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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
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