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, "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