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Copy pathmodel.py
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282 lines (246 loc) · 9.71 KB
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# -*- coding: Utf-8 -*
# Author: aurelien.esnard@u-bordeaux.fr
import random
import sys
################################################################################
# MODEL #
################################################################################
### Constants ###
# position / direction
X = 0
Y = 1
DIRECTION_LEFT = 0
DIRECTION_RIGHT = 1
DIRECTION_UP = 2
DIRECTION_DOWN = 3
DIRECTIONS = [DIRECTION_LEFT, DIRECTION_RIGHT, DIRECTION_UP, DIRECTION_DOWN]
DIRECTIONS_STR = ["left", "right", "up", "down"]
# map
WALLS = ('w', 'x', 'z')
BACKGROUNDS = ('0', '1', '2')
DEFAULT_MAP = "maps/map0"
# fruit
BANANA = 0
CHERRY = 1
FRUITS = [BANANA, CHERRY]
FRUITS_STR = ["banana", "cherry"]
# character
DK = 0
ZELDA = 1
BATMAN = 2
CHARACTERS = [DK, ZELDA, BATMAN]
CHARACTERS_STR = ["dk", "zelda", "batman"]
HEALTH = 50
MAX_RANGE = 5
COUNTDOWN = 5
IMMUNITY = 1500 # in ms
DISARMED = 2000 # in ms
### Class Map ###
class Map:
def __init__(self):
self.array = []
self.width = 0
self.height = 0
def load(self, filename):
with open(filename, "r") as _file:
_array = []
for row in _file:
_row = []
for square in row:
if square != '\n':
_row.append(square)
_array.append(_row)
self.array = _array
self.height = len(self.array)
self.width = len(self.array[0])
def random(self):
while True:
x = random.randint(0, self.width-1)
y = random.randint(0, self.height-1)
if self.array[y][x] in BACKGROUNDS:
break
return (x,y)
### Class Fruit ###
class Fruit:
def __init__(self, kind, m, pos):
self.map = m
self.pos = pos
self.kind = kind
### Class Bomb ###
class Bomb:
def __init__(self, m, pos):
self.map = m
self.pos = pos
self.max_range = MAX_RANGE
self.countdown = COUNTDOWN
self.time_to_explode = (COUNTDOWN+1)*1000-1 # in ms
# compute bomb range
for xmax in range(self.pos[X], self.pos[X]+self.max_range+1):
if xmax >= m.width or self.map.array[self.pos[Y]][xmax] not in BACKGROUNDS: break
for ymax in range(self.pos[Y], self.pos[Y]+self.max_range+1):
if ymax >= m.height or self.map.array[ymax][self.pos[X]] not in BACKGROUNDS: break
for xmin in range(self.pos[X], self.pos[X]-self.max_range-1, -1):
if xmin < 0 or self.map.array[self.pos[Y]][xmin] not in BACKGROUNDS: break
for ymin in range(self.pos[Y], self.pos[Y]-self.max_range-1, -1):
if ymin < 0 or self.map.array[ymin][self.pos[X]] not in BACKGROUNDS: break
self.range = [xmin+1, xmax-1, ymin+1, ymax-1]
def tick(self, dt):
# subtract the passed time `dt` from the timer each frame
if self.time_to_explode >= 0:
self.time_to_explode -= dt
self.countdown = int(self.time_to_explode / 1000)
else:
self.countdown = -1
### Class Character ###
class Character:
def __init__(self, nickname, kind, m, pos):
self.map = m
self.kind = kind
self.health = HEALTH
self.immunity = 0 # the character gets immunity against bomb during this time (in ms)
self.disarmed = 0 # the character cannot drop a bomb during this time (in ms)
self.nickname = nickname
self.pos = pos
self.direction = DIRECTION_RIGHT
def move(self, direction):
# move right
if direction == DIRECTION_RIGHT:
if self.pos[X] < (self.map.width - 1):
if self.map.array[self.pos[Y]][self.pos[X] + 1] not in WALLS:
self.pos = (self.pos[X]+1, self.pos[Y])
self.direction = DIRECTION_RIGHT
# move left
elif direction == DIRECTION_LEFT:
if self.pos[X] > 0:
if self.map.array[self.pos[Y]][self.pos[X] - 1] not in WALLS:
self.pos = (self.pos[X]-1, self.pos[Y])
self.direction = DIRECTION_LEFT
# move up
elif direction == DIRECTION_UP:
if self.pos[Y] > 0:
if self.map.array[self.pos[Y] - 1][self.pos[X]] not in WALLS:
self.pos = (self.pos[X], self.pos[Y]-1)
self.direction = DIRECTION_UP
# move down
elif direction == DIRECTION_DOWN:
if self.pos[Y] < (self.map.height - 1):
if self.map.array[self.pos[Y] + 1][self.pos[X]] not in WALLS:
self.pos = (self.pos[X], self.pos[Y]+1)
self.direction = DIRECTION_DOWN
def eat(self, fruit):
if fruit.pos[X] == self.pos[X] and fruit.pos[Y] == self.pos[Y]:
self.health += 10
print("{}\'s health: {}".format(self.nickname, self.health))
return True
return False
def tick(self, dt):
# subtract the passed time `dt` from the timer each frame
if self.immunity > 0: self.immunity -= dt
else: self.immunity = 0
if self.disarmed > 0: self.disarmed -= dt
else: self.disarmed = 0
def explosion(self, bomb):
if bomb.countdown != 0: return False
if self.immunity > 0: return False
horizontal = (self.pos[Y] == bomb.pos[Y] and self.pos[X] >= bomb.range[DIRECTION_LEFT] and self.pos[X] <= bomb.range[DIRECTION_RIGHT])
vertical = (self.pos[X] == bomb.pos[X] and self.pos[Y] >= bomb.range[DIRECTION_UP] and self.pos[Y] <= bomb.range[DIRECTION_DOWN])
if ( horizontal or vertical ):
self.health -= 10
self.immunity = IMMUNITY
print("{}\'s health: {}".format(self.nickname, self.health))
if self.health <= 0:
print("{} is dead!".format(self.nickname))
return True
return False
### Class Model ###
class Model:
# initialize model
def __init__(self):
self.map = Map()
self.characters = []
self.fruits = []
self.bombs = []
self.player = None
# look for a character, return None if not found
def look(self, nickname):
# https://stackoverflow.com/questions/9542738/python-find-in-list
character = next( (c for c in self.characters if (c.nickname == nickname)), None) # first occurence
return character
# load map from file
def load_map(self, filename):
self.map.load(filename)
print("=> load map \"{}\" of size {}x{}".format(filename, self.map.width, self.map.height))
# kill a character
def kill_character(self, nickname):
character = self.look(nickname)
if not character:
print("Error: nickname {} not found!".format(nickname))
sys.exit(1)
self.characters.remove(character)
if self.player == character: self.player = None
print("=> kill \"{}\"".format(nickname))
return character
# quit game
def quit(self, nickname = None):
cont = True
if self.player and self.player.nickname == nickname:
cont = False
character = self.look(nickname)
if character: self.kill_character(nickname)
print("=> quit \"{}\"".format(nickname))
return cont
# add a new fruit
def add_fruit(self, kind = None, pos = None):
if pos is None: pos = self.map.random()
if kind is None: kind = random.choice(FRUITS)
self.fruits.append(Fruit(kind, self.map, pos))
print("=> add fruit ({}) at position ({},{})".format(FRUITS_STR[kind], pos[X], pos[Y]))
# add a new character
def add_character(self, nickname, isplayer = False, kind = None, pos = None):
character = self.look(nickname)
if character:
print("Error: nickname \"{}\" already used!".format(nickname))
sys.exit(1)
if pos is None: pos = self.map.random()
if kind is None: kind = random.choice(CHARACTERS)
character = Character(nickname, kind, self.map, pos)
print("=> add character \"{}\" ({}) as position ({},{})".format(nickname, CHARACTERS_STR[kind], pos[X], pos[Y]))
self.characters.append(character)
if isplayer: self.player = character
return character
# drop a bomb
def drop_bomb(self, nickname):
character = self.look(nickname)
if not character:
print("Error: nickname \"{}\" not found!".format(nickname))
sys.exit(1)
if character.disarmed == 0:
self.bombs.append(Bomb(self.map, character.pos))
character.disarmed = DISARMED
print("=> drop bomb at position ({},{})".format(character.pos[X], character.pos[Y]))
# move a character
def move_character(self, nickname, direction):
character = self.look(nickname)
if not character:
print("Error: nickname \"{}\" not found!".format(nickname))
sys.exit(1)
character.move(direction)
print("=> move {} \"{}\" at position ({},{})".format(DIRECTIONS_STR[direction], nickname, character.pos[X], character.pos[Y]))
# update model at each clock tick
def tick(self, dt):
# update bombs (and remove it)
for bomb in self.bombs:
bomb.tick(dt)
if bomb.countdown == -1:
self.bombs.remove(bomb)
# update characters and eat fruits
for character in self.characters:
character.tick(dt)
for fruit in self.fruits:
if character.eat(fruit):
self.fruits.remove(fruit)
# update characters after bomb explosion
for bomb in self.bombs:
for character in self.characters:
if character.explosion(bomb):
self.kill_character(character.nickname)