WMICraft/logic/level.py

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Python
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import random
import pygame
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from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD, UP, DOWN, LEFT, RIGHT
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from common.constants import *
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from common.helpers import castle_neighbors
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from logic.knights_queue import KnightsQueue
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from logic.spawner import Spawner
from models.castle import Castle
from models.knight import Knight
from models.monster import Monster
from models.tile import Tile
class Level:
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def __init__(self, screen, logs):
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self.screen = screen
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self.logs = logs
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# sprite group setup
self.sprites = pygame.sprite.LayeredUpdates()
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self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)]
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self.list_knights_blue = []
self.list_knights_red = []
self.list_monsters = []
self.list_castles = []
self.knights_queue = None
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def create_map(self):
self.generate_map()
self.setup_base_tiles()
self.setup_objects()
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
def generate_map(self):
spawner = Spawner(self.map)
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spawner.spawn_where_possible(['w' for _ in range(NBR_OF_WATER)])
spawner.spawn_where_possible(['t' for _ in range(NBR_OF_TREES)])
spawner.spawn_where_possible(['s' for _ in range(NBR_OF_SANDS)])
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spawner.spawn_in_area(['k_b' for _ in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
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spawner.spawn_in_area(['k_r' for _ in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
CASTLE_SPAWN_HEIGHT, 2)
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spawner.spawn_where_possible(['m' for _ in range(NBR_OF_MONSTERS)])
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def setup_base_tiles(self):
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textures = []
for texture_path in TILES:
converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha()
converted_texture = pygame.transform.scale(converted_texture, (40, 40))
textures.append((texture_path, converted_texture))
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for row_index, row in enumerate(self.map):
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for col_index, col in enumerate(row):
# add base tiles, e.g. water, tree, grass
if col == "w":
texture_index = 5
texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites, 'w')
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elif col == "t":
texture_index = 6
texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites, 't')
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elif col == "s":
texture_index = 4
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites)
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else:
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texture_index = random.randint(0, 3)
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites)
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def setup_objects(self):
castle_count = 0 # TODO: find some smarter method to print castle
for row_index, row in enumerate(self.map):
print(row)
for col_index, col in enumerate(row):
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# add objects, e.g. knights, monsters, castle
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if col == "k_b":
knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue")
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self.map[row_index][col_index] = knight
self.list_knights_blue.append(knight)
elif col == "k_r":
knight = Knight(self.screen, (col_index, row_index), self.sprites, "red")
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self.map[row_index][col_index] = knight
self.list_knights_red.append(knight)
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elif col == "m":
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monster = Monster(self.screen, (col_index, row_index), self.sprites)
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self.map[row_index][col_index] = monster
self.list_monsters.append(monster)
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elif col == "c":
castle_count += 1
if castle_count == 4:
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castle = Castle(self.screen, (col_index, row_index), self.sprites)
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self.map[row_index][col_index] = castle
self.list_castles.append(castle)
def handle_turn(self):
print("next turn")
current_knight = self.knights_queue.dequeue_knight()
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
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castle_cords = (self.list_castles[0].position[0], self.list_castles[0].position[1])
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goal_list = castle_neighbors(self.map, castle_cords[0], castle_cords[1]) # list of castle neighbors
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state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
action_list = a_star(state, self.map, goal_list)
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print(action_list)
if len(action_list) == 0:
return
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next_action = action_list.pop(0)
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if next_action == TURN_LEFT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
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current_knight.rotate_left()
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elif next_action == TURN_RIGHT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.')
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current_knight.rotate_right()
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elif next_action == FORWARD:
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current_knight.step_forward()
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self.map[knight_pos_y][knight_pos_x] = 'g'
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# update knight on map
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if current_knight.direction.name == UP:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
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elif current_knight.direction.name == RIGHT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.')
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self.map[knight_pos_y][knight_pos_x + 1] = current_knight.team_alias()
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elif current_knight.direction.name == DOWN:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w dół.')
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self.map[knight_pos_y + 1][knight_pos_x] = current_knight.team_alias()
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elif current_knight.direction.name == LEFT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
# update and draw the game
self.sprites.draw(self.screen)
self.sprites.update()