Added lasers. Lasers not pretty yet.
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@ -58,19 +58,30 @@ class Level4(level.Level):
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self.draw_background()
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playfield = lm.generate_simple_playfield(16)
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self.playfield = lm.generate_simple_playfield(16)
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for (x, y), t in playfield.items():
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x, y = 64 * x, 48 * (y + 1)
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for (x, y), t in self.playfield.items():
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x1, y1 = 64 * x, 48 * (y + 1)
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def mir(b, x1, y1):
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def f(x, y):
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def g(setting):
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self.playfield[(x, y)] = lm.MirrorLeft \
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if self.playfield[(x, y)] is lm.MirrorRight \
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else lm.MirrorRight
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self.generate_lasers()
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return g
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return mirror.Mirror(self, x1, y1, b, links=[f(x, y)])
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self.objects.append({
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lm.Mirror: mirror.Mirror(self, x, y, random.choice((True, False))),
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lm.MirrorLeft: mir(True, x1, y1),
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lm.MirrorRight: mir(False, x1, y1),
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lm.Lever: lever.Lever(
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self, x, y, [lambda setting: self.generate_lasers], toggling=True,
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anim='lever_leftright' if x == 0 or x == 15 * 64
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self, x1, y1, [lambda setting: self.generate_lasers],
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toggling=True,
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anim='lever_leftright' if x in (0, 15)
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else 'lever_updown'),
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lm.Target: block.Block(self, x, y, self.imgs['block3'],
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lm.Target: block.Block(self, x1, y1, self.imgs['block3'],
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movable=False),
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lm.Blocker: block.Block(self, x, y, self.imgs['block1'],
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lm.Blocker: block.Block(self, x1, y1, self.imgs['block1'],
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movable=False)
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}[t])
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mirrors = list(filter(lambda obj: isinstance(obj, mirror.Mirror),
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@ -94,26 +105,33 @@ class Level4(level.Level):
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obj.reset_pos()
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def generate_lasers(self):
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lml = lm.generate_lasers(self.playfield)
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self.lasers = []
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for (x0, y0), (x1, y1) in lml:
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self.lasers.append(((x0 * 64 + 32, y0 * 48 + 32),
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(x1 * 64 + 32, y1 * 48 + 32)))
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def draw_lasers(self, window):
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for p0, p1 in self.lasers:
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pygame.draw.line(p0, p1, (255, 0, 0))
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for (x0, y0), (x1, y1) in self.lasers:
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pygame.draw.line(window, (255, 0, 0),
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(x0 - self.camera_x, y0 - 28 - self.camera_y),
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(x1 - self.camera_x, y1 - 28 - self.camera_y), 4)
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def draw(self, window):
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self._blit_background(window)
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objs = self._sorted_objs()
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nonmirrors = filter(lambda obj: not isinstance(obj, mirror.Mirror),
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objs)
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mirrors = filter(lambda obj: isinstance(obj, mirror.Mirror), objs)
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for obj in nonmirrors:
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for obj in objs:
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obj.draw(window)
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# nonmirrors = filter(lambda obj: not isinstance(obj, mirror.Mirror),
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# objs)
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# mirrors = filter(lambda obj: isinstance(obj, mirror.Mirror), objs)
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# for obj in nonmirrors:
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# obj.draw(window)
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self.draw_lasers(window)
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for obj in mirrors:
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obj.draw(window)
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# for obj in mirrors:
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# obj.draw(window)
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self.darkness.draw(window)
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@ -19,8 +19,8 @@
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#
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# lasermirror.py
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# --------------------
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# date created : Tue Aug 7 2016
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# copyright : (C) 2016 Niels G. W. Serup
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""
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@ -36,7 +36,10 @@ import robotgame.logic.rollingstone as rstone
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from robotgame.logic.rollingstone import Blocker
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import robotgame.misc as misc
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class Mirror(object):
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class MirrorLeft(object):
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pass
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class MirrorRight(object):
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pass
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class Lever(object):
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@ -58,7 +61,8 @@ def generate_simple_playfield(nmirrors):
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* there are nmirrors levers
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* all levers are at the wall
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Return playfield : {(x, y): Target | Mirror | rstone.Blocker | Lever}
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Return playfield : {(x, y):
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Target | MirrorLeft | MirrorRight | rstone.Blocker | Lever}
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"""
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playfield = {(6, 6): Target,
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(9, 6): Target,
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@ -69,6 +73,8 @@ def generate_simple_playfield(nmirrors):
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(8, 7): rstone.Blocker,
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(8, 8): rstone.Blocker,
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}
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width, height = 16, 16
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succs = lambda d: d
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source_direc = Up
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nlevers = nmirrors
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@ -78,22 +84,54 @@ def generate_simple_playfield(nmirrors):
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stone_playfield, _ = rstone.generate_simple_playfield(
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7, 7, nm, 0, False, False)
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for pos, direc in stone_playfield.items():
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playfield[_adjust(source_direc, 16 - 1, 16 - 1, *pos)] = Mirror
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playfield[_adjust(source_direc, 16 - 1, 16 - 1, *pos)] \
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= random.choice((MirrorLeft, MirrorRight))
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succs = (lambda s: lambda d: succ(s(d)))(succs)
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source_direc = succ(source_direc)
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occup = set(playfield.keys())
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is_empty = lambda x, y: (x, y) not in occup
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ok_a = lambda y: is_empty(1, y)
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ok_b = lambda y: is_empty(width - 2, y)
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ok_c = lambda x: is_empty(x, 1)
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ok_d = lambda x: is_empty(x, height - 2)
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no_block = lambda x, y: \
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all((ok_a(y) if x == 0 else True,
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ok_b(y) if x == width - 1 else True,
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ok_c(x) if y == 0 else True,
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ok_d(x) if y == height - 1 else True))
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emptys = set([(0, y) for y in filter(ok_a, range(height))]
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+ [(width - 1, y) for y in filter(ok_b, range(height))]
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+ [(x, 0) for x in filter(ok_c, range(width))]
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+ [(x, height - 1) for x in filter(ok_d, range(width))]) - occup
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emptys_full = set(itertools.product(range(width), range(height))) - occup
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emptys = list(emptys)
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random.shuffle(emptys)
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emptys = set(emptys)
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is_empty = lambda x, y: (x, y) in emptys_full
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levers = []
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for _ in range(nlevers):
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# This needs to be optimized...
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occup = set(playfield.keys())
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emptys = list(
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set([(0, y) for y in filter(lambda y: (1, y) not in occup, range(16))]
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+ [(15, y) for y in filter(lambda y: (10, y) not in occup, range(16))]
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+ [(x, 0) for x in filter(lambda x: (x, 1) not in occup, range(16))]
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+ [(x, 15) for x in filter(lambda x: (x, 10) not in occup, range(16))]) - occup)
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pos = emptys[random.randrange(len(emptys))]
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playfield[pos] = Lever
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while True:
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pos = next(iter(emptys))
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emptys.remove(pos)
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emptys_full.remove(pos)
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if no_block(*pos):
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playfield[pos] = Lever
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if not all(no_block(*pos) for pos in levers):
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del playfield[pos]
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else:
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levers.append(pos)
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break
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return playfield
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def _adjust(source_direc, w, h, x, y):
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return {
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Up: lambda x, y: (x, y),
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@ -101,7 +139,45 @@ def _adjust(source_direc, w, h, x, y):
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Down: lambda x, y: (w - x, h - y),
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Left: lambda x, y: (y, h - x),
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}[source_direc](x, y)
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def generate_lasers(playfield):
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width, height = 16, 16
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sources = (((0, -1), Down),
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((width, 0), Left),
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((width - 1, height), Up),
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((-1, height - 1), Right))
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lasers = []
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for start, direc in sources:
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end = start
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while True:
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cur = playfield.get(end)
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if cur is Target:
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lasers.append((start, end))
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break
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if cur is Blocker:
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lasers.append((start, end))
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break
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if cur in (MirrorLeft, MirrorRight):
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if (start, end) in lasers:
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break
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lasers.append((start, end))
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direc = _mirror_new_direc(cur, direc)
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start = end
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new_end = direc.next_pos(end)
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if new_end[0] < 0 or new_end[1] < 0 or new_end[0] >= width or new_end[1] >= height:
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if (start, end) not in lasers:
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lasers.append((start, new_end))
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break
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end = new_end
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return lasers
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def _mirror_new_direc(mirror_type, old_direc):
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return {Down: (Left, Right),
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Left: (Down, Up),
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Up: (Right, Left),
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Right: (Up, Down)}[old_direc][
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0 if mirror_type is MirrorLeft else 1]
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def print_playfield(playfield, width, height, hide_directions=False):
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text = [['·' for _ in range(width)] for _ in range(height)]
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for (x, y), val in playfield.items():
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@ -29,7 +29,7 @@ import pygame
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import worldobject
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class Mirror(worldobject.WorldObject):
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def __init__(self, level, x, y, left_up=True):
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def __init__(self, level, x, y, left_up=True, links=[]):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y)
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@ -54,6 +54,8 @@ class Mirror(worldobject.WorldObject):
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if self.frame == top:
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self.in_rotation = False
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self.left_up = not self.left_up
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for link in self.links:
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link(self.left_up)
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worldobject.WorldObject.update(self, e, t, dt)
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