292 lines
11 KiB
Python
292 lines
11 KiB
Python
# This file is part of A Robot's Conundrum.
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#
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# A Robot's Conundrum is free software: you can redistribute it and/or modify it
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# under the terms of the GNU General Public License as published by the Free
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# Software Foundation, either version 3 of the License, or (at your option) any
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# later version.
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#
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# A Robot's Conundrum is distributed in the hope that it will be useful, but
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# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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# 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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# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# level3.py
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# --------------------
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# date created : Fri Aug 10 2012
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ngws@metanohi.name>
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"""
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The third level.
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"""
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from __future__ import print_function
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import os
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import pygame
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import random
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import re
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import itertools
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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 lever
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from mirror import Mirror
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from laser import Laser
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import misc
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import worldobject
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import fadeout
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import logic.lasermirror as lm
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from logic.direction import *
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class Level3(level.Level):
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def __init__(self, game, graphics_dir, paused=False):
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level.Level.__init__(self, game, graphics_dir,
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size=(64 * 17, 48 * 21), paused=paused)
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self.dimensions = 17, 17
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not_ok_pos = set(itertools.product(range(7, 10), range(1, 4)))
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for i, j in filter(lambda p: p not in not_ok_pos, self._positions()):
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self.tiles.append(
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tile.Tile(self, i * 64, (j + 4) * 48, self.imgs[
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('indoor%d' % random.randint(1, 6))
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if random.randrange(6) != 0 else 'ground1']))
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self.draw_background()
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self.playfield = lm.generate_simple_playfield(16)
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self.target_blocks = []
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for (x, y), t in self.playfield.items():
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x1, y1 = 64 * x, 48 * (y + 4)
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if isinstance(t, lm.Source):
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self.objects.append(
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block.LaserSource(self, x1, y1, t.direction))
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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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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(self, x, y, b, links=[f(x, y)])
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def targ():
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b = block.LaserTarget(self, x, y)
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self.target_blocks.append(b)
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return b
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self.objects.append({
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lm.MirrorLeft: lambda: mir(True, x1, y1),
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lm.MirrorRight: lambda: mir(False, x1, y1),
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lm.Lever: lambda: lever.Lever(
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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: targ,
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lm.Blocker: lambda: block.Block(self, x1, y1,
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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),
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self.objects))
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levers = list(filter(lambda obj: isinstance(obj, lever.Lever),
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self.objects))
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random.shuffle(levers)
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for l in levers:
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m = min(mirrors, key=lambda m: misc.manhattan_dist(
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(m.x, m.y), (l.x, l.y)))
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mirrors.remove(m)
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l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
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top = self.dimensions[0]
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for i in range(top):
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if i % 3 == 0:
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self.objects.append(block.Block(
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self, i * 64, 48 * 3,
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self.imgs['wall'],
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width=2 if i == top - 2 else 3,
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blit_area=(0, 0, 160, 192) if i == top - 2 else None))
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self.objects.append(block.InvisBlock(self, i * 64,
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self.size[1]))
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for i in range(self.dimensions[1]):
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self.objects.append(block.InvisBlock(self, - 64, (i + 4) * 48))
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self.objects.append(block.InvisBlock(self, self.size[0], (i + 4) * 48))
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self.generate_lasers()
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self.bottom_objects.append(worldobject.WithBackground(
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self, self.imgs['elevator_top'], 64 * 7, 48 * 5))
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self.elevator = worldobject.WithBackground(
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self, self.imgs['elevator'], 64 * 7, 48 * 6, 48 * 3,
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(0, 0, 256, 192 - 24 - 48 * 2))
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self.bottom_objects.append(self.elevator)
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self.bottom_objects.append(worldobject.WithBackground(
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self, self.imgs['elevator_bottom'], 64 * 7, 48 * 7))
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self.player.set_pos(64 * 8, 48 * 5)
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self.player.set_init_pos()
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self._old_player_update = self.player.update
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self.player.update = lambda e, t, dt: self._old_player_update([], t, dt)
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self._start_time = pygame.time.get_ticks()
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self.on_completion()
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def on_completion(self):
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# End game here.
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fadeout.Fadeout(self.game, lambda: self.game.goto_level(4), duration=5000)
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def restart(self):
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for obj in self.objects:
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obj.reset_pos()
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def generate_lasers(self):
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lasers = lm.generate_lasers(self.playfield)
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self.lasers_orig = list(itertools.chain(*lasers))
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self.lasers = []
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for laser in lasers:
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laser = iter(laser)
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self.lasers.append(Laser(self, next(laser), first_laser=True))
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self.lasers.extend(Laser(self, line) for line in laser)
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for b in self.target_blocks:
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b.new_playfield_update()
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if all(b.glows for b in self.target_blocks):
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self.on_completion()
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def update(self, e, t, dt):
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self.update2(e, t, dt)
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start_offset = (t - self._start_time) / 25
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if start_offset >= 96:
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start_offset = 96
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self.player.y = 48 * 7 - start_offset
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self.elevator.z_px = 48 * 3 - start_offset
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self.elevator.blit_area = (0, 0, 256, 192 - 24 - 48 * 2 + start_offset)
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if start_offset == 96:
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self.update = self.update2
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self.player.update = self._old_player_update
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def update2(self, e, t, dt):
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level.Level.update(self, e, t, dt)
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for laser in self.lasers:
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laser.update(e, t, dt)
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def draw(self, window):
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self._blit_background(window)
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for obj in self._sorted_objs(self.bottom_objects):
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try:
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obj.draw(window)
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except IndexError:
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print("Skipping frames ...")
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objs = self._sorted_objs(self.objects + self.lasers)
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objs = self._after_sort(itertools.groupby(
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objs, lambda obj: obj.y + obj.z))
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for obj in objs:
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obj.draw(window)
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self.darkness.draw(window)
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def _after_sort(self, objss):
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n_objs = []
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for c, objs in objss:
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n_objs.extend(self._after_sort_line(list(objs)))
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return n_objs
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def _after_sort_line(self, objs):
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is_special = lambda obj: type(obj) in \
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(Mirror, Laser, block.LaserSource, block.LaserTarget)
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specials, nonspecials = (filter(is_special, objs),
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filter(lambda obj: not is_special(obj), objs))
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return nonspecials + self._sort_line_specials(specials)
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def _sort_line_specials(self, objs):
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mirrors = filter(lambda obj: isinstance(obj, Mirror), objs)
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lasers = filter(lambda obj: isinstance(obj, Laser), objs)
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sources = filter(lambda obj: isinstance(obj, block.LaserSource), objs)
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targets = filter(lambda obj: isinstance(obj, block.LaserTarget), objs)
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lasers_back = set(lasers)
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sep_ords = []
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for obj in itertools.chain(mirrors, targets):
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before, after = [], []
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for laser in _hit_lasers(obj, lasers):
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lasers_back.discard(laser)
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if _obj_is_behind_laser(obj, laser):
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after.append(laser)
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else:
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before.append(laser)
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sep_ords.append(before + [obj] + after)
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points = set((obj.x0, obj.y0) for obj in itertools.chain(mirrors, targets))
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for laser in filter(lambda laser: (laser.x0, laser.y0) in points
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and (laser.x1, laser.y1) in points, lasers):
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# print(laser)
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xs, ys = filter(lambda sep_ord: laser in sep_ord, sep_ords)
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sep_ords.remove(xs)
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sep_ords.remove(ys)
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xs, ys, nobjs = iter(xs), iter(ys), []
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while True:
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x = next(xs)
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if x is laser:
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break
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nobjs.append(x)
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while True:
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x = next(ys)
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if x is laser:
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break
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nobjs.append(x)
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nobjs.append(laser)
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nobjs.extend(xs)
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nobjs.extend(ys)
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sep_ords.append(nobjs)
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objs = list(itertools.chain(*sep_ords)) + list(lasers_back) \
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+ sources
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return objs
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def _hit_lasers(obj, lasers):
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p = (obj.x0, obj.y0)
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return filter(lambda laser: (laser.x0, laser.y0) == p
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or (laser.x1, laser.y1) == p, lasers)
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def _obj_is_behind_laser(obj, laser):
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return (_mirror_is_behind_laser
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if isinstance(obj, Mirror)
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else _target_is_behind_laser)(obj, laser)
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def _mirror_is_behind_laser(mirror, laser):
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return \
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laser.y0 == laser.y1 \
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and (
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(mirror.left_up
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and (
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(laser.x0 == mirror.x0 and laser.x1 > mirror.x0)
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or
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(laser.x1 == mirror.x0 and laser.x0 > mirror.x0)
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)
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) \
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or \
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(not mirror.left_up
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and (
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(laser.x0 == mirror.x0 and laser.x1 < mirror.x0)
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or
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(laser.x1 == mirror.x0 and laser.x0 < mirror.x0)
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)
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)
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)
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def _target_is_behind_laser(target, laser):
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return laser.x0 != laser.x1
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