def __init__(self, position = Hallways.TRIFURC): self.position = MazeComponent(position) self.position.adjacent[Directions.BACKWARDS] = None self.position.is_choice_room = True self.position.depth = 0 self.position.set_prize_order(self.generate_prize_order()) self.num_steps = 0 #This stores the number of steps in a certain direction
def step(self, direction, choice_room = False): if direction not in self.position.adjacent: #Not visited new_pos = MazeComponent(Hallways.STRAIGHT) new_pos.last_pos = self.position if self.position.is_choice_room: #In a choice room new_pos.is_choice_room = False self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 #print 'Got to get option' #new_pos.options = ReadFile.get_option(new_pos.prize[0]) print 'Options: ' + str(new_pos.options) self.set_has_prize(new_pos) #Winner? new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None #Centre column is none because you already followed a prize (this does not apply to first choice room) new_pos.prize_infos[1] = None print('i got here1') else: #In a `straight' choiceless room if direction in [Directions.LEFT, Directions.RIGHT]: #the user turns new_pos.is_choice_room = False #Determine order o' prizes new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None#Centre column is none new_pos.prize_infos[1] = None self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 #new_pos.options = ReadFile.get_option(new_pos.prize[0]) self.set_has_prize(new_pos) #Winner? print('i got here2') elif direction == Directions.FORWARDS: #User proceeds forward #default of is_choice_room is false new_pos.prize[0] = self.position.prize[0] print("PRIZE0", self.position.prize) new_pos.depth = self.position.depth + 1 new_pos.options = self.position.options new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None #Centre column is none new_pos.prize_infos[1] = None self.set_has_prize(new_pos) #Winner? print('i got here3') self.position.adjacent[direction] = new_pos #Allow yourself to go backwards if direction == Directions.FORWARDS: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.BACKWARDS: new_pos.adjacent[Directions.FORWARDS] = self.position elif direction == Directions.LEFT: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.RIGHT: new_pos.adjacent[Directions.BACKWARDS] = self.position self.position = new_pos #still for going backwards elif self.position.adjacent[direction] != None: self.position.adjacent[direction].last_pos = self.position self.position = self.position.adjacent[direction] self.position.prize = [self.position.prize[0], 0, False] print("PRIZE1", self.position.prize)
class Maze: #Pass in maze dimensions def __init__(self): self.position = MazeComponent(Hallways.TRIFURC) self.position.adjacent[Directions.BACKWARDS] = None self.position.is_choice_room = True self.position.depth = 0 self.position.set_prize_order(self.generate_prize_order(self.position)) self.num_steps = 0 #This stores the number of steps in a certain direction self.total_step_count = 0 #Total number of steps. def current_type(self): return self.position.room_type #What prize is possible for new_pos? def assign_possible_prize(self, new_pos, direction): prizes = self.position.prize_order #print(prizes, 'here are the prizes in prize order') ###########MAYBE THE ISSUE IS HERE BECAUSE THE PRIZES GET SET HERE for the new pos???? if direction == Directions.LEFT: new_pos.prize[0] = prizes[0] new_pos.options = self.position.prize_infos[0] elif direction == Directions.FORWARDS: new_pos.prize[0] = prizes[1] new_pos.options = self.position.prize_infos[1] else: new_pos.prize[0] = prizes[2] new_pos.options = self.position.prize_infos[2] #Mark if the new position will get a prize def set_has_prize(self, new_pos): #if new_pos.options != [] and new_pos.options is not None: #it equalled [] so maybe it was the wrong check ie =None??? if new_pos.options is not None: print ('new pos option:', new_pos.options) #print ('new pos type:', type(new_pos.options[3])) print ('new pos depth:', new_pos.depth) rand_num = random() * 100 if len(new_pos.options[3]) >= new_pos.depth: #print rand_num, new_pos.options[3][new_pos.depth - 1] if rand_num < new_pos.options[3][new_pos.depth - 1]: #WON! #print 'won' new_pos.prize[1] = new_pos.options[1] else: if rand_num < new_pos.options[3][len(new_pos.options[3]) - 1]: #Compare with the last item in options[1] new_pos.prize[1] = new_pos.options[1] #WON! #Scramble the prizes, and throw in a None for no pathway def generate_prize_order(self, position): print 'Prize infos: ' + str(position.prize_infos) lis = [] for inf in position.prize_infos: if inf: lis.append(inf[0]) else: lis.append(None) return lis #Step in a certain direction. Trifurcation is the default next room. #Choice_room is true if you want a cboice room. This only works if you #are leaving a straight room def step(self, direction, choice_room = False): if direction not in self.position.adjacent: #Not visited new_pos = MazeComponent(Hallways.STRAIGHT) new_pos.last_pos = self.position if self.position.is_choice_room: #In a choice room new_pos.is_choice_room = False self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 #print 'Got to get option' #new_pos.options = ReadFile.get_option(new_pos.prize[0]) print 'Options: ' + str(new_pos.options) self.set_has_prize(new_pos) #Winner? new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None #Centre column is none because you already followed a prize (this does not apply to first choice room) new_pos.prize_infos[1] = None print('i got here1') else: #In a `straight' choiceless room if direction in [Directions.LEFT, Directions.RIGHT]: #the user turns new_pos.is_choice_room = False #Determine order o' prizes new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None#Centre column is none new_pos.prize_infos[1] = None self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 #new_pos.options = ReadFile.get_option(new_pos.prize[0]) self.set_has_prize(new_pos) #Winner? print('i got here2') elif direction == Directions.FORWARDS: #User proceeds forward #default of is_choice_room is false new_pos.prize[0] = self.position.prize[0] print("PRIZE0", self.position.prize) new_pos.depth = self.position.depth + 1 new_pos.options = self.position.options new_pos.set_prize_order(self.generate_prize_order(new_pos)) new_pos.prize_order[1] = None #Centre column is none new_pos.prize_infos[1] = None self.set_has_prize(new_pos) #Winner? print('i got here3') self.position.adjacent[direction] = new_pos #Allow yourself to go backwards if direction == Directions.FORWARDS: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.BACKWARDS: new_pos.adjacent[Directions.FORWARDS] = self.position elif direction == Directions.LEFT: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.RIGHT: new_pos.adjacent[Directions.BACKWARDS] = self.position self.position = new_pos #still for going backwards elif self.position.adjacent[direction] != None: self.position.adjacent[direction].last_pos = self.position self.position = self.position.adjacent[direction] self.position.prize = [self.position.prize[0], 0, False] print("PRIZE1", self.position.prize) #If the user just won, give the prize. Returns True when prize given def give_prize(self, inventory): print("PRIZE2", self.position.prize) if self.position.prize[1] != 0 and not self.position.prize[2]: self.position.prize[2] = True inventory.give_prize(self.position.prize[0], self.position.prize[1]) self.position.set_prize_order(self.generate_prize_order(self.position)) self.position.is_choice_room = True self.position.depth = 0 return True return False #Increase step count so we know how much inventory to remove def increment_step_count(self): self.total_step_count += 1
class Maze: #Pass in maze dimensions def __init__(self, position = Hallways.TRIFURC): self.position = MazeComponent(position) self.position.adjacent[Directions.BACKWARDS] = None self.position.is_choice_room = True self.position.depth = 0 self.position.set_prize_order(self.generate_prize_order()) self.num_steps = 0 #This stores the number of steps in a certain direction def current_type(self): return self.position.room_type #What prize is possible for new_pos? def assign_possible_prize(self, new_pos, direction): prizes = self.position.prize_order if direction == Directions.LEFT: new_pos.prize[0] = prizes[0] elif direction == Directions.FORWARDS: new_pos.prize[0] = prizes[1] else: new_pos.prize[0] = prizes[2] #Mark if the new position will get a prize def set_has_prize(self, new_pos): if new_pos.options != None: rand_num = random() * 100 if len(new_pos.options[1]) > new_pos.depth: if rand_num < new_pos.options[1][new_pos.depth - 1]: #WON! new_pos.prize[1] = new_pos.options[0] else: if rand_num < new_pos.options[1][len(new_pos.options[1]) - 1]: #Compare with the last item in options[1] new_pos.prize[1] = new_pos.options[0] #WON! #Scramble the prizes, and throw in a None for no pathway def generate_prize_order(self): possible_prizes = ReadFile.get_inventory_types() possible_prizes.append(None) ordered = [] for x in range(3): random_number = randint(0, len(possible_prizes) - 1) ordered.append(possible_prizes[random_number]) if possible_prizes[random_number] == None: possible_prizes.remove(None) #Prevent more than 1 None return ordered #Step in a certain direction. Trifurcation is the default next room. def step(self, direction, hall_type = Hallways.TRIFURC): if direction not in self.position.adjacent: #Not visited new_pos = MazeComponent(hall_type) new_pos.last_pos = self.position if self.position.is_choice_room: #In a choice room new_pos.is_choice_room = False self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 new_pos.options = ReadFile.get_option(new_pos.prize[0]) self.set_has_prize(new_pos) #Winner? else: #In a `straight' choiceless room if direction in [Directions.LEFT, Directions.RIGHT]: #the user turns new_pos.is_choice_room = True #Determine order o' prizes new_pos.set_prize_order(self.generate_prize_order()) elif direction == Directions.FORWARDS: #User proceeds forward #default of is_choice_room is false new_pos.prize[0] = self.position.prize[0] new_pos.depth = self.position.depth + 1 new_pos.options = self.position.options self.set_has_prize(new_pos) #Winner? self.position.adjacent[direction] = new_pos #Allow yourself to go backwards if direction == Directions.FORWARDS: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.BACKWARDS: new_pos.adjacent[Directions.FORWARDS] = self.position elif direction == Directions.LEFT: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.RIGHT: new_pos.adjacent[Directions.BACKWARDS] = self.position self.position = new_pos elif self.position.adjacent[direction] != None: self.position.adjacent[direction].last_pos = self.position self.position = self.position.adjacent[direction] self.position.prize = [self.position.prize[0], 0, False] #If the user just won, give the prize. Returns True when prize given def give_prize(self, inventory): if self.position.prize[1] != 0 and not self.position.prize[2]: self.position.prize[2] = True inventory.inventory[self.position.prize[0]] += self.position.prize[1] self.position.set_prize_order(self.generate_prize_order()) self.position.is_choice_room = True return True return False def __repr__(self): pass
def step(self, direction, hall_type = Hallways.TRIFURC): if direction not in self.position.adjacent: #Not visited new_pos = MazeComponent(hall_type) new_pos.last_pos = self.position if self.position.is_choice_room: #In a choice room new_pos.is_choice_room = False self.assign_possible_prize(new_pos, direction) new_pos.depth = 1 new_pos.options = ReadFile.get_option(new_pos.prize[0]) self.set_has_prize(new_pos) #Winner? else: #In a `straight' choiceless room if direction in [Directions.LEFT, Directions.RIGHT]: #the user turns new_pos.is_choice_room = True #Determine order o' prizes new_pos.set_prize_order(self.generate_prize_order()) elif direction == Directions.FORWARDS: #User proceeds forward #default of is_choice_room is false new_pos.prize[0] = self.position.prize[0] new_pos.depth = self.position.depth + 1 new_pos.options = self.position.options self.set_has_prize(new_pos) #Winner? self.position.adjacent[direction] = new_pos #Allow yourself to go backwards if direction == Directions.FORWARDS: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.BACKWARDS: new_pos.adjacent[Directions.FORWARDS] = self.position elif direction == Directions.LEFT: new_pos.adjacent[Directions.BACKWARDS] = self.position elif direction == Directions.RIGHT: new_pos.adjacent[Directions.BACKWARDS] = self.position self.position = new_pos elif self.position.adjacent[direction] != None: self.position.adjacent[direction].last_pos = self.position self.position = self.position.adjacent[direction] self.position.prize = [self.position.prize[0], 0, False]