super(Nemesis, self).__init__()
self.sprite = load_image('sprites/nemesis.png')
self.reset_pos()
- self.deadends = []
- self.been = []
+ self._deadends = set([])
+ self._been = {}
def move(self, level, player_pos):
if not self.on_board():
self.pos = (self.pos[0] + 1, self.pos[1])
if self.on_board():
self.pos = level.enter_pos
- return False
+ return
# AI goes here
# First, if we're standing next to a gate, we attack it
neighbours = [(self.pos[0] + 1, self.pos[1]),
for cand in neighbours:
if level.is_gate(cand) and level.blocked(cand):
level.damage_gate(cand)
- return True
- steps = 0
- self.been.append(self.pos)
+ return
+ # check for dead-ends
+ if self._in_dead_end(level):
+ self._deadends.add(self.pos)
+ self._been.setdefault(self.pos, 0)
+ mindist = 999999
+ best_pos = None
for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
- if self.can_move(direction, level) and new_pos not in self.been:
- self.pos = new_pos
- self.been.append(new_pos)
- steps += 1
- break
- if steps == 0:
- self.been = []
- return True
+ if new_pos in self._deadends:
+ continue
+ if self.can_move(direction, level):
+ # We weigh stuff by the number of times we've stepped there, to
+ # avoid certain types of loop
+ dist = (level.calc_dist(new_pos, player_pos)
+ + self._been.get(new_pos, 0))
+ if dist < mindist:
+ mindist = dist
+ best_pos = new_pos
+ if best_pos:
+ self._been[self.pos] += 1
+ self.pos = best_pos
def reset_pos(self):
self.pos = (-10, 0)
+ self._deadends = set([])
+ self._been = {}
def on_board(self):
return self.pos[0] >= 0
+
+ def _in_dead_end(self, level):
+ # Check if this is a dead end
+ blocked = 0
+ for direction in [(1, 0), (-1, 0), (0, -1), (0, 1)]:
+ new_pos = (self.pos[0] + direction[0], self.pos[1] + direction[1])
+ if level.is_wall(new_pos) or new_pos in self._deadends:
+ blocked += 1
+ # A dead end has only 1 exit, and recurse back from there
+ return blocked >= 3