Limit the complexity of the dijkstra to eight
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0f53407b3d
commit
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@ -65,17 +65,20 @@ class Player(FightingEntity):
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return True
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return True
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return super().check_move(y, x, move_if_possible)
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return super().check_move(y, x, move_if_possible)
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def recalculate_paths(self) -> None:
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def recalculate_paths(self, max_distance: int = 8) -> None:
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"""
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"""
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Use Dijkstra algorithm to calculate best paths
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Use Dijkstra algorithm to calculate best paths
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for monsters to go to the player.
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for monsters to go to the player.
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"""
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"""
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queue = [(self.y, self.x)]
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queue = [(self.y, self.x)]
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visited = []
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visited = []
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distances = {(self.y, self.x): 0}
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predecessors = {}
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predecessors = {}
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while queue:
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while queue:
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y, x = queue.pop(0)
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y, x = queue.pop(0)
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visited.append((y, x))
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visited.append((y, x))
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if distances[(y, x)] >= max_distance:
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continue
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for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
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for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
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new_y, new_x = y + diff_y, x + diff_x
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new_y, new_x = y + diff_y, x + diff_x
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if not 0 <= new_y < self.map.height or \
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if not 0 <= new_y < self.map.height or \
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@ -85,5 +88,6 @@ class Player(FightingEntity):
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(new_y, new_x) in queue:
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(new_y, new_x) in queue:
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continue
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continue
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predecessors[(new_y, new_x)] = (y, x)
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predecessors[(new_y, new_x)] = (y, x)
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distances[(new_y, new_x)] = distances[(y, x)] + 1
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queue.append((new_y, new_x))
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queue.append((new_y, new_x))
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self.paths = predecessors
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self.paths = predecessors
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