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419 lines (389 loc) · 16.6 KB
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from collections.abc import Callable
from typing import Type, TypeVar
T = TypeVar("T")
import movedirectionhelper as MoveDirectionHelper
import piecepositionhelper as PiecePositionHelper
import rulegenerationhelper as RuleGenerationHelper
import rulereadinghelper as RuleReadingHelper
from mappiece import MapPiece
from movedirection import MoveDirection
from piecetype import *
from pieceposition import PiecePosition
from rule import Rule
# Note that (0, 0) is the bottom left corner
class Map:
def __init__(self, number_rows, number_columns, map_pieces: set[MapPiece]):
self.number_rows = number_rows
self.number_columns = number_columns
self.map_pieces = map_pieces
# Prevent responding to repeated keystrokes before the current computation is finished
self.execute_move_locked = False
def _get_map_pieces_at(self, position: PiecePosition) -> set[MapPiece]:
map_pieces = []
for map_piece in self.map_pieces:
if map_piece.position == position:
map_pieces.append(map_piece)
return map_pieces
def _get_piece_types_at(self, position: PiecePosition) -> set[PieceType]:
return set(
[
map_piece.piece_type
for map_piece in self._get_map_pieces_at(position=position)
]
)
def _get_text_piece_type_at(self, position: PiecePosition) -> TextPieceType:
piece_types = self._get_piece_types_at(position=position)
text_piece_types = list(
filter(
lambda piece_type: isinstance(piece_type, TextPieceType), piece_types
)
)
# There can never be more than 1 text piece at a given position
assert len(text_piece_types) <= 1
if len(text_piece_types) == 0:
return None
return text_piece_types[0]
def _generate_rules(self) -> set[Rule]:
on_map_rules = self._generate_results_for_all_rows_and_columns(
generate_from_row=RuleGenerationHelper.generate_rules_for_row
)
return RuleGenerationHelper.get_final_rules_from_all_on_map_rules(
on_map_rules=on_map_rules
)
def print_rules(self):
rules = self._generate_rules()
print("Rules:")
for rule in rules:
print(f"* {rule}")
print()
def _generate_simplified_rules(self) -> set[Rule]:
return RuleReadingHelper.simplify_rules(rules=self._generate_rules())
def print_simplified_rules(self):
simplified_rules = self._generate_simplified_rules()
print("Simplified Rules:")
for simplified_rule in simplified_rules:
print(f"* {simplified_rule}")
print()
def execute_move(self, direction: MoveDirection):
if self.execute_move_locked:
print("Excuse me, please stop mashing the keyboard!!!")
return
self.execute_move_locked = True
# Statically freeze rules for entire timestep, even if things move
# TODO: Check if this is actually true in the game!
simplified_rules = self._generate_simplified_rules()
# TODO: Figure out real in-game order of operations when player and npc moves to the same square
self._execute_player_move(
direction=direction, simplified_rules=simplified_rules
)
self._execute_npc_move(simplified_rules=simplified_rules)
self._execute_shifts(simplified_rules=simplified_rules)
# TODO: Figure out what the actual order of operations of these are in-game
# I'm 80% sure that we freeze new rules to calculate these after movement, but I could be mistaken
simplified_rules = self._generate_simplified_rules()
self._apply_defeat_interactions(simplified_rules=simplified_rules)
self._apply_sink_interactions(simplified_rules=simplified_rules)
self._apply_hot_melt_interactions(simplified_rules=simplified_rules)
self._apply_open_close_interactions(simplified_rules=simplified_rules)
self._apply_noun_mutations(simplified_rules=simplified_rules)
self.execute_move_locked = False
def _execute_player_move(
self, direction: MoveDirection, simplified_rules: set[Rule]
):
object_piece_types_that_are_you = (
RuleReadingHelper.get_object_piece_types_that_are_you(
simplified_rules=simplified_rules
)
)
for map_piece in self.map_pieces:
if self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_that_are_you,
):
self._execute_object_move(
map_piece=map_piece,
direction=direction,
simplified_rules=simplified_rules,
)
def _execute_npc_move(self, simplified_rules: set[Rule]):
object_piece_types_that_are_move = (
RuleReadingHelper.get_object_piece_types_that_are_move(
simplified_rules=simplified_rules
)
)
for map_piece in self.map_pieces:
if self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_that_are_move,
):
assert map_piece.direction != MoveDirection.WAIT
if not self._can_object_move(
map_piece=map_piece,
direction=map_piece.direction,
simplified_rules=simplified_rules,
):
map_piece.direction = MoveDirectionHelper.reverse_direction(
map_piece.direction
)
self._execute_object_move(
map_piece=map_piece,
direction=map_piece.direction,
simplified_rules=simplified_rules,
)
def _execute_shifts(self, simplified_rules: set[Rule]):
# TODO: Implement shift
pass
def _execute_object_move(
self,
map_piece: MapPiece,
direction: MoveDirection,
simplified_rules: set[Rule],
):
if direction == MoveDirection.WAIT:
return
if not self._can_object_move(
map_piece=map_piece, direction=direction, simplified_rules=simplified_rules
):
return
new_position = PiecePositionHelper.get_position_after_move(
position=map_piece.position, direction=direction
)
for pushable_map_piece in self._get_map_pieces_in_position_that_are_push(
position=new_position, simplified_rules=simplified_rules
):
self._execute_object_move(
map_piece=pushable_map_piece,
direction=direction,
simplified_rules=simplified_rules,
)
map_piece.position = new_position
map_piece.direction = direction
def _can_object_move(
self,
map_piece: MapPiece,
direction: MoveDirection,
simplified_rules: set[Rule],
) -> bool:
if self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=RuleReadingHelper.get_object_piece_types_that_are_stop(
simplified_rules=simplified_rules
),
):
return False
new_position = PiecePositionHelper.get_position_after_move(
position=map_piece.position, direction=direction
)
if not self._can_object_enter_position(
position=new_position, simplified_rules=simplified_rules
):
return False
map_pieces_in_new_position_that_are_push = (
self._get_map_pieces_in_position_that_are_push(
position=new_position, simplified_rules=simplified_rules
)
)
return all(
[
self._can_object_move(
map_piece=map_piece,
direction=direction,
simplified_rules=simplified_rules,
)
for map_piece in map_pieces_in_new_position_that_are_push
]
)
def _get_map_pieces_in_position_that_are_push(
self, position: PiecePosition, simplified_rules: set[Rule]
) -> set[MapPiece]:
map_pieces_in_new_position = self._get_map_pieces_at(position=position)
object_piece_types_that_are_push = (
RuleReadingHelper.get_object_piece_types_that_are_push(
simplified_rules=simplified_rules
)
)
return set(
list(
filter(
lambda map_piece: self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_that_are_push,
),
map_pieces_in_new_position,
)
)
)
def _can_object_enter_position(
self, position: PiecePosition, simplified_rules: set[Rule]
) -> bool:
if position.x < 0:
return False
if position.y < 0:
return False
if position.x >= self.number_columns:
return False
if position.y >= self.number_rows:
return False
if self._has_map_piece_in_position_that_is_stop(
position=position, simplified_rules=simplified_rules
):
return False
return True
def _has_map_piece_in_position_that_is_stop(
self, position: PiecePosition, simplified_rules: set[Rule]
) -> bool:
object_piece_types_that_are_stop = (
RuleReadingHelper.get_object_piece_types_that_are_stop(
simplified_rules=simplified_rules
)
)
return any(
[
self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_that_are_stop,
)
for map_piece in self._get_map_pieces_at(position=position)
]
)
def _apply_defeat_interactions(self, simplified_rules: set[Rule]):
overlapping_map_pieces = self._get_all_overlapping_map_pieces_between_object_piece_types(
object_piece_types_1=RuleReadingHelper.get_object_piece_types_that_are_you(
simplified_rules=simplified_rules
),
object_piece_types_2=RuleReadingHelper.get_object_piece_types_that_are_defeat(
simplified_rules=simplified_rules
),
)
for overlapping_map_pieces_that_are_you, _ in overlapping_map_pieces:
for map_piece in overlapping_map_pieces_that_are_you:
self._remove_map_piece(map_piece=map_piece)
def _apply_sink_interactions(self, simplified_rules: set[Rule]):
# TODO: Handle negation here so that floating objects do not sink
overlapping_map_pieces = self._get_all_overlapping_map_pieces_between_object_piece_types(
object_piece_types_1=RuleReadingHelper.get_object_piece_types_that_are_sink(
simplified_rules=simplified_rules
),
object_piece_types_2=[ObjectPieceType],
)
for (
overlapping_map_pieces_that_are_sink,
overlapping_map_pieces_to_be_sunk,
) in overlapping_map_pieces:
# TODO: Figure out the real in-game logic for multiple pieces sinking simultaneously; for now, sinking everything
# Only sink if there are map pieces to be sunk that are not themselves sink
should_apply_sink = (
len(
overlapping_map_pieces_to_be_sunk.difference(
overlapping_map_pieces_that_are_sink
)
)
> 0
)
if not should_apply_sink:
continue
for map_piece in overlapping_map_pieces_that_are_sink:
self._remove_map_piece(map_piece=map_piece)
for map_piece in overlapping_map_pieces_to_be_sunk:
self._remove_map_piece(map_piece=map_piece)
def _apply_hot_melt_interactions(self, simplified_rules: set[Rule]):
# TODO: Implement hot melt
pass
def _apply_open_close_interactions(self, simplified_rules: set[Rule]):
# TODO: Implement open close
pass
def _remove_map_piece(self, map_piece: MapPiece):
if map_piece in self.map_pieces:
self.map_pieces.remove(map_piece)
def _apply_noun_mutations(self, simplified_rules: set[Rule]):
noun_mutations = RuleReadingHelper.get_noun_mutations(
simplified_rules=simplified_rules
)
for noun_mutation in noun_mutations:
for map_piece in self.map_pieces:
if isinstance(
map_piece.piece_type, noun_mutation.from_object_piece_type
):
map_piece.piece_type = noun_mutation.to_object_piece_type()
def is_in_win_state(self) -> bool:
simplified_rules = self._generate_simplified_rules()
overlapping_map_pieces = self._get_all_overlapping_map_pieces_between_object_piece_types(
object_piece_types_1=RuleReadingHelper.get_object_piece_types_that_are_you(
simplified_rules=simplified_rules
),
object_piece_types_2=RuleReadingHelper.get_object_piece_types_that_are_win(
simplified_rules=simplified_rules
),
)
return len(overlapping_map_pieces) > 0
def _get_all_overlapping_map_pieces_between_object_piece_types(
self,
object_piece_types_1: set[Type[ObjectPieceType]],
object_piece_types_2: set[Type[ObjectPieceType]],
) -> set[tuple[frozenset[MapPiece], frozenset[MapPiece]]]:
overlaps: set[tuple[frozenset[MapPiece], frozenset[MapPiece]]] = set()
for row_index in range(self.number_rows):
for column_index in range(self.number_columns):
map_pieces = self._get_map_pieces_at(
position=PiecePosition(x=column_index, y=row_index)
)
map_pieces_matching_1 = frozenset(
[
map_piece
for map_piece in map_pieces
if self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_1,
)
]
)
map_pieces_matching_2 = frozenset(
[
map_piece
for map_piece in map_pieces
if self._is_piece_type_within_object_piece_types(
piece_type=map_piece.piece_type,
object_piece_types=object_piece_types_2,
)
]
)
if len(map_pieces_matching_1) > 0 and len(map_pieces_matching_2) > 0:
overlaps.add((map_pieces_matching_1, map_pieces_matching_2))
return overlaps
def _generate_results_for_all_rows_and_columns(
self, generate_from_row: Callable[[list[PieceType]], set[T]]
) -> set[T]:
results: set[T] = set()
for row_index in range(self.number_rows):
results.update(
generate_from_row(
row=[
self._get_text_piece_type_at(
position=PiecePosition(x=column_index, y=row_index)
)
for column_index in range(self.number_columns)
]
)
)
for column_index in range(self.number_columns):
results.update(
generate_from_row(
row=[
self._get_text_piece_type_at(
position=PiecePosition(x=column_index, y=row_index)
)
# Reversed because (0, 0) is the bottom left corner
for row_index in reversed(range(self.number_rows))
]
)
)
return results
def _is_piece_type_within_object_piece_types(
self, piece_type: PieceType, object_piece_types: set[Type[ObjectPieceType]]
) -> bool:
return any(
[
isinstance(piece_type, object_piece_type)
for object_piece_type in object_piece_types
]
)