implemented core game logic with generated commands
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ca5c0d7083
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201
roborally.py
201
roborally.py
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@ -62,6 +62,25 @@ deck = CardDeck()
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class Robot:
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class Robot:
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# dictionary mapping the current orientation and a turn command to the resulting orientation
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resulting_orientation = {
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'^': {'turn left': '<', 'turn right': '>', 'turn around': 'v'},
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'>': {'turn left': '^', 'turn right': 'v', 'turn around': '<'},
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'v': {'turn left': '>', 'turn right': '<', 'turn around': '^'},
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'<': {'turn left': 'v', 'turn right': '^', 'turn around': '>'},
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}
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# dictionary mapping the current orientation and the target orientation to the necessary turn command
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necessary_turn = {
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'^': {'>': 'turn right', 'v': 'turn around', '<': 'turn left'},
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'>': {'v': 'turn right', '<': 'turn around', '^': 'turn left'},
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'v': {'<': 'turn right', '^': 'turn around', '>': 'turn left'},
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'<': {'^': 'turn right', '>': 'turn around', 'v': 'turn left'},
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}
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# dictionary mapping an orientation to its opposite
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opposites = {'^': 'v', '>': '<', 'v': '^', '<': '>'}
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def __init__(self, x, y, orientation, id, board):
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def __init__(self, x, y, orientation, id, board):
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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@ -71,7 +90,7 @@ class Robot:
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self.board = board
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self.board = board
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# mark the tile on the board as occupied
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# mark the tile on the board as occupied
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self.board[(x,y)].occupier = self
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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):
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@ -104,25 +123,57 @@ class Robot:
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return (self.orientation, direction) in opposites
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return (self.orientation, direction) in opposites
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def get_turn_direction(self, target_orienation):
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def get_turn_direction(self, target_orienation):
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# get the direction to turn to in order to face in the same direction as the given orientation
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return Robot.necessary_turn[self.orientation][target_orienation]
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directions = {
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('^', '>'): 'turn right',
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def get_opposite_orientation(self):
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('^', 'v'): 'turn around',
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return Robot.opposites[self.orientation]
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('^', '<'): 'turn left',
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('>', 'v'): 'turn right',
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def turn(self, type):
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('>', '<'): 'turn around',
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# change the orientation of the robot
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('>', '^'): 'turn left',
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self.orientation = Robot.resulting_orientation[self.orientation][type]
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('v', '<'): 'turn right',
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('v', '^'): 'turn around',
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return "{}, {}".format(self.id, type)
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('v', '>'): 'turn left',
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('<', '^'): 'turn right',
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('<', '>'): 'turn around',
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('<', 'v'): 'turn left',
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}
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return directions[(self.orientation, target_orienation)]
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def move(self, type):
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def move(self, type):
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pass
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# move the robot forward or backward
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# this involves
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tile = self.board[(self.x, self.y)]
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if type == 'forward':
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target_tile = self.board[tile.get_neighbor_coordinates(self.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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sys.exit(1)
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tile.occupant = None # delete the robot from the current tile
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target_tile.occupant = self # place the robot in the next tile
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self.x = target_tile.x
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self.y = target_tile.y
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# return the move for sending to the controller
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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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if target_tile.occupant is not None:
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print("error: target tile is not empty")
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sys.exit(1)
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tile.occupant = None # delete the robot from the current tile
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target_tile.occupant = self # place the robot in the next tile
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self.x = target_tile.x
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self.y = target_tile.y
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# return the move for sending to the controller
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return "{}, backward".format(self.id)
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else:
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print("error: invalid move")
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sys.exit(1)
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def nop(self):
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# do nothing command
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return "{}, nop".format(self.id)
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def __str__(self):
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def __str__(self):
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return str(self.id)
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return str(self.id)
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@ -164,7 +215,13 @@ class Tile:
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else:
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else:
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return self.modifier
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return self.modifier
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else:
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else:
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return str(self.occupant)
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if self.occupant is None:
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return self.modifier
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else:
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return str(self.occupant)
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def __repr__(self):
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return "({}, {}) occ: {} mod: {}".format(self.x, self.y, self.occupant, self.modifier)
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class Board:
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class Board:
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@ -185,10 +242,42 @@ class Board:
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self.robots = {}
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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(1, 1, 'v', 1, 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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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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# 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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# 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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# 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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cmd_list += self.handle_single_action(turn_direction, pushed_robot)
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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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# afterwards we turn the robot back to the original orientation
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if turn_direction == 'turn left':
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turn_back_direction = 'turn right'
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elif turn_direction == 'turn right':
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turn_back_direction = 'turn left'
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else:
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print("error: invalid turn direction")
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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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# now the tile should be empty so the pushing robot can move into the tile
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cmd_list.append(pushing_robot.move('forward'))
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return cmd_list
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def handle_single_action(self, action, robot):
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def handle_single_action(self, action, robot):
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cmd_list = []
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if 'forward' in action: # driving forward
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if 'forward' in action: # driving forward
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if "x2" in action:
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if "x2" in action:
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move_count = 2
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move_count = 2
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@ -199,58 +288,38 @@ class Board:
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accessed_tiles = robot.get_accessed_tiles(move_count)
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accessed_tiles = robot.get_accessed_tiles(move_count)
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for tile in accessed_tiles:
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for tile in accessed_tiles:
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if tile.modifier == '#': # robot hits a wall -> stop the robot
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if tile is None:
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pass
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# this case should not happen
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elif tile.modifier == 'X': # robot drives into a pit -> take damage
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print("error: unknown state occured")
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pass
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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('forward'))
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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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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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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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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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if pushed_robot.is_pushable(robot.orientation): # check if robot is pushable in the given direction
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if pushed_robot.orientation == robot.orientation:
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cmd_list += self.handle_push(pushing_robot=robot, pushed_robot=pushed_robot)
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# the pushed robot can just drive forward
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else:
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self.handle_single_action('forward', pushed_robot)
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cmd_list.append(robot.nop())
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elif pushed_robot.has_opposite_orientation(robot.orientation):
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return cmd_list
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# the pushed robot can drive backward
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self.handle_single_action('backward', 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(robot.orientation)
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self.handle_single_action(turn_direction, pushed_robot)
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# then the pushed robot drives one step forward
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self.handle_single_action('forward', 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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turn_back_direction = 'turn right'
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elif turn_direction == 'turn right':
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turn_back_direction = 'turn left'
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else:
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print("error: invalid turn direction")
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sys.exit(1)
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self.handle_single_action(turn_back_direction, pushed_robot)
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else: # robot is not pushable -> do not move
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pass
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else:
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else:
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# now the tile should be empty so the robot can move into the tile
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# this case should not happen
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# TODO: possible problem: what happens when robot cannot be pushed out of the way (e.g. because it is
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print("error: unknown state occured")
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# blocked by a wall) -> check if robot is pushable beforehand
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sys.exit(1)
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# -> register move action to process
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pass
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elif action == 'backward':
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elif action == 'backward':
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# basically do the same as with forward
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# basically do the same as with forward
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pass
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pass
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elif action == 'turn left':
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else: # this means we have a turn action
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pass
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cmd_list.append(robot.turn(action))
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elif action == 'turn right':
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pass
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return cmd_list
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elif action == 'turn around':
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pass
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def apply_actions(self, cards):
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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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# apply the actions to the board and generate a list of movement commands
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for i, phase in enumerate(cards): # process register phases
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for i, phase in enumerate(cards): # process register phases
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@ -265,7 +334,9 @@ class Board:
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print("robot {} action {}".format(robot, action))
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print("robot {} action {}".format(robot, action))
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self.handle_single_action(action, robot)
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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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# apply the actions caused by board elements at the end of the phase
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pass
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pass
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@ -286,8 +357,8 @@ class Board:
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if __name__ == "__main__":
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if __name__ == "__main__":
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n = 5
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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())), 3)
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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_2_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), 3)
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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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cards_1 = [(0, c) for c in player_1_cards]
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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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cards_2 = [(1, c) for c in player_2_cards]
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