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from ghost import Ghost
import random
import pygame
from settings import settings
from mode import MODE
from typing_extensions import override
import math
class Clyde(Ghost):
def __init__(self, sprite_sheet, x, y):
super().__init__(sprite_sheet, "cyan", x, y)
def is_eight_tiles_away(self, pacman):
tile_width = 30
dx = self.x - pacman.x
dy = self.y - pacman.y
return math.sqrt(dx * dx + dy * dy) <= tile_width * 8
@override
def get_default_tile(self):
return (2 * 30 + 15, 30 * 30 + 15)
@override
def get_intial_tile(self):
return (14 * 30 + 15, 12 * 30 + 15)
@override
def get_next_move(self, game_state, screen):
default_tile = self.get_default_tile()
dx = [1, 0, -1, 0] # right, down, left, up
dy = [0, 1, 0, -1]
inv_dir = [2, 3, 0, 1]
ret = len(dx) * [math.inf]
bottom_left_corner = (
2.5 * 30, (len(game_state.map.maze) - 1 - 1 - 0.5) * 30)
forbidden = inv_dir[self.last_move]
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, (game_state.pacman.x, game_state.pacman.y),
(self.x, self.y), 1)
for i in range(len(dx)):
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 i != forbidden:
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:
if self.is_eight_tiles_away(game_state.pacman):
ret[i] = self.heuristic(
(nx, ny), bottom_left_corner[0], bottom_left_corner[1])
if settings.debug:
pygame.draw.line(screen, self.color, (bottom_left_corner),
(self.x, self.y), 1)
else:
ret[i] = self.heuristic(
(nx, ny), game_state.pacman.x, game_state.pacman.y)
if settings.debug:
pygame.draw.line(screen, self.color, (game_state.pacman.x, game_state.pacman.y),
(self.x, self.y), 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
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