Exemplo n.º 1
0
def ai_search(x,y,x_goal,y_goal,level,got_all_gold=False):
	q = Queue.Queue()
	seen = [[False for i in xrange(level.width)]\
				for j in xrange(level.height)]
	
	# corresponding tile coordinates
	tx = snap(x)/TILE_SIZE
	ty = (y+TILE_SIZE-1)/TILE_SIZE
	tx_goal = None
	ty_goal = None
	if x_goal is not None:
		tx_goal = snap(x_goal)/TILE_SIZE
	if y_goal is not None:
		ty_goal = (y_goal+TILE_SIZE-1)/TILE_SIZE

	if (tx_goal is None or tx == tx_goal) and\
			(ty_goal is None or ty == ty_goal):
		return "s" # you're at the goal
		
	if level.person_floats(x,y,got_all_gold):
		return "s" # you're already falling, why fight it?
	
	if y % TILE_SIZE == 0 or not level.tiles[ty][tx].is_climbable():
		for i in xrange(len(dx)):
			if dd[i] != 'u' or level.tiles[ty][tx].is_climbable():
				q.put((tx+dx[i],ty+dy[i],dd[i]))
	else:
		# ladder special case
		# enemy may not be able to move if it is on a ladder
		# and it is not snapped because there may be
		# solid blocks either side of it.
		for i in xrange(len(ladder_dx)):
			q.put((tx+ladder_dx[i],ty+ladder_dy[i],ladder_dd[i]))
	
	while not q.empty():
		cur = q.get()
		# bounds check
		if cur[0] < 0 or cur[0] >= level.width or\
				cur[1] < 0 or cur[1] >= level.height:
			continue
		# collision
		if level.tiles[cur[1]][cur[0]].is_solid():
			continue
		# seen
		if seen[cur[1]][cur[0]]:
			continue
		seen[cur[1]][cur[0]] = True

		# if one of the arguments are None, it means we
		# don't pay attention to that axis
		if (tx_goal is None or cur[0] == tx_goal) and\
				(ty_goal is None or cur[1] == ty_goal):
			return cur[2]

		for i in xrange(len(dx)):
			if dd[i] != 'u' or level.tiles[cur[1]][cur[0]].is_climbable():
				q.put((cur[0]+dx[i],cur[1]+dy[i],cur[2]))
			
	# if we can't get to him, just stand still
	return "s"
Exemplo n.º 2
0
	def update(self, level):
		if level.person_collides(self.x, self.y):
			self.dead = True
			return

		if level.person_on_exit(self.x, self.y, self.gold==level.gold):
			self.winner = True
			return
		
		if level.person_floats(self.x, self.y, self.gold==level.gold):
			if not level.person_collides(snap(self.x), self.y+3):
				self.y += 3
				self.x = snap(self.x)
Exemplo n.º 3
0
	def move(self, level, direction):
		if direction is "l":
			if not level.person_collides(self.x-3,self.y):
				self.x -= 3
		elif direction is "r":
			if not level.person_collides(self.x+3,self.y):
				self.x += 3
		elif direction is "u":
			if level.person_climbs(self.x,self.y,True,self.gold==level.gold) and not\
					level.person_collides(snap(self.x),self.y-3):
				self.y -= 3
				self.x = snap(self.x)
		elif direction is "d":
			if level.person_climbs(self.x,self.y,False,self.gold==level.gold) and not\
					level.person_collides(snap(self.x),self.y+3):
				self.y += 3
				self.x = snap(self.x)
		self.take_gold(level)
Exemplo n.º 4
0
	def zap(self, level, left):
		if not level.person_collides(snap(self.x), self.y) and\
				level.zap(snap(self.x),self.y,left,self.gold==level.gold):
			self.x = snap(self.x)