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845c6b1cf1
...
003113cb89
53
app.py
53
app.py
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@ -47,40 +47,35 @@ class Game:
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l.append(zip([p] * len(self.action_stack[p]), self.action_stack[p]))
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l.append(zip([p] * len(self.action_stack[p]), self.action_stack[p]))
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chosen_cards = list(zip(*l))
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chosen_cards = list(zip(*l))
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# process the chosen commands and generate a list of robot commands to send to the controller program
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# apply the chosen commands to the board which generates a list of movement commands to send to the control program
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cmd_list = self.board.apply_actions(chosen_cards)
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cmd_list = self.board.apply_actions(chosen_cards)
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if False:
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if False:
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# send movements to the controller program
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# send movements to the program
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for c in cmd_list:
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for c in current_actions:
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self.comm_socket.sendall(c.encode())
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if c[0] == 0:
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print("{}, {}\n".format(c[1].action, 11))
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self.comm_socket.sendall("{}, {}\n".format(c[1].action, 11).encode())
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elif c[0] == 1:
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print("{}, {}\n".format(c[1].action, 14))
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self.comm_socket.sendall("{}, {}\n".format(c[1].action, 14).encode())
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data = self.comm_socket.recv(32)
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data = self.comm_socket.recv(32)
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if data != b'OK\n':
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if data == b'OK\n':
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print("an error occurred while processing the commands")
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print("an error occured while processing the commands")
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self.processing_done = True
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self.processing_done = True
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self.action_stack = {}
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self.action_stack = {}
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return
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return
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# for c in current_actions:
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# if c[0] == 0:
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# print("{}, {}\n".format(c[1].action, 11))
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# self.comm_socket.sendall("{}, {}\n".format(c[1].action, 11).encode())
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# elif c[0] == 1:
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# print("{}, {}\n".format(c[1].action, 14))
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# self.comm_socket.sendall("{}, {}\n".format(c[1].action, 14).encode())
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# data = self.comm_socket.recv(32)
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#
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time.sleep(0.5)
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time.sleep(0.5)
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#self.comm_socket.send()
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# clear the action stack for the next round
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# clear the action stack for the next round
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self.action_stack = {}
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self.action_stack = {}
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self.processing_done = True
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players = {}
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self.processing_done = True
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game = Game()
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class Player:
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class Player:
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MAX_PLAYERS = 3
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MAX_PLAYERS = 3
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@ -98,17 +93,15 @@ class Player:
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self.action_count = 5
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self.action_count = 5
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self.action_chosen = False
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self.action_chosen = False
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self.robot = None
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else:
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else:
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print("max players reached!")
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print("max players reached!")
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def initialize_robot(self, x, y, orientation, marker_id):
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self.robot = game.board.create_robot(x, y, orientation, self.id, marker_id)
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def draw_new_cards(self):
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def draw_new_cards(self):
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self.player_hand += deck.draw_cards(self.max_cards - len(self.player_hand))
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self.player_hand += deck.draw_cards(self.max_cards - len(self.player_hand))
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players = {}
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game = Game()
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@app.route('/send_cmds', methods=['POST', 'GET'])
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@app.route('/send_cmds', methods=['POST', 'GET'])
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def send_cmds():
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def send_cmds():
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@ -117,11 +110,6 @@ def send_cmds():
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player_id = session['player_id']
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player_id = session['player_id']
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p = players[player_id]
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p = players[player_id]
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if p.robot is None:
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x = int(request.form.get('x'))
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y = int(request.form.get('y'))
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p.initialize_robot(x, y, '>', 11)
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if game.register_actions(p.id, p.player_hand[0:p.action_count]):
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if game.register_actions(p.id, p.player_hand[0:p.action_count]):
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p.player_hand = p.player_hand[p.action_count:] # discard used cards
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p.player_hand = p.player_hand[p.action_count:] # discard used cards
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p.draw_new_cards()
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p.draw_new_cards()
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@ -161,12 +149,7 @@ def hello_world():
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if request.method == 'GET':
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if request.method == 'GET':
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robot = players[player_id].robot
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return render_template('drag_example.html', cmds=player_hand, player_id=player_id)
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if robot is not None:
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robot_pos = (robot.x, robot.y)
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else:
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robot_pos = None
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return render_template('drag_example.html', cmds=player_hand, player_id=player_id, robot_pos=robot_pos)
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elif request.method == 'POST':
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elif request.method == 'POST':
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#print(request.form)
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#print(request.form)
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202
roborally.py
202
roborally.py
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@ -78,38 +78,27 @@ class Robot:
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# dictionary mapping an orientation to its opposite
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# dictionary mapping an orientation to its opposite
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opposites = {'^': 'v', '>': '<', 'v': '^', '<': '>'}
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opposites = {'^': 'v', '>': '<', 'v': '^', '<': '>'}
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def __init__(self, x, y, orientation, marker_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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self.orientation = orientation
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self.orientation = orientation
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self.marker_id = marker_id
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self.id = id
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self.damage = 0
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self.collected_flags = set()
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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)].occupant = self
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self.board[(x,y)].occupant = self
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def get_tile(self):
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# return the tile the robot is standing on
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return self.board[(self.x, self.y)]
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def get_adjecent_tile(self, direction):
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# get the tile adjecent to the robot in the given direction
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current_tile = self.get_tile()
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return self.board[current_tile.get_neighbor_coordinates(direction)]
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def get_accessed_tiles(self, count, forward=True):
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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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# 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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tiles = []
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current_tile = self.get_tile()
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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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for i in range(1, count + 1):
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if forward:
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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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current_tile = self.board.get(current_tile.get_neighbor_coordinates(self.orientation))
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else:
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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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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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if current_tile is None:
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return tiles
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return tiles
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else:
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else:
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@ -119,7 +108,7 @@ class Robot:
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def is_pushable(self, direction):
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def is_pushable(self, direction):
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# check if the robot can be pushed in the given direction
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# check if the robot can be pushed in the given direction
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# this is the case if there is a non-blocking tile next to the robot or if there is another robot that is pushable
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# this is the case if there is a non-blocking tile next to the robot or if there is another robot that is pushable
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robot_tile = self.get_tile()
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robot_tile = self.board[(self.x, self.y)]
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neighbor_tile = self.board.get(robot_tile.get_neighbor_coordinates(direction))
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neighbor_tile = self.board.get(robot_tile.get_neighbor_coordinates(direction))
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if neighbor_tile is None: # neighbor tile could not be found -> robot would be pushed out of the board
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if neighbor_tile is None: # neighbor tile could not be found -> robot would be pushed out of the board
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return False
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return False
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@ -146,14 +135,14 @@ class Robot:
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# change the orientation of the robot
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# change the orientation of the robot
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self.orientation = Robot.resulting_orientation[self.orientation][type]
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self.orientation = Robot.resulting_orientation[self.orientation][type]
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return "{}, {}".format(self.marker_id, type)
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return "{}, {}".format(self.id, type)
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def move(self, type):
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def move(self, type):
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# move the robot forward or backward
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# move the robot forward or backward
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# this involves
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# this involves
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tile = self.get_tile()
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tile = self.board[(self.x, self.y)]
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if type == 'forward':
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if type == 'forward':
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target_tile = self.get_adjecent_tile(self.orientation)
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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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if target_tile.occupant is not None:
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print("error: target tile is not empty")
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print("error: target tile is not empty")
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@ -165,10 +154,10 @@ class Robot:
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self.y = target_tile.y
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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 the move for sending to the controller
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return "{}, forward".format(self.marker_id)
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return "{}, forward".format(self.id)
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elif type == 'backward':
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elif type == 'backward':
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opposite_orientation = self.get_opposite_orientation()
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opposite_orientation = self.get_opposite_orientation()
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target_tile = self.get_adjecent_tile(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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if target_tile.occupant is not None:
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print("error: target tile is not empty")
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print("error: target tile is not empty")
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@ -180,50 +169,24 @@ class Robot:
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self.y = target_tile.y
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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 the move for sending to the controller
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return "{}, backward".format(self.marker_id)
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return "{}, backward".format(self.id)
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else:
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else:
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print("error: invalid move")
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print("error: invalid move")
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sys.exit(1)
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sys.exit(1)
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def nop(self):
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def nop(self):
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# do nothing command
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# do nothing command
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return "{}, nop".format(self.marker_id)
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return "{}, nop".format(self.id)
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def board_element_processable(self):
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# check if we can directly process the board element for the tile the current robot is located on
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tile = self.get_tile()
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if tile.modifier in ['^', '>', 'v', '<']:
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direction = tile.modifier
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neighbor_tile = self.get_adjecent_tile(direction)
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return neighbor_tile.occupant is None # if the adjacent tile the robot will be pushed into is empty
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# we can execute the push
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return True
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def take_damage(self, count):
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self.damage = min(self.damage + count, 10)
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def heal_damage(self, count):
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self.damage = max(self.damage - count, 0)
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def pick_up_flag(self, flag):
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self.collected_flags.add(flag)
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def __str__(self):
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def __str__(self):
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return str(self.marker_id)
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return str(self.id)
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class Tile:
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class Tile:
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# possible modifiers:
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# possible modifiers:
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# # : wall (robot is blocked from moving there)
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# conveyors: <, >, ^, v
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# [<, >, ^, v] : conveyors (robot is pushed to the next tile)
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# repair station: r
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# + : rotation in positive direction (robot is rotated ccw)
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# flag: f<number>
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# - : rotation in negative direction (robot is rotated cw)
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# p : pit (robot takes damage)
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# r : repair station (robot heals damage)
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# [a,b,c,d] : flag (robot scores)
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#
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# occupant: Robot that is standing on the tile
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def __init__(self, x, y, modifier=None):
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def __init__(self, x, y, modifier=None):
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self.modifier = modifier
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self.modifier = modifier
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self.occupant = None
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self.occupant = None
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@ -275,46 +238,16 @@ 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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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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# place walls around the board
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self.board[(x, y)] = Tile(x, y, '#')
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self.board[(x, y)] = Tile(x, y, '#')
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elif y > 2 and y < 6 and x == 7:
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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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self.board[(x, y)] = Tile(x, y, 'v')
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elif y == 4:
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elif y == 4:
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self.board[(x, y)] = Tile(x, y, '>')
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self.board[(x, y)] = Tile(x, y, '>')
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elif y == 1 and (x >= 2) and (x < 5):
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self.board[(x, y)] = Tile(x, y, '>')
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elif y == 1 and (x >= 6) and (x <= 8):
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self.board[(x, y)] = Tile(x, y, '<')
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else:
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else:
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self.board[(x,y)] = Tile(x,y)
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self.board[(x,y)] = Tile(x,y)
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self.board[(5, 1)].modifier = '+'
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self.board[(5, 4)].modifier = '-'
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self.board[(2, 2)].modifier = 'p'
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self.board[(3, 3)].modifier = 'r'
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# place flags near the corners of the board
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self.board[(2,2)].modifier = 'a'
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self.board[(Board.x_dims-1, 2)].modifier = 'b'
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self.board[(Board.x_dims-1, Board.y_dims-1)].modifier = 'c'
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self.board[(2, Board.y_dims-1)].modifier = 'd'
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# self.board[(2, 2)].modifier = '^'
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# self.board[(2, 1)].modifier = '<'
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self.robots = {}
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self.robots = {}
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#self.robots[0] = Robot(1, 1, 'v', 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, 2, 'v', 1, self.board)
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self.robots[1] = Robot(2, 1, 'v', 1, self.board)
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#self.robots[2] = Robot(2, 1, '>', 2, self.board)
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#self.robots[3] = Robot(2, 2, 'v', 3, self.board)
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#self.create_robot(1,1,'>', 7, 11)
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def create_robot(self, x, y, orientation, player_id, marker_id):
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new_robot = Robot(x, y, orientation, marker_id, self.board)
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self.robots[player_id] = new_robot
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return new_robot
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def handle_push(self, direction, pushed_robot, forward=True, pushing_robot=None):
|
def handle_push(self, direction, pushed_robot, forward=True, pushing_robot=None):
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cmd_list = []
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cmd_list = []
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@ -433,24 +366,12 @@ class Board:
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def handle_board_element(self, robot):
|
def handle_board_element(self, robot):
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cmd_list = []
|
cmd_list = []
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tile = self.board[(robot.x, robot.y)]
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tile = self.board[(robot.x, robot.y)]
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if tile.modifier is None:
|
if tile.modifier in ['^', '>', 'v', '<']:
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return cmd_list
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|
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elif tile.modifier in ['^', '>', 'v', '<']:
|
|
||||||
# board element pushes the robot to next tile
|
# board element pushes the robot to next tile
|
||||||
if robot.is_pushable(tile.modifier):
|
if robot.is_pushable(tile.modifier):
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cmd_list += self.handle_push(direction=tile.modifier, pushed_robot=robot, forward=True)
|
cmd_list += self.handle_push(direction=tile.modifier, pushed_robot=robot, forward=True)
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||||||
else:
|
else:
|
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cmd_list.append(robot.nop())
|
cmd_list.append(robot.nop())
|
||||||
elif tile.modifier == '+':
|
|
||||||
cmd_list.append(robot.turn('turn left'))
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|
||||||
elif tile.modifier == '-':
|
|
||||||
cmd_list.append(robot.turn('turn right'))
|
|
||||||
elif tile.modifier == 'p':
|
|
||||||
robot.take_damage(1)
|
|
||||||
elif tile.modifier == 'r':
|
|
||||||
robot.heal_damage(1)
|
|
||||||
elif tile.modifier in 'abcd':
|
|
||||||
robot.pick_up_flag(tile.modifier)
|
|
||||||
return cmd_list
|
return cmd_list
|
||||||
|
|
||||||
def apply_actions(self, cards):
|
def apply_actions(self, cards):
|
||||||
|
@ -471,59 +392,14 @@ class Board:
|
||||||
|
|
||||||
cmd_list += self.handle_single_action(action, robot)
|
cmd_list += self.handle_single_action(action, robot)
|
||||||
|
|
||||||
print(self)
|
|
||||||
|
|
||||||
# apply the actions caused by board elements at the end of the phase
|
# apply the actions caused by board elements at the end of the phase
|
||||||
self.apply_board_element_actions()
|
for robot_id in self.robots:
|
||||||
|
robot = self.robots[robot_id]
|
||||||
|
cmd_list += self.handle_board_element(robot)
|
||||||
|
|
||||||
|
print(cmd_list)
|
||||||
print(self)
|
print(self)
|
||||||
|
pass
|
||||||
return cmd_list
|
|
||||||
|
|
||||||
def apply_board_element_actions(self):
|
|
||||||
cmd_list = []
|
|
||||||
remaining_robots = set(self.robots.values())
|
|
||||||
processed_robots = set()
|
|
||||||
|
|
||||||
# first we compute all tiles the robots would enter as a result of board game elements
|
|
||||||
target_tiles = {} # get target tiles for each robot
|
|
||||||
for r in remaining_robots:
|
|
||||||
tile = r.get_tile()
|
|
||||||
if tile.modifier in ['^', '>', 'v', '<']: # tile would push the robot around
|
|
||||||
direction = tile.modifier
|
|
||||||
target_tiles[r] = r.get_adjecent_tile(direction) # save tile the robot would be pushed to
|
|
||||||
|
|
||||||
# now we check if there are any conflicts
|
|
||||||
conflicting_tiles = set([x for x in target_tiles.values() if list(target_tiles.values()).count(x) > 1])
|
|
||||||
if len(conflicting_tiles) > 0: # check if any robots would be pushed to the same tile
|
|
||||||
# there is a conflict -> skip the board element execution and mark those robots as processed
|
|
||||||
conflicting_robots = set(filter(lambda r: target_tiles[r] in conflicting_tiles, target_tiles.keys()))
|
|
||||||
processed_robots = processed_robots.union(conflicting_robots)
|
|
||||||
|
|
||||||
# Now we process the board game elements for the robots which have no conflicts.
|
|
||||||
# We have to pay attention to the order of the execution in order to avoid robots pushing other robots
|
|
||||||
# during this phase.
|
|
||||||
# This is done in a loop because we don't know yet which robot goes first. For instance, it may happen that
|
|
||||||
# multiple robots are queued on a conveyor belt. Then we first have to move the robot which is furthest down the
|
|
||||||
# line, then the second one and so on
|
|
||||||
# By doing this in a loop we can automatically determine the correct order by checking for each robot if it can
|
|
||||||
# move and then processing the robot such that the next robot can move
|
|
||||||
while len(processed_robots) < len(self.robots):
|
|
||||||
# update remaining robots to process
|
|
||||||
remaining_robots = set(self.robots.values()) - processed_robots
|
|
||||||
|
|
||||||
# check which robots can be moved around
|
|
||||||
processable_robots = list(filter(lambda r: r.board_element_processable(), remaining_robots))
|
|
||||||
|
|
||||||
if len(processable_robots) > 0:
|
|
||||||
# handle the board game elements for robots that can move
|
|
||||||
for current_robot in processable_robots:
|
|
||||||
cmd_list += self.handle_board_element(current_robot)
|
|
||||||
processed_robots.add(current_robot)
|
|
||||||
else:
|
|
||||||
# this happens if there is a deadlock that cannot be resolved (e.g. caused by a cyclical conveyor belt)
|
|
||||||
break
|
|
||||||
|
|
||||||
return cmd_list
|
return cmd_list
|
||||||
|
|
||||||
def __str__(self):
|
def __str__(self):
|
||||||
|
@ -531,41 +407,29 @@ class Board:
|
||||||
output = ''
|
output = ''
|
||||||
for y in range(Board.y_dims+2):
|
for y in range(Board.y_dims+2):
|
||||||
for x in range(Board.x_dims+2):
|
for x in range(Board.x_dims+2):
|
||||||
if any((r.x, r.y) == (x,y) for (r_id, r) in self.robots.items()):
|
if any((r.x, r.y) == (x,y) for r in self.robots.values()):
|
||||||
r = next(filter(lambda r: (r[1].x,r[1].y) == (x,y), self.robots.items()))
|
r = list(filter(lambda r: (r.x,r.y) == (x,y), self.robots.values()))[0]
|
||||||
output += str(r[0])
|
output += str(r.id)
|
||||||
else:
|
else:
|
||||||
output += str(self.board[(x, y)])
|
output += str(self.board[(x, y)])
|
||||||
output += '\n'
|
output += '\n'
|
||||||
#output += '#' * (Board.x_dims + 2)
|
#output += '#' * (Board.x_dims + 2)
|
||||||
for r_id, r in self.robots.items():
|
|
||||||
output += "Robot {}: {}\n".format(r_id, r.orientation)
|
|
||||||
return output
|
return output
|
||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
n = 5
|
n = 5
|
||||||
|
|
||||||
deck = CardDeck(n=1000)
|
deck = CardDeck()
|
||||||
|
|
||||||
player_1_cards = deck.draw_cards(200)
|
player_1_cards = random.sample(list(filter(lambda c: 'backward' in c.action, deck.deck.values())), n)
|
||||||
#player_2_cards = deck.draw_cards(200)
|
player_2_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
|
||||||
#player_3_cards = deck.draw_cards(200)
|
#player_1_cards = deck.draw_cards(40)
|
||||||
#player_4_cards = deck.draw_cards(200)
|
#player_2_cards = deck.draw_cards(40)
|
||||||
|
|
||||||
#player_1_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
|
|
||||||
#player_2_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
|
|
||||||
#player_3_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
|
|
||||||
#player_4_cards = random.sample(list(filter(lambda c: 'turn around' in c.action, deck.deck.values())), n)
|
|
||||||
|
|
||||||
cards_1 = [(0, c) for c in player_1_cards]
|
cards_1 = [(0, c) for c in player_1_cards]
|
||||||
#cards_2 = [(1, c) for c in player_2_cards]
|
cards_2 = [(1, c) for c in player_2_cards]
|
||||||
#cards_3 = [(2, c) for c in player_3_cards]
|
|
||||||
#cards_4 = [(3, c) for c in player_4_cards]
|
|
||||||
|
|
||||||
|
chosen_cards = list(zip(cards_1, cards_2))
|
||||||
|
|
||||||
#chosen_cards = list(zip(cards_1, cards_2, cards_3, cards_4))
|
|
||||||
chosen_cards = list(zip(cards_1))
|
|
||||||
|
|
||||||
b = Board()
|
b = Board()
|
||||||
print(b)
|
print(b)
|
||||||
|
|
Loading…
Reference in New Issue
Block a user