return 'success'
def decide_task(self):
- #if self.position[1] > 1:
- # self.set_task('move', 'LEFT')
- #elif self.position[1] < 3:
- # self.set_task('move', 'RIGHT')
- #else:
- self.set_task('wait')
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is None:
+ self.set_task('wait')
+ return
+ dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ n_max = 256
+ dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
+ dijkstra_map[target] = 0
+ shrunk = True
+ while shrunk:
+ shrunk = False
+ for pos in dijkstra_map:
+ if self.world.map_[pos] != '.':
+ continue
+ neighbors = dijkstra_map.get_neighbors(pos)
+ for yx in neighbors:
+ if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
+ dijkstra_map[pos] = dijkstra_map[yx] + 1
+ shrunk = True
+ #with open('log', 'a') as f:
+ # f.write('---------------------------------\n')
+ # for y, line in dijkstra_map.lines():
+ # for val in line:
+ # if val < 10:
+ # f.write(str(val))
+ # elif val == 256:
+ # f.write('x')
+ # else:
+ # f.write('~')
+ # f.write('\n')
+ neighbors = dijkstra_map.get_neighbors(self.position)
+ n = n_max
+ dirs = dijkstra_map.get_directions()
+ #print('DEBUG dirs', dirs)
+ #print('DEBUG neighbors', neighbors)
+ #debug_scores = []
+ #for pos in neighbors:
+ # if pos is None:
+ # debug_scores += [9000]
+ # else:
+ # debug_scores += [dijkstra_map[pos]]
+ #print('DEBUG debug_scores', debug_scores)
+ direction = None
+ for i_dir in range(len(neighbors)):
+ pos = neighbors[i_dir]
+ if pos is not None and dijkstra_map[pos] < n:
+ n = dijkstra_map[pos]
+ direction = dirs[i_dir]
+ #print('DEBUG result', direction)
+ if direction:
+ self.set_task('move', direction=direction)
+ #self.world.game.io.send('would move ' + direction)
+ else:
+ self.set_task('wait')
+
def set_task(self, task_name, *args, **kwargs):
self.task = Task(self, task_name, args, kwargs)
- self.task.check()
+ self.task.check() # will throw GameError if necessary
def proceed(self, is_AI=True):
"""Further the thing in its tasks.
def __setitem__(self, yx, c):
pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ if type(c) == str:
+ self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ else:
+ self.terrain[pos_i] = c
def __iter__(self):
"""Iterate over YX position coordinates."""
def move_DOWNLEFT(self, start_pos):
if start_pos[0] % 2 == 1:
- return [start_pos[0] + 1, start_pos[1] - 1]
+ return [start_pos[0] + 1, start_pos[1] - 1]
else:
- return [start_pos[0] + 1, start_pos[1]]
+ return [start_pos[0] + 1, start_pos[1]]
def move_DOWNRIGHT(self, start_pos):
if start_pos[0] % 2 == 1:
else:
return [start_pos[0] + 1, start_pos[1] + 1]
+ def get_neighbors(self, pos):
+ # DOWNLEFT, DOWNRIGHT, LEFT, RIGHT, UPLEFT, UPRIGHT (alphabetically)
+ neighbors = [None, None, None, None, None, None] # e, d, c, x, s, w
+ if pos[1] > 0:
+ neighbors[2] = [pos[0], pos[1] - 1]
+ if pos[1] < self.size[1] - 1:
+ neighbors[3] = [pos[0], pos[1] + 1]
+ # x, c, s, d, w, e # 3->0, 2->1, 5->4, 0->5
+ if pos[0] % 2 == 1:
+ if pos[0] > 0 and pos[1] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1] - 1]
+ if pos[0] < self.size[0] - 1 and pos[1] > 0:
+ neighbors[0] = [pos[0] + 1, pos[1] - 1]
+ if pos[0] > 0:
+ neighbors[5] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1]]
+ else:
+ if pos[0] > 0 and pos[1] < self.size[1] - 1:
+ neighbors[5] = [pos[0] - 1, pos[1] + 1]
+ if pos[0] < self.size[0] - 1 and pos[1] < self.size[1] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1] + 1]
+ if pos[0] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ return neighbors
+
class MapFovHex(MapHex):
def move_DOWN(self, start_pos):
return [start_pos[0] + 1, start_pos[1]]
+ def get_neighbors(self, pos):
+ # DOWN, LEFT, RIGHT, UP (alphabetically)
+ neighbors = [None, None, None, None]
+ if pos[0] > 0:
+ neighbors[3] = [pos[0] - 1, pos[1]]
+ if pos[1] > 0:
+ neighbors[1] = [pos[0], pos[1] - 1]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ if pos[1] < self.size[1] - 1:
+ neighbors[2] = [pos[0], pos[1] + 1]
+ return neighbors
+
class MapFovSquare(MapSquare):
"""Just a marginally and unsatisfyingly adapted variant of MapFovHex."""