from domain.entities.entity import Entity class World: def __init__(self, width: int, height: int) -> object: self.costs = [[1000 for j in range(height)] for i in range(width)] self.width = width self.height = height self.dust = [[[] for j in range(height)] for i in range(width)] self.obstacles = [[[] for j in range(height)] for i in range(width)] self.vacuum = None self.cat = None self.doc_station = None def add_entity(self, entity: Entity): if entity.type == "PEEL": self.dust[entity.x][entity.y].append(entity) elif entity.type == "VACUUM": self.vacuum = entity elif entity.type == "DOC_STATION": self.doc_station = entity elif entity.type == "CAT": self.cat = entity self.obstacles[entity.x][entity.y].append(entity) else: self.obstacles[entity.x][entity.y].append(entity) def is_obstacle_at(self, x: int, y: int) -> bool: return bool(self.obstacles[x][y]) def is_garbage_at(self, x: int, y: int) -> bool: return bool(self.dust[x][y]) def is_docking_station_at(self, x: int, y: int) -> bool: return bool(self.doc_station.x == x and self.doc_station.y == y) def accepted_move(self, checking_x, checking_y): if ( checking_x > self.width - 1 or checking_y > self.height - 1 or checking_x < 0 or checking_y < 0 ): return False if self.is_obstacle_at(checking_x, checking_y): return False return True def get_cost(self, x, y): return self.costs[x][y]