started implementing game element logic
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roborally.py
91
roborally.py
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@ -93,12 +93,18 @@ class Robot:
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self.board[(x,y)].occupant = self
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def get_accessed_tiles(self, count):
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def get_accessed_tiles(self, count, forward=True):
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# create a list of all tiles the robot would enter if it drives <count> steps forward
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tiles = []
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current_tile = self.board[(self.x, self.y)]
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for i in range(1, count + 1):
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if forward:
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current_tile = self.board.get(current_tile.get_neighbor_coordinates(self.orientation))
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else:
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current_tile = self.board.get(current_tile.get_neighbor_coordinates(Robot.opposites[self.orientation]))
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if current_tile is None:
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return tiles
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else:
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tiles.append(current_tile)
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return tiles
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@ -154,7 +160,7 @@ class Robot:
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return "{}, forward".format(self.id)
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elif type == 'backward':
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opposite_orientation = self.get_opposite_orientation()
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target_tile = tile.get_neighbor_coordinates(opposite_orientation)
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target_tile = self.board[tile.get_neighbor_coordinates(opposite_orientation)]
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if target_tile.occupant is not None:
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print("error: target tile is not empty")
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@ -235,32 +241,46 @@ class Board:
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if (x == 0) or (x == Board.x_dims + 1) or (y == 0) or (y == Board.y_dims + 1):
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# place walls around the board
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self.board[(x, y)] = Tile(x, y, '#')
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elif x == 1 and (y >= 1) and (y <= 4):
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elif x == 1 and (y >= 1) and (y < 4):
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self.board[(x, y)] = Tile(x, y, 'v')
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elif y == 4:
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self.board[(x, y)] = Tile(x, y, '>')
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else:
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self.board[(x,y)] = Tile(x,y)
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self.robots = {}
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self.robots[0] = Robot(3, 1, '<', 0, self.board)
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self.robots[0] = Robot(3, 1, '>', 0, self.board)
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self.robots[1] = Robot(2, 1, 'v', 1, self.board)
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def handle_push(self, pushing_robot, pushed_robot):
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def handle_push(self, direction, pushed_robot, forward=True, pushing_robot=None):
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cmd_list = []
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# push robot out of the way
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if pushed_robot.orientation == pushing_robot.orientation:
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if pushed_robot.orientation == direction:
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if forward:
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# the pushed robot can just drive forward
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cmd_list += self.handle_single_action('forward', pushed_robot)
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elif pushed_robot.has_opposite_orientation(pushing_robot.orientation):
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else:
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# the pushed robot can just drive backward
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cmd_list += self.handle_single_action('backward', pushed_robot)
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elif pushed_robot.has_opposite_orientation(direction):
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if forward:
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# the pushed robot can drive backward
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cmd_list += self.handle_single_action('backward', pushed_robot)
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else:
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# the pushed robot drives forward
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cmd_list += self.handle_single_action('forward', pushed_robot)
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else:
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# we first have to turn the pushed robot s.t. it faces in the same orientation as the
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# pushing robot
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turn_direction = pushed_robot.get_turn_direction(pushing_robot.orientation)
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turn_direction = pushed_robot.get_turn_direction(direction)
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cmd_list += self.handle_single_action(turn_direction, pushed_robot)
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if forward:
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# then the pushed robot drives one step forward
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cmd_list += self.handle_single_action('forward', pushed_robot)
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else:
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# if its pushed backward it instead drives on step backward
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cmd_list += self.handle_single_action('backward', pushed_robot)
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# afterwards we turn the robot back to the original orientation
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if turn_direction == 'turn left':
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@ -272,8 +292,12 @@ class Board:
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sys.exit(1)
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cmd_list += self.handle_single_action(turn_back_direction, pushed_robot)
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if pushing_robot is not None:
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# now the tile should be empty so the pushing robot can move into the tile
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if forward:
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cmd_list.append(pushing_robot.move('forward'))
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else:
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cmd_list.append(pushing_robot.move('backward'))
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return cmd_list
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def handle_single_action(self, action, robot):
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@ -302,7 +326,7 @@ class Board:
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self.robots.values()]): # robots hits a tile occupied by another robot
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pushed_robot = next(filter(lambda r: (tile.x, tile.y) == (r.x, r.y), self.robots.values()))
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if pushed_robot.is_pushable(robot.orientation): # check if robot is pushable in the given direction
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cmd_list += self.handle_push(pushing_robot=robot, pushed_robot=pushed_robot)
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cmd_list += self.handle_push(direction=robot.orientation, pushed_robot=pushed_robot, forward=True, pushing_robot=robot)
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else:
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cmd_list.append(robot.nop())
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return cmd_list
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@ -312,12 +336,47 @@ class Board:
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sys.exit(1)
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elif action == 'backward':
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# basically do the same as with forward
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pass
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accessed_tiles = robot.get_accessed_tiles(1, forward=False)
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for tile in accessed_tiles:
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if tile is None:
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# this case should not happen
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print("error: unknown state occured")
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sys.exit(1)
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elif tile.is_empty():
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# if the tile is empty we can just move there
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cmd_list.append(robot.move('backward'))
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elif tile.modifier == '#': # robot hits a wall -> stop the robot
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cmd_list.append(robot.nop())
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return cmd_list
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elif any([(tile.x, tile.y) == (r.x, r.y) for r in
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self.robots.values()]): # robots hits a tile occupied by another robot
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pushed_robot = next(filter(lambda r: (tile.x, tile.y) == (r.x, r.y), self.robots.values()))
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if pushed_robot.is_pushable(Robot.opposites[robot.orientation]): # check if robot is pushable in the given direction
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cmd_list += self.handle_push(direction=robot.orientation, pushed_robot=pushed_robot, forward=False, pushing_robot=robot)
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else:
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cmd_list.append(robot.nop())
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return cmd_list
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else:
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# this case should not happen
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print("error: unknown state occured")
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sys.exit(1)
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else: # this means we have a turn action
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cmd_list.append(robot.turn(action))
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return cmd_list
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def handle_board_element(self, robot):
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cmd_list = []
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tile = self.board[(robot.x, robot.y)]
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if tile.modifier in ['^', '>', 'v', '<']:
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# board element pushes the robot to next tile
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if robot.is_pushable(tile.modifier):
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cmd_list += self.handle_push(direction=tile.modifier, pushed_robot=robot, forward=True)
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else:
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cmd_list.append(robot.nop())
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return cmd_list
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def apply_actions(self, cards):
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cmd_list = []
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# apply the actions to the board and generate a list of movement commands
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@ -335,10 +394,14 @@ class Board:
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print("robot {} action {}".format(robot, action))
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cmd_list += self.handle_single_action(action, robot)
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print(cmd_list)
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pass
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# apply the actions caused by board elements at the end of the phase
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for robot_id in self.robots:
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robot = self.robots[robot_id]
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cmd_list += self.handle_board_element(robot)
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print(cmd_list)
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print(self)
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pass
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def __str__(self):
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@ -357,8 +420,10 @@ class Board:
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if __name__ == "__main__":
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n = 5
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player_1_cards = random.sample(list(filter(lambda c: 'forward' in c.action, deck.deck.values())), n)
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player_1_cards = random.sample(list(filter(lambda c: 'backward' in c.action, deck.deck.values())), n)
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player_2_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
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#player_1_cards = deck.draw_cards(40)
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#player_2_cards = deck.draw_cards(40)
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cards_1 = [(0, c) for c in player_1_cards]
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cards_2 = [(1, c) for c in player_2_cards]
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