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import pygame
import random
from typing_extensions import override
from direction import DIRECTION
from mode import MODE
from settings import settings
import math
from ghost import Ghost
class Pinky(Ghost):
def __init__(self, sprite_sheet, x, y):
super().__init__(sprite_sheet, "pink", x, y)
def get_four_tiles_ahead_of_pacman(self, pacman):
if pacman.direction == DIRECTION.UP:
new_target = (pacman.x - 30 * 4, 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 * 4)
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 * 4, 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 * 4, 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, 30 * 30 + 15)
@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
rand_pos = (0, 0)
new_target = self.get_four_tiles_ahead_of_pacman(game_state.pacman)
if settings.debug:
pygame.draw.circle(screen, self.color,
(new_target[0], new_target[1]), 15)
pygame.draw.circle(screen, self.color,
default_tile, 15)
if game_state.pacman.powerup:
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
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), new_target[0], new_target[1])
if settings.debug:
pygame.draw.line(screen, self.color, (new_target),
(self.x, self.y), 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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