Being able to calculate paths is now a property of fighting entities.
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@ -1,8 +1,6 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from functools import reduce
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from queue import PriorityQueue
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from random import randint
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from typing import Dict, Tuple
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@ -15,7 +13,6 @@ class Player(InventoryHolder, FightingEntity):
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"""
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current_xp: int = 0
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max_xp: int = 10
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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def __init__(self, name: str = "player", maxhealth: int = 20,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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@ -87,55 +84,6 @@ class Player(InventoryHolder, FightingEntity):
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entity.hold(self)
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return super().check_move(y, x, move_if_possible)
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def recalculate_paths(self, max_distance: int = 8) -> None:
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"""
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Uses Dijkstra algorithm to calculate best paths for monsters to go to
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the player.
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"""
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distances = []
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predecessors = []
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# four Dijkstras, one for each adjacent tile
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for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
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queue = PriorityQueue()
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new_y, new_x = self.y + dir_y, self.x + dir_x
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if not 0 <= new_y < self.map.height or \
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not 0 <= new_x < self.map.width or \
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not self.map.tiles[new_y][new_x].can_walk():
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continue
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queue.put(((1, 0), (new_y, new_x)))
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visited = [(self.y, self.x)]
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distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
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predecessors.append({(new_y, new_x): (self.y, self.x)})
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while not queue.empty():
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dist, (y, x) = queue.get()
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if dist[0] >= max_distance or (y, x) in visited:
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continue
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visited.append((y, x))
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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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if not 0 <= new_y < self.map.height or \
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not 0 <= new_x < self.map.width or \
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not self.map.tiles[new_y][new_x].can_walk():
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continue
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new_distance = (dist[0] + 1,
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dist[1] + (not self.map.is_free(y, x)))
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if not (new_y, new_x) in distances[-1] or \
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distances[-1][(new_y, new_x)] > new_distance:
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predecessors[-1][(new_y, new_x)] = (y, x)
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distances[-1][(new_y, new_x)] = new_distance
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queue.put((new_distance, (new_y, new_x)))
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# For each tile that is reached by at least one Dijkstra, sort the
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# different paths by distance to the player. For the technical bits :
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# The reduce function is a fold starting on the first element of the
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# iterable, and we associate the points to their distance, sort
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# along the distance, then only keep the points.
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self.paths = {}
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for y, x in reduce(set.union,
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[set(p.keys()) for p in predecessors], set()):
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self.paths[(y, x)] = [p for d, p in sorted(
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[(distances[i][(y, x)], predecessors[i][(y, x)])
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for i in range(len(distances)) if (y, x) in predecessors[i]])]
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def save_state(self) -> dict:
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"""
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Saves the state of the entity into a dictionary
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@ -4,7 +4,9 @@
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from enum import Enum, auto
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from math import sqrt
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from random import choice, randint
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from typing import List, Optional, Any
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from typing import List, Optional, Any, Dict, Tuple
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from queue import PriorityQueue
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from functools import reduce
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from .display.texturepack import TexturePack
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from .translations import gettext as _
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@ -237,6 +239,7 @@ class Entity:
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x: int
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name: str
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map: Map
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paths: Dict[Tuple[int, int], Tuple[int, int]]
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# noinspection PyShadowingBuiltins
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def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
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@ -245,6 +248,7 @@ class Entity:
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self.x = x
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self.name = name
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self.map = map
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self.paths = None
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
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-> bool:
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@ -292,6 +296,57 @@ class Entity:
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return self.move(self.y, self.x + 1) if force else \
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self.check_move(self.y, self.x + 1, True)
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def recalculate_paths(self, max_distance: int = 8) -> None:
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"""
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Uses Dijkstra algorithm to calculate best paths for other entities to
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go to this entity. If self.paths is None, does nothing.
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"""
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if self.paths == None :
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return
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distances = []
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predecessors = []
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# four Dijkstras, one for each adjacent tile
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for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
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queue = PriorityQueue()
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new_y, new_x = self.y + dir_y, self.x + dir_x
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if not 0 <= new_y < self.map.height or \
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not 0 <= new_x < self.map.width or \
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not self.map.tiles[new_y][new_x].can_walk():
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continue
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queue.put(((1, 0), (new_y, new_x)))
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visited = [(self.y, self.x)]
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distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
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predecessors.append({(new_y, new_x): (self.y, self.x)})
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while not queue.empty():
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dist, (y, x) = queue.get()
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if dist[0] >= max_distance or (y, x) in visited:
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continue
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visited.append((y, x))
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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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if not 0 <= new_y < self.map.height or \
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not 0 <= new_x < self.map.width or \
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not self.map.tiles[new_y][new_x].can_walk():
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continue
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new_distance = (dist[0] + 1,
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dist[1] + (not self.map.is_free(y, x)))
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if not (new_y, new_x) in distances[-1] or \
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distances[-1][(new_y, new_x)] > new_distance:
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predecessors[-1][(new_y, new_x)] = (y, x)
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distances[-1][(new_y, new_x)] = new_distance
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queue.put((new_distance, (new_y, new_x)))
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# For each tile that is reached by at least one Dijkstra, sort the
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# different paths by distance to the player. For the technical bits :
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# The reduce function is a fold starting on the first element of the
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# iterable, and we associate the points to their distance, sort
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# along the distance, then only keep the points.
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self.paths = {}
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for y, x in reduce(set.union,
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[set(p.keys()) for p in predecessors], set()):
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self.paths[(y, x)] = [p for d, p in sorted(
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[(distances[i][(y, x)], predecessors[i][(y, x)])
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for i in range(len(distances)) if (y, x) in predecessors[i]])]
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def act(self, m: Map) -> None:
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"""
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Defines the action the entity will do at each tick.
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