direction = self.kwargs['direction']
test_pos = self.thing.world.map_.move(self.thing.position, direction)
if self.thing.world.map_[test_pos] != '.':
- raise GameError('would move into illegal terrain')
+ raise GameError(str(self.thing.id_) +
+ ' would move into illegal terrain')
for t in self.thing.world.things:
if t.position == test_pos:
- raise GameError('would move into other thing')
+ raise GameError(str(self.thing.id_) +
+ ' would move into other thing')
class Thing(game_common.Thing):
self.position = self.world.map_.move(self.position, direction)
return 'success'
+ def move_towards_target(self, target):
+ 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)
+
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:
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is not None:
+ try:
+ self.move_towards_target(target)
+ return
+ except GameError:
+ pass
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.
self.task = None
self.last_task_result = e
if is_AI:
- self.decide_task()
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
return
self.task.todo -= 1
if self.task.todo <= 0:
self.last_task_result = task(*self.task.args, **self.task.kwargs)
self.task = None
if is_AI and self.task is None:
- self.decide_task()
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('wait')
def get_stencil(self):
if self._stencil is not None: