import math from typing_extensions import override from direction import DIRECTION 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) def get_target(self, inter_tile, blinky): target = (inter_tile[0] - (blinky.x - inter_tile[0]), inter_tile[1] - (blinky.y - inter_tile[1])) return target @override def get_next_move(self, target, maze, screen, blinky): 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(target) target = self.get_target(inter_tile, blinky) # y = mx + c 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, maze): ret[i] = self.heuristic( (nx, ny), target[0], target[1]) min_idx = ret.index(min(ret)) return min_idx