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'Better' AI
author
Neil
<neil@dip.sun.ac.za>
Thu, 18 Apr 2013 19:36:30 +0000
(21:36 +0200)
committer
Neil
<neil@dip.sun.ac.za>
Thu, 18 Apr 2013 19:36:30 +0000
(21:36 +0200)
erdslangetjie/player.py
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diff --git
a/erdslangetjie/player.py
b/erdslangetjie/player.py
index 7c80263243c094b611b432c1ab70053e9510c3be..b6b4abf1866bfb668811180e452df988aae89079 100644
(file)
--- a/
erdslangetjie/player.py
+++ b/
erdslangetjie/player.py
@@
-43,8
+43,8
@@
class Nemesis(FigureSprite):
super(Nemesis, self).__init__()
self.sprite = load_image('sprites/nemesis.png')
self.reset_pos()
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():
def move(self, level, player_pos):
if not self.on_board():
@@
-52,7
+52,7
@@
class Nemesis(FigureSprite):
self.pos = (self.pos[0] + 1, self.pos[1])
if self.on_board():
self.pos = level.enter_pos
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]),
# AI goes here
# First, if we're standing next to a gate, we attack it
neighbours = [(self.pos[0] + 1, self.pos[1]),
@@
-62,22
+62,43
@@
class Nemesis(FigureSprite):
for cand in neighbours:
if level.is_gate(cand) and level.blocked(cand):
level.damage_gate(cand)
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])
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)
def reset_pos(self):
self.pos = (-10, 0)
+ self._deadends = set([])
+ self._been = {}
def on_board(self):
return self.pos[0] >= 0
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