289 lines
11 KiB
Python
289 lines
11 KiB
Python
from mesa import Agent
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from othercharacters import dice, Box, Creature, Armor, Weapon
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class Player(Creature):
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def __init__(self, unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g, w2, w3):
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super().__init__(unique_id, model, n, s, a, w, maxhp, hp, weap, arm, g)
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self.name = n
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self.strength = s
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self.agility = a
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self.wisdom = w
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self.maxHealth = maxhp
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self.health = hp
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self.gold = g
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self.weapon1 = weap
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self.weapon2 = w2
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self.weapon3 = w3
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self.armor = arm
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self.isBox = False
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self.isCreature = False
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self.directions = [[0, 1], [1, 0], [0, -1], [-1, 0]]
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self.direction = 0
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self.queue=[]
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self.goalchest=False
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def rotate(self, clockwise=True):
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if clockwise:
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self.direction = (self.direction + 1) % 4
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else:
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self.direction = (self.direction + 3) % 4
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def moveFwd(self):
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possible_steps = self.model.grid.get_neighborhood(
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self.pos,
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moore=False,
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include_center=False)
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new_position = (self.pos[0] + self.directions[self.direction][0],
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self.pos[1] + self.directions[self.direction][1])
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if new_position in possible_steps:
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self.model.grid.move_agent(self, new_position)
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# def move(self): # OLD
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# possible_steps = self.model.grid.get_neighborhood(
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# self.pos,
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# moore=True,
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# include_center=False)
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# new_position = self.random.choice(possible_steps)
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# self.model.grid.move_agent(self, new_position)
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def meleeAttack(self, opponent):
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attackValue = self.strength + dice(6)
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defenseValue = opponent.strength + opponent.armor.defence
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damage = attackValue - defenseValue
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if damage > 0:
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opponent.health = opponent.health - (damage + self.weapon1.damage)
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def rangeAttack(self, opponent):
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attackValue = self.agility + dice(6)
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defenseValue = opponent.agility
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon2.damage - opponent.armor.defence > 0):
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opponent.health = opponent.health - (damage + self.weapon2.damage - opponent.armor.defence)
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def magicAttack(self, opponent):
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attackValue = self.wisdom + dice(6)
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defenseValue = opponent.wisdom
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damage = attackValue - defenseValue
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if (damage > 0) and (damage + self.weapon3.damage - opponent.armor.mag_protection > 0):
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opponent.health = opponent.health - (damage + self.weapon3.damage - opponent.armor.mag_protection)
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def fightOrFlight(self, opponent):
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combat = True
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while combat:
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choice = dice(4)
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print("dice rolled:", choice)
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if choice == 1:
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running_speed = self.agility + dice(6)
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opponent_speed = opponent.agility + dice(6)
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if running_speed > opponent_speed:
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combat = False
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print("Player ran away")
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self.step()
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else:
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opponent.defaultAttack(self)
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if self.health <= 0:
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combat = False
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print("Player died :/")
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elif choice == 2:
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self.meleeAttack(opponent)
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if opponent.health > 0:
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opponent.defaultAttack(self)
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if self.health <= 0:
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combat = False
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print("Player died :/")
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else:
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combat = False
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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elif choice == 3:
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self.rangeAttack(opponent)
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if opponent.health > 0:
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opponent.defaultAttack(self)
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if self.health <= 0:
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combat = False
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print("Player died :/")
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else:
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combat = False
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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else:
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self.magicAttack(opponent)
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if opponent.health > 0:
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opponent.defaultAttack(self)
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if self.health <= 0:
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combat = False
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print("Player died :/")
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else:
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combat = False
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self.gold = self.gold + opponent.gold
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opponent.gold = 0
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opponent.model.grid.remove_agent(opponent)
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print("Fight won")
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def openChest(self, chest):
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self.gold = self.gold + chest.gold
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print("Chest opened. Gold inside:", chest.gold)
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chest.gold = 0
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# if isinstance(chest.loot,Armor):
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# buffer = self.armor
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# self.armor = chest.loot
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# chest.loot = buffer
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# if isinstance(chest.loot,Weapon):
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# if chest.loot.type == "Melee":
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# buffer = self.weapon1
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# self.weapon1 = chest.loot
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# chest.loot = buffer
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# elif chest.loot.type == "Range":
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# buffer = self.weapon2
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# self.weapon2 = chest.loot
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# chest.loot = buffer
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# elif chest.loot.type == "Magic":
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# buffer = self.weapon3
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# self.weapon3 = chest.loot
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# chest.loot = buffer
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def findShortestPathToTarget(self):
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visited = []
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precedessors = {}
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queue = [self.pos]
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found_target = False
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while queue:
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cur_pos = queue.pop(0)
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#check for target
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cell_contents = self.model.grid.get_cell_list_contents([cur_pos])
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if cell_contents and any([isinstance(thing, Box) for thing in cell_contents]):
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found_target = cur_pos
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self.goalchest=True
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break
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#enqueue safe unvisited neighbours
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neighbours = self.model.grid.get_neighborhood(
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cur_pos,
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moore=False,
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include_center=False)
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for cell in neighbours:
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#if cell hasn't been visited and the contents don't include creatures
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if cell not in visited and not any([isinstance(thing, Creature) for thing in self.model.grid.get_cell_list_contents([cell])]):
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queue.append(cell)
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precedessors[cell] = cur_pos
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visited.append(cur_pos)
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if found_target:
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path = [found_target]
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while True:
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if path[0] == self.pos:
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break
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precedessor = precedessors[path[0]]
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path.insert(0, precedessor)
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return path
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return False
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# Funkcja konwertujaca wspolrzedne nastepnego pola do odwiedzenia
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# na kolejke akcji do wykonania
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# tl - turn left, tr - turn right, fwd - forward, op - open
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# queue - kolejka akcji do zrobienia, pole klasy Player
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# path - kolejka pol do odwiedzenia, pole klasy Player
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# pole to element wziety z kolejki path
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def actionPlanner(self, cell):
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x0 = self.pos[0]
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y0 = self.pos[1]
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x = cell[0]
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y = cell[1]
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if (x > x0):
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if (self.direction == 1):
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self.queue.append("fwd")
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elif (self.direction == 0):
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self.queue.append("tr")
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self.queue.append("fwd")
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elif (self.direction == 2):
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self.queue.append("tl")
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.queue.append("tr")
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self.queue.insert("fwd")
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elif (x < x0):
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if (self.direction == 3):
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self.queue.append("fwd")
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elif (self.direction == 0):
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self.queue.append("tl")
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self.queue.append("fwd")
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elif (self.direction == 2):
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self.queue.append("tr")
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.queue.append("tr")
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self.queue.append("fwd")
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else:
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if (y > y0):
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if (self.direction == 0):
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self.queue.append("fwd")
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elif (self.direction == 1):
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self.queue.append("tl")
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self.queue.append("fwd")
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elif (self.direction == 3):
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self.queue.append("tr")
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.queue.append("tr")
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self.queue.append("fwd")
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else:
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if (self.direction == 2):
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self.queue.append("fwd")
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elif (self.direction == 3):
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self.queue.append("tl")
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self.queue.append("fwd")
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elif (self.direction == 1):
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self.queue.append("tr")
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self.queue.append("fwd")
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else:
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self.queue.append("tr")
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self.queue.append("tr")
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self.queue.append("fwd")
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# if (len(self.path)==0):
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# self.queue.append("op")
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def step(self):
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if self.health > 0:
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# self.moveFwd()
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# self.rotate(False)
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if not self.goalchest: #jeśli nie ma wyznaczonej skrzynki do której idzie to robi bfs żeby ją wyznaczyć
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self.path=self.findShortestPathToTarget()
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print("the player should follow this path:",self.path)
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for cell in self.path: #iteruje po kolejnych krotkach ze współrzędnymi pól
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self.actionPlanner(cell) #dla każdego pola dodaje do kolejki kilka akcji potrzebnych żeby do niego dojść
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print(self.queue)
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if len(self.queue)!=0:
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self.action=self.queue.pop(0)
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if self.action=="tr":
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self.rotate(True)
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elif self.action=="tl":
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self.rotate(False)
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elif self.action=="fwd":
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self.moveFwd()
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cellmates = self.model.grid.get_cell_list_contents([self.pos])
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if len(cellmates) > 1:
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if isinstance(cellmates[0], Box):
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self.openChest(cellmates[0])
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else:
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opponent = cellmates[0]
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print("Fighting")
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self.fightOrFlight(opponent)
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print("HP: " + str(self.health) + " / " + str(self.maxHealth))
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print("Gold: " + str(self.gold))
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else:
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print("HP: 0 / " + str(self.maxHealth))
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