST: {}, AC: {}".format(pr, node.state, node.action))
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if self.goalTest(elem.state):
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if self.goalTest(elem.state):
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result = []
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movesList = []
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p = elem.parent
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p = elem.parent
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while p is not None:
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while p is not None:
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result.append((elem.parent, elem.action))
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movesList.append(elem.action)
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return result
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p = elem.parent
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return movesList
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explored.append(elem)
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explored.append(elem)
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for (movement, newState) in self.succesor(elem.state):
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for (movement, newState) in self.succesor(elem.state):
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# Sprawdzam czy nie jest poza mapa
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coordsWithUiOffset = [newState[0] + self.leftUiWidth, newState[1]]
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# DEBUG
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if movement == Movement.FORWARD:
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a = 1
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a+=1
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if 0 <= newState[0] <= self.map.width - self.moveOffset and 0 <= newState[1] <= self.map.height - self.moveOffset:
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#if self.map.getTileOnCoord(coordsWithUiOffset) is not None:
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newNode = AStarNode(elem, movement, newState)
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newNode = AStarNode(elem, movement, newState)
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newPriority = self.priority(newNode)
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newPriority = self.priority(newNode)
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# Check if state is not in fringe queue ...
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# Check if state is not in fringe queue ... # ... and is not in explored list
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if not any(newNode.state == node[1].state for node in fringe.queue):
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if not any(newNode.state == node[2].state for node in fringe.queue) \
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# ... and is not in explored list
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and not any(newNode.state == node.state for node in explored):
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if not any(newNode.state == node[1].state for node in explored):
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# there can't be nodes with same priority
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fringe.put((newPriority, newNode))
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'''
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while any(newPriority == item[0] for item in fringe.queue):
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newPriority -= 1'''
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fringe.put((newPriority, self.testCount, newNode))
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self.testCount += 1
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# If state is in fringe queue ...
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# If state is in fringe queue ...
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else:
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elif any(newNode.state == node[2].state for node in fringe.queue):
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node: AStarNode
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node: AStarNode
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for (pr, node) in fringe.queue:
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for (pr, count, node) in fringe.queue:
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# Compare nodes
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# Compare nodes
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if node.state == newNode.state and node.parent is newNode.parent and node.action == newNode.action:
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if node.state == newNode.state and node.action == newNode.action:
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# ... and if it has priority > newPriority
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# ... and if it has priority > newPriority
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if pr > newPriority:
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if pr > newPriority:
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# Replace it with new priority
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# Replace it with new priority
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fringe.queue.remove((pr, node))
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fringe.queue.remove((pr, count, node))
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fringe.put((newPriority, node))
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fringe.put((newPriority, count, node))
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self.testCount += 1
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break
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def succesor(self, elemState):
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def succesor(self, elemState):
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'''
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'''
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@ -86,29 +132,42 @@ class AutomaticMovement:
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(Movement.ROTATE_L, self.newStateAfterAction(elemState, Movement.ROTATE_L))]
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(Movement.ROTATE_L, self.newStateAfterAction(elemState, Movement.ROTATE_L))]
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stateAfterForward = self.newStateAfterAction(elemState, Movement.FORWARD)
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stateAfterForward = self.newStateAfterAction(elemState, Movement.FORWARD)
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facingEntity = self.map.getEntityOnCoord(stateAfterForward)
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if 0 <= stateAfterForward[0] <= self.map.width - self.moveOffset and 0 <= stateAfterForward[1] <= self.map.height - self.moveOffset:
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coordsWithUiOffset = [stateAfterForward[0] + self.leftUiWidth, stateAfterForward[1]]
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if facingEntity is not None:
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facingEntity = self.map.getEntityOnCoord(coordsWithUiOffset)
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if facingEntity is None:
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result.append((Movement.FORWARD, stateAfterForward))
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result.append((Movement.FORWARD, stateAfterForward))
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return result
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return result
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def goalTest(self, coords):
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def goalTest(self, coords):
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entity = self.map.getEntityOnCoord(coords)
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# with left ui width
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coordsWithUiOffset = [coords[0] + self.leftUiWidth, coords[1]]
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entity = self.map.getEntityOnCoord(coordsWithUiOffset)
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'''if entity is not None:
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if entity.id == self.actualTarget.id:
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if entity.id == self.actualTarget.id:
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return True'''
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if coords[0] == self.targetCoords[0] and coords[1] == self.targetCoords[1]:
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return True
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return True
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return False
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return False
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def approximateDistanceFromTarget(self, tileX, tileY):
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def approximateDistanceFromTarget(self, tileX, tileY):
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return abs(tileX - self.actualTarget.x) + abs(tileY - self.actualTarget.y)
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return abs(tileX - self.targetCoords[0]) + abs(tileY - self.targetCoords[1])
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def stepCost(self, terrainTile: TerrainTile):
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def stepCost(self, terrainTile: TerrainTile):
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return terrainTile.cost
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# TODO: Nie znajduje terraina na ktorym stoi player
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if terrainTile is None:
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return 0
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#return terrainTile.cost
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return 0
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def priority(self, elem: AStarNode):
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def priority(self, elem: AStarNode):
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return self.approximateDistanceFromTarget(elem.state[0], elem.state[1]) + self.stepCost(self.map.getTileOnCoord(elem.state))
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coordsWithUiOffset = [elem.state[0] + self.leftUiWidth, elem.state[1]]
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return self.approximateDistanceFromTarget(elem.state[0], elem.state[1]) + self.stepCost(self.map.getTileOnCoord(coordsWithUiOffset))
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'''
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'''
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state[0] - x
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state[0] - x
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@ -117,20 +176,26 @@ class AutomaticMovement:
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'''
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'''
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def newStateAfterAction(self, state, action: Movement):
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def newStateAfterAction(self, state, action: Movement):
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newState = copy(state)
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newX = state[0]
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newY = state[1]
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newRotation = state[2]
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if action == Movement.FORWARD:
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if action == Movement.FORWARD:
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if state[2] == Rotations.NORTH:
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if state[2] == Rotations.NORTH:
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newState[1] -= self.moveOffset
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newY -= self.moveOffset
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elif state[2] == Rotations.EAST.value:
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elif state[2] == Rotations.EAST:
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newState[0] += self.moveOffset
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newX += self.moveOffset
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elif state[2] == Rotations.SOUTH.value:
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elif state[2] == Rotations.SOUTH:
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newState[1] += self.moveOffset
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newY += self.moveOffset
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elif state[2] == Rotations.WEST.value:
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elif state[2] == Rotations.WEST:
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newState[0] -= self.moveOffset
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newX -= self.moveOffset
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elif action == Movement.ROTATE_L:
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elif action == Movement.ROTATE_L:
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newState[2] = Rotations((state[2] + 1) % 4)
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newRotation = Rotations((state[2].value - 1) % 4)
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elif action == Movement.ROTATE_R:
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elif action == Movement.ROTATE_R:
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newState[2] = Rotations((state[2] - 1) % 4)
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newRotation = Rotations((state[2].value + 1) % 4)
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newState = (newX, newY, newRotation)
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return newState
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return newState
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@ -1,3 +1,4 @@
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from random import Random
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from time import sleep
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from time import sleep
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import pygame
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import pygame
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@ -90,5 +91,8 @@ class EventManager:
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if keys[pygame.K_d]:
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if keys[pygame.K_d]:
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self.player.move(Movement.ROTATE_R)
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self.player.move(Movement.ROTATE_R)
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if keys[pygame.K_u]:
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self.game.movement.gotoToTarget(self.game.map.entities[Random().randint(0, len(self.game.map.entities))])
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@ -5,7 +5,7 @@ from os import path
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from src.AI.AutomaticMovement import AutomaticMovement
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from src.AI.AutomaticMovement import AutomaticMovement
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from src.game.EventManager import EventManager
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from src.game.EventManager import EventManager
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from src.game.Screen import Screen
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from src.game.Screen import Screen, Locations
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from src.game.Map import Map
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from src.game.Map import Map
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from src.entities.Player import Player
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from src.entities.Player import Player
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@ -51,10 +51,17 @@ class Game:
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mapFile = Path(str(filesPath) + "/data/mapdata/")
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mapFile = Path(str(filesPath) + "/data/mapdata/")
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self.map = Map(path.join(mapFile, 'map.txt'), self.screen)
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self.map = Map(path.join(mapFile, 'map.txt'), self.screen)
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self.player = Player((6, 2), self.map.tileSize)
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self.player = Player((6, 2), self.map.tileSize)
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self.map.addEntity(self.player)
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self.map.addEntity(self.player, DONTADD=True)
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self.eventManager = EventManager(self, self.player)
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self.eventManager = EventManager(self, self.player)
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self.movement = AutomaticMovement(self.player, self.map)
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self.movement = AutomaticMovement(self.player, self.map, self.screen.getUiWidth(Locations.LEFT_UI))
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testTarget = self.map.entities[0]
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if testTarget is self.player:
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testTarget = self.map.entities[1]
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self.movement.gotoToTarget(testTarget)
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self.mainLoop()
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self.mainLoop()
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@ -64,5 +71,6 @@ class Game:
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self.ingameTimer.updateTime(self.pgTimer.tick())
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self.ingameTimer.updateTime(self.pgTimer.tick())
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self.spritesList.update()
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self.spritesList.update()
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self.eventManager.handleEvents()
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self.eventManager.handleEvents()
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self.movement.updatePlayerCoords()
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self.spritesList.draw(self.screen.pygameScreen)
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self.spritesList.draw(self.screen.pygameScreen)
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pygame.display.flip()
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pygame.display.flip()
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@ -19,6 +19,8 @@ class Map:
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self.terrainTilesList = []
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self.terrainTilesList = []
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self.collidables = pygame.sprite.Group()
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self.collidables = pygame.sprite.Group()
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self.entities = []
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with open(filename, 'rt') as f:
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with open(filename, 'rt') as f:
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for line in f:
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for line in f:
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self.terrain.append(line)
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self.terrain.append(line)
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@ -101,27 +103,32 @@ class Map:
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def getEntityOnCoord(self, coord):
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def getEntityOnCoord(self, coord):
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result = None
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result = None
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for entity in self.collidables:
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for entity in self.entities:
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if entity.rect.x == coord[0] and entity.rect.y == coord[1]:
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if entity.rect.x == coord[0] and entity.rect.y == coord[1]:
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result = entity
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result = entity
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return result
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return result
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def getTileOnCoord(self, coord):
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def getTileOnCoord(self, coord):
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result = None
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result = None
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for entity in self.:
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for entity in self.terrainTilesList:
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if entity.rect.x == coord[0] and entity.rect.y == coord[1]:
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if entity.rect.x == coord[0] and entity.rect.y == coord[1]:
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result = entity
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result = entity
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return result
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return result
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def addEntity(self, entity):
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# TODO: REMOVE DONT ADD
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def addEntity(self, entity, DONTADD=False):
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self.screen.draw(entity, Locations.MAP, 0, 0)
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self.screen.draw(entity, Locations.MAP, 0, 0)
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self.collidables.add(entity)
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self.collidables.add(entity)
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if not DONTADD:
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self.entities.append(entity)
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def removeSpriteFromMap(self, entity):
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def removeSpriteFromMap(self, entity):
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if self.collidables.has(entity):
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if self.collidables.has(entity):
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self.collidables.remove(entity)
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self.collidables.remove(entity)
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self.screen.removeSprite(entity)
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self.screen.removeSprite(entity)
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self.entities.remove(entity)
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# add object to map.collidables list to be collidable
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# add object to map.collidables list to be collidable
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def collision(self, x, y):
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def collision(self, x, y):
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for b in self.collidables:
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for b in self.collidables:
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