a-robots-conundrum/robotgame/logic/rollingstone.py

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#!/usr/bin/env python
# This file is part of ROBOTGAME
#
# ROBOTGAME is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# rollingstone.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ns@metanohi.name>
"""
Logic for a rolling stone on a playfield of movement-stopping stones and
direction-changing turns. Also has a pseudo-random playfield generator.
"""
from __future__ import print_function
from robotgame.logic.direction import *
import random
class RollingStoneError(Exception):
pass
class WouldHitWall(RollingStoneError):
pass
class Field(object):
def next_posdir(self):
raise NotImplementedError
class Start(Field):
def __init__(self, direction):
self.direction = direction
def next_posdir(self, pos, direc):
return self.direction.next_pos(pos), self.direction
class Turn(Field):
def __init__(self, direction):
self.direction = direction
def next_posdir(self, pos, direc):
return self.direction.next_pos(pos), self.direction
class Goal(Field):
def next_posdir(self, pos, direc):
return pos, direc
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class Stone(Field):
def next_posdir(self, pos, direc):
return pos, direc
def step(playfield, old_pos, old_direc):
"""
Return a new (position, direction) tuple based on the location on the
playfield.
"""
field = _at(playfield, old_pos)
if field is not None:
(x, y), direc = field.next_posdir(old_pos, old_direc)
else:
(x, y), direc = old_direc.next_pos(old_pos), old_direc
if x < 0 or x >= len(playfield[y]) or y < 0 or y >= len(playfield):
return old_pos, old_direc
return (x, y), direc
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def reaches_goal(playfield, max_steps):
"""
Determine if the rolling stone reaches the goal within range(max_steps).
"""
pos = _find_start(playfield)
direc = None
for i in range(max_steps):
new_pos, new_direc = step(playfield, pos, direc)
if isGoal(playfield, pos):
return True
if new_pos == pos:
return False
pos, direc = new_pos, new_direc
return False
def _find_start(playfield):
for y in range(len(playfield)):
for x in range(len(playfield[y])):
if isStart(playfield, (x, y)):
return (x, y)
raise RollingStoneError("Missing Start field")
def _at(playfield, pos):
x, y = pos
return playfield[y][x]
def _set(playfield, pos, val):
x, y = pos
playfield[y][x] = val
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_is = lambda t: lambda playfield, pos: isinstance(_at(playfield, pos), t)
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isGoal, isTurn, isStart, isStone = _is(Goal), _is(Turn), _is(Start), _is(Stone)
def generate_playfield(height, width, start_pos, start_direc, goal_pos, nstones, nturns=None):
"""
Generate a completable playfield.
The generated playfield will have nstones stones nturns turns. A
completable playfield will always be completable in either zero, one, or
two steps.
"""
playfield = [[None for i in range(width)] for i in range(height)]
_set(playfield, start_pos, Start(start_direc))
_set(playfield, goal_pos, Goal())
def _find_min_turns(from_pos, from_direc):
x0, y0 = from_pos
x2, y2 = goal_pos
turns = []
if from_direc in (Up, Left):
def get_turns(x0, y0, x2, y2):
if y0 == 0:
raise WouldHitWall
elif y0 < y2:
turns.append(((x0, y0 - 1), succ(succ(from_direc))))
turns.extend(_find_min_turns(*turns[-1]))
elif y0 > y2 and x0 != x2:
turns.append(((x0, y2), succ(from_direc) if x0 < x2 else pred(from_direc)))
elif y0 == y2 and x0 != x2:
turns.append(((x0, y0 - 1), succ(from_direc) if x0 < x2 else pred(from_direc)))
turns.append(((x2, y0 - 1), succ(succ(from_direc))))
return turns
if from_direc is Up:
turns = get_turns(x0, y0, x2, y2)
else:
turns = [((x, y), direc) for ((y, x), direc) in get_turns(y0, x0, y2, x2)]
else:
def get_turns(x0, y0, x2, y2):
if x0 > x2:
turns.append(((x0 + 1, y0), succ(succ(from_direc))))
turns.extend(_find_min_turns(*turns[-1]))
elif x0 < x2 and y0 != y2:
turns.append(((x2, y0), pred(from_direc) if y0 < y2 else succ(from_direc)))
elif x0 == x2 and y0 != y2:
turns.append(((x0 + 1, y0), pred(from_direc) if y0 < y2 else succ(from_direc)))
turns.append(((x0 + 1, y2), succ(succ(from_direc))))
return turns
if from_direc is Right:
if x0 == len(playfield[y0]):
raise WouldHitWall
turns = get_turns(x0, y0, x2, y2)
else:
if y0 == len(playfield):
raise WouldHitWall
turns = [((x, y), direc) for ((y, x), direc) in get_turns(y0, x0, y2, x2)]
return turns
def _randomize_path(turns):
pass
def _insert_stones(turns):
pass
turns = _find_min_turns(start_pos, start_direc)
if nturns is not None:
if len(turns) > nturns:
raise RollingStoneError("Too few steps allocated.")
_randomize_path(turns)
_insert_stones()
return playfield, 3
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