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

213 lines
7.0 KiB
Python

#!/usr/bin/env python
# -*- coding: utf-8 -*-
# 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/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# lasermirror.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ns@metanohi.name>
"""
Management of lasers in rooms of mirrors and targets.
"""
from __future__ import print_function
import math
import random
import itertools
from robotgame.logic.direction import *
import robotgame.logic.rollingstone as rstone
from robotgame.logic.rollingstone import Blocker
import robotgame.misc as misc
class MirrorLeft(object):
pass
class MirrorRight(object):
pass
class Lever(object):
pass
class Target(object):
pass
class Source(object):
def __init__(self, direction):
self.__dict__.update(locals())
def generate_simple_playfield(nmirrors):
"""
Generate a completable 16x16 playfield where:
* there are four laser sources, one in each corner
+ the one in the upper left corner (0, 0) starts in (0, -1) heading down
+ the one in the upper right corner (15, 0) starts in (16, 0), heading left
+ the one in the lower right corner (15, 15) starts in (15, 16), heading up
+ the one in the lower left corner (0, 15) starts in (-1, 15), heading right
* there are four laser targets
* there are nmirrors mirrors
* there are nmirrors levers
* all levers are at the wall
Return playfield : {(x, y):
Target | MirrorLeft | MirrorRight | rstone.Blocker | Lever}
"""
width, height = 16, 16
playfield = {(0, 0): Source(Down),
(width - 1, 0): Source(Left),
(width - 1, height - 1): Source(Up),
(0, height - 1): Source(Right),
(6, 6): Target,
(9, 6): Target,
(6, 9): Target,
(9, 9): Target,
(7, 7): rstone.Blocker,
(7, 8): rstone.Blocker,
(8, 7): rstone.Blocker,
(8, 8): rstone.Blocker,
}
succs = lambda d: d
source_direc = Up
nlevers = nmirrors
for missing in range(4, 0, -1):
nm = nmirrors / missing
nmirrors -= nm
stone_playfield, _ = rstone.generate_simple_playfield(
7, 7, nm, 0, False, False)
for pos, direc in stone_playfield.items():
playfield[_adjust(source_direc, width - 1, height - 1, *pos)] \
= random.choice((MirrorLeft, MirrorRight))
succs = (lambda s: lambda d: succ(s(d)))(succs)
source_direc = succ(source_direc)
occup = set(playfield.keys())
is_empty = lambda x, y: (x, y) not in occup
ok_a = lambda y: is_empty(1, y)
ok_b = lambda y: is_empty(width - 2, y)
ok_c = lambda x: is_empty(x, 1)
ok_d = lambda x: is_empty(x, height - 2)
no_block = lambda x, y: \
all((ok_a(y) if x == 0 else True,
ok_b(y) if x == width - 1 else True,
ok_c(x) if y == 0 else True,
ok_d(x) if y == height - 1 else True))
emptys = set([(0, y) for y in filter(ok_a, range(height))]
+ [(width - 1, y) for y in filter(ok_b, range(height))]
+ [(x, 0) for x in filter(ok_c, range(width))]
+ [(x, height - 1) for x in filter(ok_d, range(width))]) - occup
emptys_full = set(itertools.product(range(width), range(height))) - occup
emptys = list(emptys)
random.shuffle(emptys)
emptys = set(emptys)
is_empty = lambda x, y: (x, y) in emptys_full
levers = []
for _ in range(nlevers):
while True:
pos = next(iter(emptys))
emptys.remove(pos)
emptys_full.remove(pos)
if no_block(*pos):
playfield[pos] = Lever
if not all(no_block(*pos) for pos in levers):
del playfield[pos]
else:
levers.append(pos)
break
return playfield
def _adjust(source_direc, w, h, x, y):
return {
Up: lambda x, y: (x, y),
Right: lambda x, y: (w - y, x),
Down: lambda x, y: (w - x, h - y),
Left: lambda x, y: (y, h - x),
}[source_direc](x, y)
def generate_lasers(playfield):
"""
Generate laser paths.
Return [((x, y), direction), ...]
"""
width, height = 16, 16
sources = ((pos, obj.direction) for pos, obj
in filter(lambda posobj: isinstance(posobj[1], Source),
playfield.items()))
lasers, lasers_flat = [], set()
def add(start, end):
t = (min(start, end), max(start, end))
if not t in lasers_flat:
laser.append(t)
lasers_flat.add(t)
for start, direc in sources:
end = start
laser = []
lasers.append(laser)
while True:
cur = playfield.get(end)
if cur is Target:
add(start, end)
break
if cur is Blocker:
add(start, end)
break
if cur in (MirrorLeft, MirrorRight):
if (start, end) in ((start, end) for (start, end), direc in lasers_flat):
break
add(start, end)
direc = _mirror_new_direc(cur, direc)
start = end
new_end = direc.next_pos(end)
if new_end[0] < 0 or new_end[1] < 0 or \
new_end[0] >= width or new_end[1] >= height:
add(start, new_end)
break
end = new_end
return lasers
def _mirror_new_direc(mirror_type, old_direc):
return {Down: (Left, Right),
Left: (Down, Up),
Up: (Right, Left),
Right: (Up, Down)}[old_direc][
0 if mirror_type is MirrorLeft else 1]
def print_playfield(playfield, width, height, hide_directions=False):
text = [['·' for _ in range(width)] for _ in range(height)]
for (x, y), val in playfield.items():
if isDirection(val) and hide_directions:
continue
text[y][x] = '%' if val is rstone.Blocker \
else 'x' if val is Mirror \
else 'L' if val is Lever \
else 'T' if val is Target else 'N'
print('\n'.join(''.join(line) for line in text))