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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

class Game:
    """Class responsible for the main logic of a game.
       For a game, this will probably be a singleton."""
    

    def __init__(self, levels):
        self.snake = None
        self.boxes = []
        self.walls = None
        self.statics = []
        self.levelIn = None
        self.level = -1
        self.levels = []
        self.levels = levels
        self.nextLevel()


    def nextLevel(self):
        self.level += 1

        self.walls = Walls.fromString(self.levels[self.level])
        self.snake = None
        self.statics = []
        self.boxes = []

        y = 0
        for line in self.levels[self.level].split('\n'):
            x = 0
            for char in line:
                if char == "b":
                    self.boxes.append(Box(Vec2(x, y)))
                elif char == "D":
                    if self.doorAt(Vec2(x, y)) == None:
                        self.statics.append(Door(Vec2(x, y)))
                elif char == "_":
                    self.parseSwitchTrail(self.levels[self.level], Vec2(x, y))
                elif char == "I":
                    self.levelIn = Vec2(x, y)
                x += 1
            y += 1

        self.snake = Snake([self.levelIn, self.levelIn, self.levelIn, self.levelIn], self)
        self.statics.append(Door(self.levelIn))
        self.snake.heading = Vec.up


    def parseSwitchTrail(self, level: str, platePos: Vec2):
        level = level.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):
            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]
                                 )
                             )
                nextPart = filter(lambda x: x != None, map(lambda x: inner(x), directions))
                #assert len(nextPart) == 1
                trail = Trail(pos, next(nextPart))
                self.statics.append(trail)
                return trail
            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]
                                 )
                             )
                nextPart = filter(lambda x: x != None, map(lambda x: inner(x), directions))
                for trail in nextPart:
                    startSwitch.addTrail(trail)
            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
        inner(platePos)
        for static in self.statics:
            match static:
                case PressurePlate():
                    trailString = map( lambda x: x.pos.toString(), static._trails)


    def width(self): return self.walls.width()
    def height(self): return self.walls.height()


    def _movableSolidAt(self, pos: Vec2) -> bool:
        return (pos in self.snake.cells) or (pos in map(lambda box: box.pos, self.boxes))

    def tick(self):
        self.snake.move()

        lastSnakeCell = self.snake.cells[0]#[len(self.snake.cells) - 1]
        if (lastSnakeCell.x < 0 or lastSnakeCell.x >= self.width()) or (lastSnakeCell.y < 0 or lastSnakeCell.y >= self.height()):
            self.nextLevel()
            return 

        for static in self.statics:
            match static:
                case PressurePlate():
                    if static.isActive() and not self._movableSolidAt(static.pos):
                        static.deactivate()
                    elif (not static.isActive()) and self._movableSolidAt(static.pos):
                        static.activate()
        for static in self.statics:
            match static:
                case Door():
                    if static.isOpen() and not static.isActive():
                        if not self._movableSolidAt(static.pos):
                            static.close()


    def isLost(self):
        return self.snake.hasCollided


    def doorAt(self, pos: Vec2):
        for static in self.statics:
            match static:
                case Door():
                    if static.pos == pos:
                        return static
        return None


    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):
        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 pos in self.snake.cells:
            return False
        elif boxAt != None:
            if self.enter(pos + inDir, inDir):
                boxAt.pos = pos + inDir
                return True
            else:
                return False
        else:
            return True