122 lines
4.0 KiB
Python
122 lines
4.0 KiB
Python
from random import random, randint
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from pygame import Rect, image
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from engine.entity import Entity
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from engine.game import Game
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from engine.scene_manager import SceneManager
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from engine.resources import res
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S, Direction
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class Ghost(Entity):
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SPEED = 1
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def __init__(self, x, y):
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super().__init__(self.__repr__())
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sprite = Sprite(image.load(res('ghost.png')).convert(), 2)
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self.add(sprite)
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self.phys = CollideRect(Rect(self.x, self.y,
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sprite.width, sprite.width),
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static=False,
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solid=False,
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cb=self.cb)
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self.add(self.phys)
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self.script = Ghost.script
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self.x = x
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self.y = y
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self.direction = Direction(randint(0, 3))
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def cb(self, c):
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if not c.solid:
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return
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if c.parent.name == 'pacman':
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print('Perdu !')
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exit(0)
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if self.direction == Direction.UP:
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self.direction = Direction.RIGHT if random() < .5 \
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else Direction.LEFT
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return
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if self.direction == Direction.RIGHT:
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self.direction = Direction.DOWN if random() < .5 \
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else Direction.UP
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return
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if self.direction == Direction.DOWN:
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self.direction = Direction.LEFT if random() < .5 \
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else Direction.RIGHT
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return
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if self.direction == Direction.LEFT:
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self.direction = Direction.UP if random() < .5 \
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else Direction.DOWN
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return
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def script(self):
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graph = SceneManager().scene.entities['level'].graph
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if self.x % S != 0 or self.y % S != 0:
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return
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cur_node = graph[self.y//S][self.x//S]
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# print(self.y//S, self.x//S)
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pacman = SceneManager().scene.entities['pacman']
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x_dist = pacman.x - self.x
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y_dist = pacman.y - self.y
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s = 1
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# print(pacman.y//S, pacman.x//S)
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p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
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# print([x[1] for x in p])
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cur_dir = p[0][1]
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if cur_dir == Direction.UP:
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self.phys.vx = 0
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self.phys.vy = -1
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elif cur_dir == Direction.DOWN:
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self.phys.vx = 0
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self.phys.vy = 1
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elif cur_dir == Direction.LEFT:
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self.phys.vx = -1
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self.phys.vy = 0
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else:
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self.phys.vx = 1
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self.phys.vy = 0
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# if self.direction == Direction.UP:
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# self.phys.vy = -Ghost.SPEED
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# self.phys.vx = 0
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# elif self.direction == Direction.DOWN:
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# self.phys.vy = Ghost.SPEED
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# self.phys.vx = 0
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# elif self.direction == Direction.LEFT:
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# self.phys.vx = -Ghost.SPEED
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# self.phys.vy = 0
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# elif self.direction == Direction.RIGHT:
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# self.phys.vx = Ghost.SPEED
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# self.phys.vy = 0
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def find_shortest_path(self, final_node):
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if final_node is None:
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print('oups')
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exit(1)
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graph = SceneManager().scene.entities['level'].graph
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cur_node = graph[self.y//S][self.x//S]
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children = cur_node.children
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child_ok = list(filter(lambda c: c[0] == final_node, children))
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if child_ok:
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return [child_ok[0]]
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trace = [cur_node] + [x[0] for x in children]
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paths = [[x] for x in children]
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while 1:
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cur_len = len(paths)
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for path in paths[:cur_len]:
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for child in path[-1][0].children:
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if child[0] is not None and child[0] not in trace:
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trace.append(child[0])
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paths.append(path + [child])
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if child[0] == final_node:
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return path
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paths = paths[cur_len:]
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