96 lines
3.4 KiB
Python
96 lines
3.4 KiB
Python
import agent as ag
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import project_constants as const
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import tile as tl
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from mine_models.time_mine import TimeMine
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import json_generator as jg
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import pygame
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import time
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from display_assets import blit_graphics
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from project_constants import HIGHLIGHT, INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON
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from ui.ui_components_list import UiComponentsList
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class Minefield:
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def __init__(self, json_path):
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self.turn = 0
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self.agent = ag.Agent(const.MAP_RANDOM_10x10)
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# open JSON with minefield info
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json_gen = jg.JsonGenerator()
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json_gen.load_from_a_file(json_path)
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# create matrix of a desired size, fill it with default tile objects
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self.matrix = [
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[
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tl.Tile(
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(row, column),
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terrain_type=json_gen.get_tile((row, column))["terrain"],
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mine=jg.create_a_mine(json_gen.get_mine((row, column)), (row, column))
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) for column in range(const.V_GRID_HOR_TILES)
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] for row in range(const.V_GRID_VER_TILES)
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]
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# iterate through chained mines, set mine predecessors
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for pair in jg.get_chained_mine_and_its_predecessor_pairs(json_gen.get_grid()):
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successor_position, predecessor_position = pair
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successor_row, successor_column = successor_position
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predecessor_row, predecessor_column = predecessor_position
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predecessor = self.matrix[predecessor_row][predecessor_column]
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self.matrix[successor_row][successor_column].mine.predecessor = predecessor
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def next_turn(self):
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self.turn += 1
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for row in range(const.V_GRID_VER_TILES):
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for column in range(const.V_GRID_VER_TILES):
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mine = self.matrix[row][column].mine
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if mine is not None and isinstance(mine, TimeMine):
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mine.timer = max(0, mine.starting_time - int(self.turn / 4))
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# ================ #
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# === MOVEMENT === #
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# ================ #
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# check if sapper's destination is accessible
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# If Agent comes upon a tile with a mine his starting position shall be reestablished
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@staticmethod
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def is_valid_move(target_row: int, target_column: int):
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if 0 <= target_row < const.V_GRID_VER_TILES \
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and 0 <= target_column < const.V_GRID_HOR_TILES:
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return True
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return False
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def disarm_mine(self, x, y):
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tile = self.matrix[x][y]
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mine = tile.mine
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mine.disarm()
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# This for loop is temporary solution for graphics to refresh. It works weird but it will be changed eventually.
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for i in range(3):
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time.sleep(1)
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self.next_turn()
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# FPS control
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pygame.time.Clock().tick(const.V_FPS)
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delta_time = pygame.time.Clock().get_time() / 1000
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action_delta_time = delta_time / const.ACTION_INTERVAL
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# graphics (from display_assets)
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blit_graphics(self)
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const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((x, y)))
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self.agent.update_and_draw(const.SCREEN, 0, self)
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# drawing ui components so they don't "disappear"
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UiComponentsList([INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON]).draw_all(const.SCREEN,
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pygame.mouse.get_pos())
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# updating graphics
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pygame.display.flip() |