diff options
Diffstat (limited to 'src/inky.py')
| -rw-r--r-- | src/inky.py | 179 |
1 files changed, 112 insertions, 67 deletions
diff --git a/src/inky.py b/src/inky.py index 2f886a6..be2e62c 100644 --- a/src/inky.py +++ b/src/inky.py @@ -1,73 +1,118 @@ import math +import random +from typing_extensions import override from direction import DIRECTION +from mode import MODE +from settings import settings +import pygame from ghost import Ghost + class Inky(Ghost): def __init__(self, sprite_sheet, x, y): - super().__init__(sprite_sheet, "cyan", x, y) - - - # def get_intermediate_tile(self, pacman): - # if pacman.direction == DIRECTION.UP: - # new_target = (pacman.x - 30 * 2, pacman.y - 30 * 4) - # if self.in_bounds(new_target): - # return new_target - # else: - # return (pacman.x, pacman.y) - # elif pacman.direction == DIRECTION.DOWN: - # new_target = (pacman.x, pacman.y + 30 * 2) - # if self.in_bounds(new_target): - # return new_target - # else: - # return (pacman.x, pacman.y) - # elif pacman.direction == DIRECTION.RIGHT: - # new_target = (pacman.x + 30 * 2, pacman.y) - # if self.in_bounds(new_target): - # return new_target - # else: - # return (pacman.x, pacman.y) - # elif pacman.direction == DIRECTION.LEFT: - # new_target = (pacman.x - 30 * 2, pacman.y) - # if self.in_bounds(new_target): - # return new_target - # else: - # return (pacman.x, pacman.y) - # - # def get_vector_blinky_it(self, blinky, pacman): - # it = self.get_intermediate_tile(pacman) - # return (it[0] - blinky.x, it[1], blinky.y) - # - # @override - # def get_next_move(self, target, maze, screen): - # dx = [1, 0, -1, 0] - # dy = [0, 1, 0, -1] - # - # ret = len(dx) * [math.inf] - # - # forbidden = 0 - # - # if self.last_move == 0: - # forbidden = 2 - # if self.last_move == 1: - # forbidden = 3 - # if self.last_move == 2: - # forbidden = 0 - # if self.last_move == 3: - # forbidden = 1 - # - # new_target = self.get_intermediate_tile(target) - # pygame.draw.circle(screen, self.color, (new_target[0], new_target[1]), 15) - # - # for i in range(len(dx)): - # if i != forbidden: - # nx = self.x + dx[i] * self.speed - # ny = self.y + dy[i] * self.speed - # if self.check_collision(nx, ny, 30, 30, maze): - # ret[i] = self.heuristic((nx, ny), new_target[0], new_target[1]) - # - # min_idx = ret.index(min(ret)) - # return min_idx - # - # - # - # + super().__init__(sprite_sheet, "orange", x, y) + + def get_intermediate_tile(self, pacman): + if pacman.direction == DIRECTION.UP: + new_target = (pacman.x - 30 * 2, pacman.y - 30 * 2) + if self.in_bounds(new_target): + return new_target + else: + return (pacman.x, pacman.y) + elif pacman.direction == DIRECTION.DOWN: + new_target = (pacman.x, pacman.y + 30 * 2) + if self.in_bounds(new_target): + return new_target + else: + return (pacman.x, pacman.y) + elif pacman.direction == DIRECTION.RIGHT: + new_target = (pacman.x + 30 * 2, pacman.y) + if self.in_bounds(new_target): + return new_target + else: + return (pacman.x, pacman.y) + elif pacman.direction == DIRECTION.LEFT: + new_target = (pacman.x - 30 * 2, pacman.y) + if self.in_bounds(new_target): + return new_target + else: + return (pacman.x, pacman.y) + + @override + def get_default_tile(self): + return (27 * 30 + 15, 2 * 30 + 15) + + @override + def get_intial_tile(self): + return (13 * 30 + 15, 12 * 30 + 15) + + def get_target(self, inter_tile, blinky): + target = (max(inter_tile[0] - (blinky.x - inter_tile[0]) % 900, 0), + max(inter_tile[1] - (blinky.y - inter_tile[1]) % 990, 0)) + return target + + @override + def get_next_move(self, game_state, screen): + default_tile = self.get_default_tile() + + dx = [1, 0, -1, 0] + dy = [0, 1, 0, -1] + + ret = len(dx) * [math.inf] + + forbidden = 0 + + if self.last_move == 0: + forbidden = 2 + if self.last_move == 1: + forbidden = 3 + if self.last_move == 2: + forbidden = 0 + if self.last_move == 3: + forbidden = 1 + + inter_tile = self.get_intermediate_tile(game_state.pacman) + target = self.get_target(inter_tile, game_state.blinky) + + rand_pos = (0, 0) + + if game_state.pacman.powerup and self.mode != MODE.EATEN: + self.mode = MODE.FRIGHETENED + rand_pos = random.randint(0, 900), random.randint(0, 990) + + if game_state.pacman.powerup is False and self.mode == MODE.FRIGHETENED: + self.mode = MODE.CHASING + + if settings.debug: + pygame.draw.line(screen, self.color, (target), + (self.x, self.y), 1) + + for i in range(len(dx)): + if i != forbidden: + nx = self.x + dx[i] * self.speed + ny = self.y + dy[i] * self.speed + if self.check_collision(nx, ny, 30, 30, game_state.map.maze): + if self.mode == MODE.SCATTERED: + ret[i] = self.heuristic( + (nx, ny), default_tile[0], default_tile[1]) + elif self.mode == MODE.FRIGHETENED: + ret[i] = self.heuristic( + (nx, ny), rand_pos[0], rand_pos[1]) + elif self.mode == MODE.CHASING: + ret[i] = self.heuristic( + (nx, ny), target[0], target[1]) + elif self.mode == MODE.EATEN: + pos = self.get_intial_tile() + self.x = pos[0] + self.y = pos[1] + + min_h = min(ret) + + # Favour going up when there is a conflict + if min_h == ret[3] and min_h != math.inf: + return 3 + # Favour going down than sideways when there is a conflict + if min_h == ret[1] and min_h != math.inf: + return 1 + min_idx = ret.index(min_h) + return min_idx |
