9ded9786a3
Keep message loggin on console for dev, stop printing map on it TODO Just changing the 2 tiles impacted by the move, not the whole maze
188 lines
5.9 KiB
Python
188 lines
5.9 KiB
Python
"""
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Author: freezed <freezed@users.noreply.github.com> 2018-03-17
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Version: 0.1
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Licence: `GNU GPL v3` GNU GPL v3: http://www.gnu.org/licenses/
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This file is part of [_ocp3_ project](https://github.com/freezed/ocp3)
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"""
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import os
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# CONFIGURATION
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# Error message
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ERR_MAP = "ERR_MAP: «{}»"
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MAZE_SIZE = 15
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MAZE_ELEMENTS = {'wall': '.',
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'exit': 'E',
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'plyr': 'X',
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'nlin': '\n',
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'void': ' '}
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# Issue possible d'un mouvement, garder le OK toujours en fin de liste
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MOVE_STATUS = ['bad', 'wall', 'exit', 'door', 'ok']
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MOVE_STATUS_MSG = {
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'bad': "Le déplacement «{}» n'est pas autorisé.",
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'wall': "Le déplacement est stoppé par un mur.",
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'exit': "Vous êtes sortit du labyrinte",
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'door': "Vous passez une porte",
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'ok': "Jusqu'ici, tout va bien…"
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}
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MSG_START_GAME = "Welcome in OCP3.\nUse arrow keys to play, any other key to quit."
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# CLASS
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class Map:
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"""
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Provides a usable map from a text file
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Checks the map compatibility
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Moves the player to it
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"""
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def __init__(self, map_file):
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"""
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Initialise map
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The Map object has given attributes:
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:var int status: move status (what append after a move command)
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:var str status_message: feedback message for player
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:var lst map_in_a_list: splited map in a list
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:var str _map_in_a_string: map string
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:var str _element_under_player: Element under player
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:var int _player_position: Player index in _map_in_a_string
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:param map_file: map filename
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:rtype map: str()
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:return: None
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"""
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# Chargement du fichier carte choisi
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if os.path.isfile(map_file) is True:
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with open(map_file, "r") as map_data:
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# translate to a splited lines string list
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map_in_a_list = map_data.read().splitlines()
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# map line number
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if len(map_in_a_list) == MAZE_SIZE:
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self._COLUM = MAZE_SIZE + 1
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self._LINES = MAZE_SIZE
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self._MAXIM = (self._COLUM * self._LINES) - 1
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# Add map checking here
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# Constructing square map
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map_in_a_list = [self.check_line(line) for line in map_in_a_list]
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self._map_in_a_string = '\n'.join(map_in_a_list)
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# Player's initial position
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self._player_position = self._map_in_a_string.find(
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MAZE_ELEMENTS['plyr']
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)
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# Element under player at start
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self._element_under_player = MAZE_ELEMENTS['void']
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self.status = True
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self.status_message = MSG_START_GAME
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else:
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self.status = False
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self.status_message = ERR_MAP.format("maplines: " + str(len(map_in_a_list)))
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# Erreur de chargement du fichier
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else:
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self.status = False
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self.status_message = ERR_MAP.format(':'.join(["mapfile", map_file]))
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def map_print(self):
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""" Affiche la carte avec la position de jeu courante """
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# print(self._map_in_a_string)
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return self._map_in_a_string
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def move_to(self, pressed_key):
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"""
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Deplace le plyr sur la carte
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:param str pressed_key: mouvement souhaite
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:return int: une cle de la constante MOVE_STATUS
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"""
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from pygame.locals import K_UP, K_DOWN, K_RIGHT, K_LEFT
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# supprime le plyr de son emplacement actuel et on replace
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# l'elements «dessous»
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self._map_in_a_string = self._map_in_a_string.replace(
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MAZE_ELEMENTS['plyr'],
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self._element_under_player
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)
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# Recupere la position suivante
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if pressed_key == K_UP:
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next_position = self._player_position - self._COLUM
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elif pressed_key == K_DOWN:
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next_position = self._player_position + self._COLUM
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elif pressed_key == K_RIGHT:
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next_position = self._player_position + 1
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elif pressed_key == K_LEFT:
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next_position = self._player_position - 1
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self._element_under_player = MAZE_ELEMENTS['void']
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# Traitement en fonction de la case du prochain pas
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if next_position >= 0 and next_position <= self._MAXIM:
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next_char = self._map_in_a_string[next_position]
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if next_char == MAZE_ELEMENTS['void']:
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self._player_position = next_position
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self.status_message = MOVE_STATUS_MSG['ok']
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elif next_char == MAZE_ELEMENTS['exit']:
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self._player_position = next_position
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self.status = False
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self.status_message = MOVE_STATUS_MSG['exit']
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else: # MAZE_ELEMENTS wall, door or nline
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self.status_message = MOVE_STATUS_MSG['wall']
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else:
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self.status_message = MOVE_STATUS_MSG['wall']
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# place le plyr sur sa nouvelle position
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self.place_element(MAZE_ELEMENTS['plyr'])
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# Debug
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self.status_message += "|"+str(self._player_position)+"|"+str(self._MAXIM)
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def place_element(self, element):
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"""
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Place l'element sur la carte.
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La position est celle de l'attribut self._player_position au
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moment de l'appel.
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Utilise pour place le plyrt et remettre les portes.
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:param str element: element a placer sur la carte
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"""
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pos = self._player_position
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txt = self._map_in_a_string
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self._map_in_a_string = txt[:pos] + element + txt[pos + 1:]
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@staticmethod
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def check_line(line):
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"""
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Checks if a line has a good length, fill it if it's too small,
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truncate if it's too long
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"""
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differance = MAZE_SIZE - len(str(line))
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if differance < 0:
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return line[:MAZE_SIZE]
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elif differance > 0:
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return line + (differance * MAZE_ELEMENTS['void'])
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else:
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return line
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