2023-03-20 01:14:48 +01:00
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from enum import Enum
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2023-03-28 19:36:57 +02:00
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import random
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2023-03-20 01:14:48 +01:00
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from typing import List
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2023-03-12 16:22:51 +01:00
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from Interface.grid_draw import GridDraw, Colors
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2023-03-12 18:11:31 +01:00
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import sys
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import pygame
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2023-03-23 00:54:05 +01:00
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from Interface.movement import movement_key_press
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2023-03-11 19:31:43 +01:00
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2023-03-16 20:33:22 +01:00
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2023-03-19 22:00:10 +01:00
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# window_dimensions says how many pixels window have
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# board_size says how many lines board have in one row
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2023-03-19 22:00:10 +01:00
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def initial_draw(window_dimensions, board_size):
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2023-03-16 21:38:42 +01:00
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# window name
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pygame.display.set_caption("AI Vacuum Cleaner")
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2023-03-22 20:48:02 +01:00
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# define additional variables
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2023-03-22 23:11:13 +01:00
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tile_size = window_dimensions / board_size
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# initialize board array
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newGrid = Grid(board_size, window_dimensions=window_dimensions, board_size=board_size)
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newGrid.add(objectOnTile(1, 1, acceptedType.PLAYER))
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2023-03-28 19:36:57 +02:00
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newGrid.add(objectOnTile(7, 8, acceptedType.ANIMAL))
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player = newGrid.findFirst(acceptedType.PLAYER)
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newGrid.move(1, 1, 1, 2)
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newGrid.move(1, 2, 1, 1)
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2023-03-16 21:38:42 +01:00
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# set window dimension
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window_width = window_dimensions
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window_height = window_dimensions
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2023-03-16 21:38:42 +01:00
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2023-03-23 00:54:05 +01:00
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# initialize drawer
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drawer = GridDraw(window_width, window_height)
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2023-03-16 20:33:22 +01:00
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# rendering loop
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while True:
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drawer.start_draw()
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drawer.board(board_size, board_size)
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player = newGrid.findFirst(acceptedType.PLAYER)
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2023-03-23 00:54:05 +01:00
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(x, y) = movement_key_press(board_size, player.position_x, player.position_y)
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newGrid.move(player.position_x, player.position_y, x, y)
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newGrid.render(drawer, newGrid=newGrid)
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drawer.end_draw()
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pygame.time.delay(30)
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2023-03-20 01:14:48 +01:00
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# TODO wrap it all to another file that handles array rendering
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class acceptedType(Enum):
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EMPTY = "empty"
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PLAYER = "player"
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RUBBISH = "rubbish"
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PLANT = "plant"
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ANIMAL = "animal"
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class objectOnTile:
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def __init__(
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self, position_x: int, position_y: int, type: acceptedType = acceptedType.EMPTY
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):
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self.position_x = position_x
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self.position_y = position_y
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self.type = type
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# calculate position from array position to window position eg.: array_position = 0 => window_position = 50 (px)
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def _translate_array_to_window_position(array_position, tile_size_window) -> int:
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return array_position * tile_size_window + tile_size_window / 2
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class Grid:
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def __init__(self, size_array, window_dimensions, board_size):
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self.array = [
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[objectOnTile(i, j) for j in range(size_array)] for i in range(size_array)
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]
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self.list: List[objectOnTile] = []
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self.tile_size = window_dimensions / board_size
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self.cat_last_tick = pygame.time.get_ticks()
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self.cat_cooldown = 1000
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self.cat_velocity = 1
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self.cat_busy = False
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#region images
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self.cat_front_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_front.png"), (self.tile_size, self.tile_size))
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self.cat_back_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_back.png"), (self.tile_size, self.tile_size))
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self.cat_left_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_left.png"), (self.tile_size, self.tile_size))
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self.cat_right_image = pygame.transform.scale(pygame.image.load("Interface/images/cat/standing_right.png"), (self.tile_size, self.tile_size))
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self.cat_current_image = self.cat_front_image
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#endregion
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# render the array
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def render(self, drawer: GridDraw, newGrid):
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#tile_size = window_dimensions / board_size
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# render object with respect to type
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for item in self.list:
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if item.type == acceptedType.PLAYER:
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# constants for player
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PLAYER_RADIUS_RATIO = 3
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PLAYER_COLOR = Colors.RED
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# position on screen
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render_x = _translate_array_to_window_position(
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item.position_x, self.tile_size
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)
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render_y = _translate_array_to_window_position(
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item.position_y, self.tile_size
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)
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# image rendering function
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drawer.circle(
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render_x,
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render_y,
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self.tile_size / PLAYER_RADIUS_RATIO,
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color=PLAYER_COLOR,
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)
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if item.type == acceptedType.ANIMAL:
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now = pygame.time.get_ticks()
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#region cat random movement
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if now - self.cat_last_tick >= self.cat_cooldown:
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if self.cat_busy == False:
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self.cat_direction = random.randint(0,3)
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if self.cat_direction == 0: #up
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if self.cat_current_image == self.cat_back_image:
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newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y - 1)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_back_image
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if self.cat_direction == 1: #right
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if self.cat_current_image == self.cat_right_image:
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newGrid.move(item.position_x, item.position_y, item.position_x + 1, item.position_y)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_right_image
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if self.cat_direction == 2: #down
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if self.cat_current_image == self.cat_front_image:
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newGrid.move(item.position_x, item.position_y, item.position_x, item.position_y + 1)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_front_image
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if self.cat_direction == 3: #left
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if self.cat_current_image == self.cat_left_image:
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newGrid.move(item.position_x, item.position_y, item.position_x - 1, item.position_y)
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self.cat_busy = False
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else:
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self.cat_busy = True
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self.cat_current_image = self.cat_left_image
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self.cat_last_tick = pygame.time.get_ticks()
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#endregion
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render_x = item.position_x * self.tile_size
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render_y = item.position_y * self.tile_size
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drawer.image(render_x, render_y, self.cat_current_image)
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# TODO act accordingly to other options
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# add new object on grid
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def add(self, newObject: objectOnTile):
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if (
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self.array[newObject.position_x][newObject.position_y].type
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!= acceptedType.EMPTY
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):
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print(
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f"Cannot add object at ({newObject.position_x}, {newObject.position_y}): position already occupied"
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)
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return
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self.array[newObject.position_x][newObject.position_y] = newObject
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self.list.append(newObject)
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# deletes object from game
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# untested, potentially not working
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def delete(self, position_x: int, position_y: int):
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# Find the object with the given position in the list
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for obj in self.list:
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if obj.position_x == position_x and obj.position_y == position_y:
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break
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else: # No object found with the given position
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print(f"No object found at ({position_x}, {position_y})")
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return
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# Remove the object from both the array and the list
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self.array[position_x][position_y] = objectOnTile(position_x, position_y)
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self.list.remove(obj)
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# move: update position from (start_x, start_y) to (end_x, end_y)
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def move(self, start_x: int, start_y: int, end_x: int, end_y: int):
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# no change
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if start_x == end_x and start_y == end_y:
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return
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# check if obj exist at starting position
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if self.array[start_x][start_y].type == acceptedType.EMPTY:
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print(
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f"Cannot move object at ({start_x}, {start_y}): no object on position"
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)
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return
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# check if destination is empty
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if self.array[end_x][end_y].type != acceptedType.EMPTY:
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print(
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f"Cannot move object to ({end_x}, {end_y}): position already occupied"
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)
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return
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# all OK
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# change position attribute in array
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self.array[start_x][start_y].position_x = end_x
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self.array[start_x][start_y].position_y = end_y
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# change position in array
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self.array[end_x][end_y] = self.array[start_x][start_y]
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self.array[start_x][start_y] = objectOnTile(start_x, start_y)
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def findFirst(self, find_type: acceptedType) -> objectOnTile:
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for item in self.list:
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if item.type == find_type:
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return item
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else:
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print(f"Cannot find object of type: ({find_type})!")
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