Laser now shows behind mirrors where needed. Next up is improving laser
graphics and adding laser sources and laser targets.
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# laser.py
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# --------------------
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# date created : Sun Aug 12 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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A laser for drawing.
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"""
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import pygame
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import worldobject
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class Laser(worldobject.WorldObject):
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def __init__(self, level, p0, p1):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, p0[0], p0[1])
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def update(self, e, t, dt):
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worldobject.WorldObject.update(self, e, t, dt)
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def draw(self, window):
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(x0, y0), (x1, y1) = self.p0, self.p1
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pygame.draw.line(window, (255, 0, 0),
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(x0 - self.level.camera_x + 32, y0 + 4 - self.level.camera_y),
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(x1 - self.level.camera_x + 32, y1 + 4 - self.level.camera_y), 4)
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@ -75,8 +75,9 @@ class Level(object):
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def _blit_background(self, window):
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window.blit(self.background, (0 - self.camera_x, 0 - self.camera_y))
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def _sorted_objs(self):
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return sorted(self.objects, key=lambda obj: (obj.y + obj.z))
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def _sorted_objs(self, objs=None):
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return sorted(self.objects if objs is None else objs,
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key=lambda obj: (obj.y + obj.z))
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def draw(self, window):
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self._blit_background(window)
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@ -38,7 +38,6 @@ import level
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import player
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import tile
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import block
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import boulder
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import lever
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import logic.colourboxes
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@ -34,14 +34,14 @@ import level
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import player
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import tile
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import block
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import boulder
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import lever
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import mirror
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import trigger
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import laser
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import misc
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import worldobject
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import logic.lasermirror as lm
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from logic.direction import *
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class Level4(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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@ -62,6 +62,9 @@ class Level4(level.Level):
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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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if isinstance(t, lm.Source):
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self.objects.append(block.Block(self, x1, y1, self.imgs['block3'], movable=False))
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continue
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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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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_orig = 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 (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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for ((x0, y0), (x1, y1)), direc in self.lasers_orig:
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self.lasers.append(laser.Laser(
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self, (x0 * 64, y0 * 48),
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(x1 * 64, y1 * 48)))
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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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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 self.lasers:
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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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for obj in objs:
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x0, y0 = obj.x / 64, obj.y / 48 - 1
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if isinstance(obj, mirror.Mirror):
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for (p0, p1), laser_direc in self.lasers_orig:
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if p0 == (x0, y0):
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mirror_direc = Left if obj.left_up else Right
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do_redraw = {
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(Left, Up): True,
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(Left, Left): True,
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(Left, Down): False,
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(Left, Right): False,
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(Right, Up): True,
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(Right, Right): True,
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(Right, Down): False,
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(Right, Left): False
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}[(mirror_direc, laser_direc)]
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if do_redraw:
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obj.draw(window)
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self.darkness.draw(window)
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@ -29,6 +29,13 @@ class Direction(object):
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def next_pos(pos):
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raise NotImplementedError
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@staticmethod
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def from_sakse(p):
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return {(0, -1): Up,
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(0, 1): Down,
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(-1, 0): Left,
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(1, 0): Right}[p]
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class Up(Direction):
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@staticmethod
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def next_pos(pos):
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@ -48,6 +48,10 @@ class Lever(object):
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class Target(object):
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pass
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class Source(object):
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def __init__(self, direction):
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self.__dict__.update(locals())
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def generate_simple_playfield(nmirrors):
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"""
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Generate a completable 16x16 playfield where:
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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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width, height = 16, 16
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playfield = {(0, 0): Source(Down),
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(width - 1, 0): Source(Left),
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(width - 1, height - 1): Source(Up),
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(0, height - 1): Source(Right),
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(6, 6): Target,
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(9, 6): Target,
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(6, 9): Target,
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(9, 9): Target,
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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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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)] \
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playfield[_adjust(source_direc, width - 1, height - 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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}[source_direc](x, y)
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def generate_lasers(playfield):
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"""
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Generate laser paths.
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Return [((x, y), direction), ...]
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"""
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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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sources = ((pos, obj.direction) for pos, obj in filter(lambda posobj: isinstance(posobj[1], Source), playfield.items()))
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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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lasers.append(((start, end), direc))
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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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lasers.append(((start, end), direc))
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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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if (start, end) in ((start, end) for (start, end), direc in lasers):
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break
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lasers.append((start, end))
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lasers.append(((start, end), direc))
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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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lasers.append(((start, new_end), direc))
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break
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end = new_end
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return lasers
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