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from typing import Optional, Union
import Vec
from OptionalUtils import exists
from Snake import Snake
from Vec import Vec2
import Vec
from Box import Box
from Door import Door
from PressurePlate import PressurePlate
from Trail import Trail
from Walls import Walls
Static = Union[PressurePlate, Trail, Door]
class Level:
def __init__(self, levelString: str):
self.boxes: list[Box] = []
self.statics: list[Static] = []
self.walls = Walls.fromString(levelString)
self.statics = []
self.levelIn: Optional['Vec2'] = None
self.boxes = []
y = 0
for line in levelString.split('\n'):
x = 0
for char in line:
if char == "b":
self.boxes.append(Box(Vec.Vec2(x, y)))
elif char == "D":
if self.doorAt(Vec.Vec2(x, y)) == None:
self.statics.append(Door(Vec.Vec2(x, y)))
elif char == "_":
self.parseSwitchTrail(levelString, Vec.Vec2(x, y))
elif char == "I":
self.levelIn = Vec.Vec2(x, y)
x += 1
y += 1
match self.levelIn:
case None: raise ValueError("level must have entrance")
case Vec2: self.snake = Snake([self.levelIn, self.levelIn, self.levelIn, self.levelIn], self)
self.statics.append(Door(self.levelIn))
self.snake.heading = Vec.up
def doorAt(self, pos: Vec2) -> Optional[Door]:
for static in self.statics:
match static:
case Door():
if static.pos == pos:
return static
return None
def parseSwitchTrail(self, levelStr: str, platePos: Vec2) -> None:
level = levelStr.split('\n')
startSwitch = None
if level[platePos.y][platePos.x] == "_":
startSwitch = PressurePlate(platePos)
self.statics.append(startSwitch)
else:
raise ValueError
visited = []
def inner(pos: Vec2) -> Optional[Static]:
visited.append(pos)
if level[pos.y][pos.x] == "+":
directions = filter(lambda p: not p in visited,
map(lambda p: pos + p,
[Vec.up, Vec.down, Vec.left, Vec.right]
)
)
nextIter = filter(lambda x: x != None, map(lambda x: inner(x), directions))
nextPart = next(nextIter)
#assert len(nextPart) == 1
match nextPart:
case Trail() | Door():
trail = Trail(pos, nextPart)
self.statics.append(trail)
return trail
case _: raise ValueError(f"trails must be followed by doors or trails, not {nextPart}")
elif level[pos.y][pos.x] == "_" and pos == platePos:
directions = filter(lambda p: not p in visited,
map(lambda p: pos + p,
[Vec.up, Vec.down, Vec.left, Vec.right]
)
)
nextIter = filter(lambda x: x != None, map(lambda x: inner(x), directions))
for tr in nextIter:
match tr:
case Door() | Trail(): startSwitch.addTrail(tr)
case _: raise ValueError(f"plates must be followed by doors or trails, not {tr}")
elif level[pos.y][pos.x] == "D":
door = self.doorAt(pos)
if door != None:
return door
door = Door(pos)
self.statics.append(door)
return door
return None
inner(platePos)
for static in self.statics:
match static:
case PressurePlate():
trailString = map( lambda x: x.pos.toString(), static._trails)
def width(self) -> int:
return self.walls.width()
def height(self) -> int:
return self.walls.height()
def _movableSolidAt(self, pos: Vec2) -> bool:
match self.snake:
case Snake():
if pos in self.snake.cells:
return True
return pos in map(lambda box: box.pos, self.boxes)
def closedDoorAt(self, pos: Vec2) -> bool:
res = False
for static in self.statics:
match static:
case Door():
res = res or (static.pos == pos and not static.isOpen())
return res
def switchAt(self, pos: Vec2) -> Optional[PressurePlate]:
for static in self.statics:
match static:
case PressurePlate():
if static.pos == pos:
return static
return None
def enter(self, pos: Vec2, inDir: Vec2) -> bool:
boxAt = next(filter(lambda box: box.pos == pos, self.boxes), None)
if self.walls.wallAt(pos) or self.closedDoorAt(pos):
return False
elif exists(self.snake, lambda s: pos in s.cells):
return False
else:
match boxAt:
case None: return True
case _:
if self.enter(pos + inDir, inDir):
boxAt.pos = pos + inDir
return True
else:
return False
def isCompleted(self) -> bool:
snakeHead = self.snake.cells[0]
return (snakeHead.x < 0 or snakeHead.x >= self.width()) or (snakeHead.y < 0 or snakeHead.y >= self.height())
class Game:
"""Class responsible for the main logic of a game.
For a game, this will probably be a singleton."""
def __init__(self, levels: list[str]):
self.levelIndex = 0
self.levels = levels
self.level = Level(self.levels[self.levelIndex])
def nextLevel(self) -> None:
self.levelIndex += 1
self.level = Level(self.levels[self.levelIndex])
def restartLevel(self) -> None:
self.level = Level(self.levels[self.levelIndex])
def tick(self) -> None:
match self.level.snake:
case Snake():
self.level.snake.move()
for static in self.level.statics:
match static:
case PressurePlate():
if static.isActive() and not self.level._movableSolidAt(static.pos):
static.deactivate()
elif (not static.isActive()) and self.level._movableSolidAt(static.pos):
static.activate()
for static in self.level.statics:
match static:
case Door():
if static.isOpen() and not static.isActive():
if not self.level._movableSolidAt(static.pos):
static.close()
def isLost(self) -> bool:
match self.level.snake:
case Snake(): return self.level.snake.hasCollided
case _: return False
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