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BIN
__pycache__/classes.cpython-314.pyc
Normal file
1
classes.py
Normal file
@@ -0,0 +1 @@
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from eb_terrain_objects import Rock
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221
common.py
@@ -3,13 +3,14 @@ import json
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import uuid
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from dataclasses import dataclass, field
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from copy import deepcopy
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from collections import defaultdict
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from heapq import heappush, heappop
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import pygame
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import pygame_gui
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def scale_image(image, n):
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orig_size = image.get_size()
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new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
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return pygame.transform.smoothscale(image, new_size)
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from classes import Rock
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def path_exists(data, path):
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current = data
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@@ -19,3 +20,213 @@ def path_exists(data, path):
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else:
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return False
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return True
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col). row=y (строка), col=x (столбец)"""
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# rows = len(cells)
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# if rows == 0:
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# return None
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# cols = len(cells[0])
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# def is_passable(cell):
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# # Проходимо, если НЕ Rock в terrain И creature_obj отсутствует
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# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
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# # Проверка границ и проходимости старт/гол
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# s_row, s_col = start
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# g_row, g_col = goal
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# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
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# return None
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# start_cell = cells[s_row][s_col]
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# goal_cell = cells[g_row][g_col]
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# if not is_passable(start_cell) or not is_passable(goal_cell):
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# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
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# return None
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# # A* поиск (используем прямые row,col вместо ID для простоты)
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# directions = [(-1, 0), (1, 0), (0, -1), (0, 1)] # вверх, вниз, лево, право
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# open_set = []
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# # f_score = g + h (h=манхэттен)
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# h = abs(s_row - g_row) + abs(s_col - g_col)
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# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
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# came_from = {}
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# g_score = defaultdict(lambda: float('inf'))
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# g_score[(s_row, s_col)] = 0
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# while open_set:
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# _, _, row, col = heappop(open_set)
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# if (row, col) == (g_row, g_col):
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# # Восстанавливаем путь
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# path = []
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# current = (row, col)
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# while current in came_from:
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# path.append(current)
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# current = came_from[current]
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# path.append(start)
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# return path[::-1]
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# for dr, dc in directions:
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# nr, nc = row + dr, col + dc
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# if 0 <= nr < rows and 0 <= nc < cols:
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# if is_passable(cells[nr][nc]):
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# tentative_g = g_score[(row, col)] + 1
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# pos = (nr, nc)
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# if tentative_g < g_score[pos]:
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# came_from[pos] = (row, col)
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# g_score[pos] = tentative_g
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# f = tentative_g + abs(nr - g_row) + abs(nc - g_col)
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# heappush(open_set, (f, tentative_g, nr, nc))
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# print("Путь не найден (нет связи)")
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# return None
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col) с диагональным движением"""
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# rows = len(cells)
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# if rows == 0:
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# return None
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# cols = len(cells[0])
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#
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# def is_passable(cell):
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# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
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#
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# s_row, s_col = start
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# g_row, g_col = goal
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# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
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# return None
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#
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# start_cell = cells[s_row][s_col]
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# goal_cell = cells[g_row][g_col]
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# if not is_passable(start_cell) or not is_passable(goal_cell):
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# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
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# return None
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#
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# # ★ 8 НАПРАВЛЕНИЙ: 4 основных + 4 диагональных ★
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# directions = [
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# (-1, 0), (1, 0), (0, -1), (0, 1), # вверх, вниз, лево, право (стоимость 1.0)
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# (-1, -1), (-1, 1), (1, -1), (1, 1) # диагонали (стоимость √2 ≈ 1.414)
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# ]
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#
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# open_set = []
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# h = abs(s_row - g_row) + abs(s_col - g_col) # эвристика манхэттен
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# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
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#
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# came_from = {}
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# g_score = defaultdict(lambda: float('inf'))
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# g_score[(s_row, s_col)] = 0
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#
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# while open_set:
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# _, _, row, col = heappop(open_set)
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# if (row, col) == (g_row, g_col):
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# # Восстанавливаем путь
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# path = []
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# current = (row, col)
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# while current in came_from:
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# path.append(current)
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# current = came_from[current]
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# path.append(start)
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# return path[::-1]
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#
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# for dr, dc in directions:
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# nr, nc = row + dr, col + dc
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# if 0 <= nr < rows and 0 <= nc < cols:
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# if is_passable(cells[nr][nc]):
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# # ★ РАЗНЫЕ СТОИМОСТИ ДЛЯ ДИАГОНАЛЕЙ ★
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# if abs(dr) + abs(dc) == 2: # диагональ
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# move_cost = 1.414 # √2
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# else: # ортогональ
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# move_cost = 1.0
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#
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# tentative_g = g_score[(row, col)] + move_cost
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# pos = (nr, nc)
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#
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# if tentative_g < g_score[pos]:
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# came_from[pos] = (row, col)
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# g_score[pos] = tentative_g
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#
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# # ★ ЧЕБЫШЕВ для диагоналей лучше манхэттена ★
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# h = max(abs(nr - g_row), abs(nc - g_col))
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# f = tentative_g + h
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# heappush(open_set, (f, tentative_g, nr, nc))
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#
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# print("Путь не найден (нет связи)")
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# return None
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def find_way(cells, start, goal):
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"""Находит путь с диагональным движением, но БЕЗ прохода через углы"""
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rows = len(cells)
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if rows == 0:
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return None
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cols = len(cells[0])
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def is_passable(cell):
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return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
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s_row, s_col = start
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g_row, g_col = goal
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if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
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return None
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start_cell = cells[s_row][s_col]
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goal_cell = cells[g_row][g_col]
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if not is_passable(start_cell) or not is_passable(goal_cell):
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print(f"Старт/гол непроходимы")
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return None
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directions = [
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(-1, 0), (1, 0), (0, -1), (0, 1), # ортогональ (1.0)
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(-1, -1), (-1, 1), (1, -1), (1, 1) # диагональ (1.414)
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]
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def can_move_diagonal(current_r, current_c, dr, dc):
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"""Проверяет, можно ли двигаться по диагонали (НЕ через угол)"""
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nr, nc = current_r + dr, current_c + dc
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# Ортогональные соседи ДОЛЖНЫ быть проходимыми для диагонального хода
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ortho1_r, ortho1_c = current_r + dr, current_c # вертикальный сосед
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ortho2_r, ortho2_c = current_r, current_c + dc # горизонтальный сосед
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# Проверяем границы для ортососедей
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if not (0 <= ortho1_r < rows and 0 <= ortho1_c < cols):
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return False
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if not (0 <= ortho2_r < rows and 0 <= ortho2_c < cols):
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return False
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return (is_passable(cells[ortho1_r][ortho1_c]) and
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is_passable(cells[ortho2_r][ortho2_c]))
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open_set = []
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h = max(abs(s_row - g_row), abs(s_col - g_col))
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heappush(open_set, (h, 0, s_row, s_col))
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came_from = {}
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g_score = defaultdict(lambda: float('inf'))
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g_score[(s_row, s_col)] = 0
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while open_set:
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_, _, row, col = heappop(open_set)
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if (row, col) == (g_row, g_col):
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path = []
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current = (row, col)
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while current in came_from:
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path.append(current)
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current = came_from[current]
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path.append(start)
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return path[::-1]
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for dr, dc in directions:
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nr, nc = row + dr, col + dc
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if 0 <= nr < rows and 0 <= nc < cols and is_passable(cells[nr][nc]):
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# ★ ПРОВЕРКА ДИАГОНАЛИ ★
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if abs(dr) + abs(dc) == 2: # диагональное движение
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if not can_move_diagonal(row, col, dr, dc):
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continue # пропускаем запрещённую диагональ
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move_cost = 1.414 if abs(dr) + abs(dc) == 2 else 1.0
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tentative_g = g_score[(row, col)] + move_cost
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pos = (nr, nc)
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if tentative_g < g_score[pos]:
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came_from[pos] = (row, col)
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g_score[pos] = tentative_g
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h = max(abs(nr - g_row), abs(nc - g_col))
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f = tentative_g + h
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heappush(open_set, (f, tentative_g, nr, nc))
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print("Путь не найден")
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return None
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89468
def_map.json
308
eb_engine.py
@@ -1,20 +1,35 @@
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from common import pygame, os, json, uuid, deepcopy, dataclass, field
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from common import os, json, uuid, deepcopy, dataclass, field
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from common import pygame, pygame_gui
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import eb_objects
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import eb_terrain_objects
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import eb_creature_objects
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#from pympler import muppy, summary
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import gc, psutil, os
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cell_classes = {"grass_small": eb_terrain_objects.Ground,
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"sword_default": eb_objects.Item}
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"sword_default": eb_objects.Item, "elf_watching": eb_creature_objects.Unit,
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"rock_small": eb_terrain_objects.Rock}
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main_dir = os.path.dirname(os.path.abspath(__file__))
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sprites_dir = os.path.join(main_dir, "res", "sprites")
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#class Render
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#class ObjectManager
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#class MapManager
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#class Event
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#class EventManager
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#class Control
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@dataclass
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class Cell:
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terrain_obj: any
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terrain_obj: None = None
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item_obj: None = None
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creature_obj: None = None
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is_target: bool = False
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render_offset: tuple = (0.0, 0.0)
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@dataclass
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class Map:
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@@ -24,13 +39,15 @@ class Map:
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cells: dict = field(default_factory = dict)
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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cell_size: int = 150
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bord: int = 3
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 1
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|
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#action_time_multiplier
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def __post_init__(self):
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self.cells = {}
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with open(self.name, 'r') as file:
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@@ -38,49 +55,135 @@ class Map:
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for line in range(len(buff)):
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self.cells[line] = []
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for cell in buff[str(line)]:
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final_cell = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
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final_cell = Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"]))
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if cell["item_obj"]:
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final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
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final_cell.item_obj = cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"])
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self.cells[line].append(deepcopy(final_cell))
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if cell["creature_obj"]:
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final_cell.creature_obj = cell_classes[cell["creature_obj"]["sprite_name"]](**cell["creature_obj"])
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def draw_map(self, screen, current_frame, grid = True):
|
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self.cells[line].append(final_cell)
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|
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def move_obj(self, type, start, goal):
|
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"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
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из клетки start=(row, col) в goal=(row, col)"""
|
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s_y, s_x = start
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d_y, d_x = goal
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|
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# Проверка границ
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if (s_y >= len(self.cells) or s_x >= len(self.cells[s_y]) or
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d_y >= len(self.cells) or d_x >= len(self.cells[d_y])):
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return False
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|
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source_cell = self.cells[s_y][s_x]
|
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dest_cell = self.cells[d_y][d_x]
|
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obj = getattr(source_cell, type)
|
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|
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if obj is None:
|
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return False
|
||||
|
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setattr(source_cell, type, None)
|
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setattr(dest_cell, type, obj)
|
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return True
|
||||
|
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def get_cell_at_mouse(self, mouse_pos):
|
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"""Возвращает индексы клетки (row, col) по позиции мыши или None если вне карты"""
|
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mx, my = mouse_pos
|
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# Переводим экранные координаты в координаты карты с учетом камеры и масштаба
|
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map_x = (mx - self.cam_x * self.scale) / self.scale / self.cell_size
|
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map_y = (my - self.cam_y * self.scale) / self.scale / self.cell_size
|
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|
||||
# Получаем индексы ближайшей клетки
|
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col = int(map_x)
|
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row = int(map_y)
|
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|
||||
# Проверяем границы карты
|
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if (row < 0 or row >= len(self.cells) or
|
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col < 0 or col >= len(self.cells[row])):
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return None
|
||||
|
||||
return (row, col)
|
||||
|
||||
def update_map(self, time_delta):
|
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for j in range(len(self.cells)):
|
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for cell in self.cells[j]:
|
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if cell.creature_obj and cell.creature_obj.current_target:
|
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cell.creature_obj.update(time_delta, self.cell_size, self) # self!
|
||||
|
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def draw_map(self, screen, current_frame, grid=True):
|
||||
terrain_list = []
|
||||
creature_list = []
|
||||
|
||||
# ★ 1 ПАСС: собираем terrain и creatures ★
|
||||
for j in range(len(self.cells)):
|
||||
for i, cell in enumerate(self.cells[j]):
|
||||
dd = {"x": int((i * self.size + self.cam_x) * self.scale),
|
||||
"y": int((j * self.size + self.cam_y) * self.scale),
|
||||
"w": int(self.size * self.scale - self.cell_dist),
|
||||
"h": int(self.size * self.scale - self.cell_dist),
|
||||
base_x = i * self.cell_size + self.cam_x
|
||||
base_y = j * self.cell_size + self.cam_y
|
||||
|
||||
# Terrain данные
|
||||
terrain_dd = {
|
||||
"x": int(base_x * self.scale), "y": int(base_y * self.scale),
|
||||
"w": int(self.cell_size * self.scale - self.cell_dist),
|
||||
"h": int(self.cell_size * self.scale - self.cell_dist),
|
||||
"spr_up": current_frame % self.sprites_refresh,
|
||||
"sprites": self.sprites, "scale": self.scale,
|
||||
"screen": screen}
|
||||
"sprites": self.sprites, "scale": self.scale, "screen": screen
|
||||
}
|
||||
terrain_list.append((cell.terrain_obj, terrain_dd))
|
||||
|
||||
cell.terrain_obj.draw(dd)
|
||||
if cell.item_obj:
|
||||
cell.item_obj.draw(dd)
|
||||
# Creature данные (если есть)
|
||||
if cell.creature_obj:
|
||||
cell.creature_obj.draw(dd)
|
||||
offset_x, offset_y = cell.creature_obj.render_offset
|
||||
creature_dd = terrain_dd.copy()
|
||||
creature_dd["x"] = int((base_x + offset_x) * self.scale)
|
||||
creature_dd["y"] = int((base_y + offset_y) * self.scale)
|
||||
creature_list.append((cell.creature_obj, creature_dd))
|
||||
|
||||
# ★ 2 ПАСС: рисуем terrain ★
|
||||
for obj, dd in terrain_list:
|
||||
obj.draw(dd)
|
||||
|
||||
# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
|
||||
for obj, dd in creature_list:
|
||||
obj.draw(dd)
|
||||
|
||||
# ★ 4 ПАСС: grid поверх всего ★
|
||||
for j in range(len(self.cells)):
|
||||
for i, cell in enumerate(self.cells[j]):
|
||||
base_x = i * self.cell_size + self.cam_x
|
||||
base_y = j * self.cell_size + self.cam_y
|
||||
grid_rect = pygame.Rect(
|
||||
int(base_x * self.scale), int(base_y * self.scale),
|
||||
int(self.cell_size * self.scale - self.cell_dist),
|
||||
int(self.cell_size * self.scale - self.cell_dist)
|
||||
)
|
||||
color = self.target_color if cell.is_target else self.color
|
||||
pygame.draw.rect(screen, color, grid_rect, self.bord)
|
||||
|
||||
|
||||
|
||||
if grid:
|
||||
pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
|
||||
|
||||
@dataclass
|
||||
class Engine:
|
||||
sprites: dict = field(default_factory = dict)
|
||||
cached_sprites: dict = field(default_factory = dict)
|
||||
screen: pygame.Surface = ((1, 1))
|
||||
width: int = 1600
|
||||
height: int = 800
|
||||
camera_step: int = 10
|
||||
scale_step: float = 0.01
|
||||
spr_scale: float = 1
|
||||
|
||||
def __post_init__(self):
|
||||
self.sprites = {}
|
||||
pygame.init()
|
||||
pygame.display.set_caption('Elvenbane')
|
||||
self.screen = pygame.display.set_mode((self.width, self.height))
|
||||
self.load_sprites()
|
||||
self.screen = pygame.display.set_mode((self.width, self.height), pygame.HWSURFACE | pygame.DOUBLEBUF)
|
||||
print("The engine has started. Sprites were successfully loaded.\n")
|
||||
self.load_sprites()
|
||||
print("Sprites were successfully loaded.\n")
|
||||
self.cached_sprites = deepcopy(self.sprites)
|
||||
print("Sprites were successfully cached.\n")
|
||||
|
||||
def load_sprites(self, folder_path = sprites_dir):
|
||||
self.sprites = {}
|
||||
@@ -101,11 +204,73 @@ class Engine:
|
||||
for num, f in items
|
||||
]
|
||||
|
||||
def scale_image(self, image):
|
||||
orig_size = image.get_size()
|
||||
new_size = (int(orig_size[0] * self.spr_scale), int(orig_size[1] * self.spr_scale))
|
||||
return pygame.transform.smoothscale(image, new_size)
|
||||
|
||||
def scale_sprites(self):
|
||||
for sp_name, sprite_list in self.sprites.items():
|
||||
for i, sprite in enumerate(sprite_list):
|
||||
scaled = self.scale_image(sprite)
|
||||
self.cached_sprites[sp_name][i] = scaled
|
||||
|
||||
def create_console(self, manager):
|
||||
console_window = pygame_gui.elements.UIWindow(
|
||||
pygame.Rect(100, 100, 400, 300),
|
||||
manager=manager,
|
||||
window_display_title='Console',
|
||||
resizable=True
|
||||
)
|
||||
|
||||
input_entry = pygame_gui.elements.UITextEntryLine(
|
||||
relative_rect=pygame.Rect(10, 250, 380, 30),
|
||||
container=console_window,
|
||||
manager=manager
|
||||
)
|
||||
|
||||
# ★ UIScrollingContainer ★
|
||||
scroll_container = pygame_gui.elements.UIScrollingContainer(
|
||||
relative_rect=pygame.Rect(10, 10, 380, 230),
|
||||
container=console_window,
|
||||
manager=manager,
|
||||
allow_scroll_x=False
|
||||
)
|
||||
|
||||
# ★ UITextBox ВНУТРИ контейнера ★
|
||||
output_box = pygame_gui.elements.UITextBox(
|
||||
html_text=">>> hlwrld1\n",
|
||||
relative_rect=pygame.Rect(0, 0, 380, 1000), # ← Увеличьте высоту!
|
||||
container=scroll_container,
|
||||
manager=manager
|
||||
)
|
||||
|
||||
scroll_container.set_scrollable_area_dimensions((380, 2000))
|
||||
return console_window, input_entry, scroll_container, output_box
|
||||
|
||||
def main_loop(self):
|
||||
easy_map = Map("def_map.json", self.sprites)
|
||||
easy_map = Map("def_map.json", self.cached_sprites)
|
||||
#print(easy_map.find_way((1, 1), (5, 5)))
|
||||
#print(easy_map.find_way((0, 0), (1, 1)))
|
||||
#print(easy_map.find_way((0, 0), (0, 1)))
|
||||
#print(easy_map.find_way((0, 0), (0, 0)))
|
||||
|
||||
#sp = eb_objects.Sprite(self.sprites, "elf_watching")
|
||||
#gr = pygame.image.load(file_path).convert_alpha()
|
||||
|
||||
background = pygame.Surface((1600, 800))
|
||||
background.fill("chartreuse4")
|
||||
|
||||
manager = pygame_gui.UIManager((1600, 800))
|
||||
|
||||
#hello_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((350, 275), (100, 50)),
|
||||
# text='Say Hello',
|
||||
# manager=manager)
|
||||
|
||||
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
|
||||
output_log = ">>> hlwrld1\n"
|
||||
console_active = False
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
running = True
|
||||
unlock = True
|
||||
@@ -114,21 +279,67 @@ class Engine:
|
||||
global_counter = 0
|
||||
global_counter_cap = 100000
|
||||
|
||||
active_cell = None
|
||||
|
||||
# profiling
|
||||
|
||||
process = psutil.Process(os.getpid())
|
||||
gc.collect()
|
||||
mem_before = process.memory_info().rss / 1024
|
||||
|
||||
while running:
|
||||
time_delta = clock.tick(60)/1000.0
|
||||
#pygame.event.clear()
|
||||
if global_counter % 1000 == 0:
|
||||
gc.collect()
|
||||
mem_after = process.memory_info().rss / 1024
|
||||
print(f"Leak: {mem_after - mem_before:.1f} KB per 1000 frames")
|
||||
|
||||
# poll for events
|
||||
# pygame.QUIT event means the user clicked X to close your window
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
if event.type == pygame_gui.UI_TEXT_ENTRY_FINISHED and event.ui_element == input_entry:
|
||||
user_text = input_entry.get_text()
|
||||
exec(user_text)
|
||||
if user_text.strip():
|
||||
output_log += f">>> {user_text}\n"
|
||||
output_box.set_text(output_log)
|
||||
input_entry.set_text("")
|
||||
user_text = ""
|
||||
console_active = False
|
||||
|
||||
console_active = bool(input_entry.get_text().strip())
|
||||
|
||||
if event.type == pygame.VIDEORESIZE:
|
||||
new_size = event.size
|
||||
self.screen = pygame.display.set_mode(new_size, pygame.RESIZABLE)
|
||||
manager.clear_and_set_new_size((new_size[0], new_size[1]))
|
||||
|
||||
# ★ ПЕРЕСОЗДАНИЕ ★
|
||||
console_window.kill()
|
||||
input_entry.kill()
|
||||
scroll_container.kill()
|
||||
output_box.kill()
|
||||
|
||||
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
|
||||
|
||||
|
||||
manager.process_events(event)
|
||||
|
||||
manager.update(time_delta)
|
||||
# fill the screen with a color to wipe away anything from last frame
|
||||
self.screen.fill("chartreuse4")
|
||||
|
||||
#self.screen.fill("chartreuse4")
|
||||
self.screen.blit(background, (0, 0))
|
||||
easy_map.update_map(time_delta)
|
||||
easy_map.draw_map(self.screen, current_frame + 1)
|
||||
#print(easy_map.cells[0][0].item_obj.sprite_cache)
|
||||
manager.draw_ui(self.screen)
|
||||
|
||||
if unlock:
|
||||
if not console_active:
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
if keys[pygame.K_w]:
|
||||
easy_map.cam_y += self.camera_step
|
||||
if keys[pygame.K_s]:
|
||||
@@ -137,10 +348,45 @@ class Engine:
|
||||
easy_map.cam_x += self.camera_step
|
||||
if keys[pygame.K_d]:
|
||||
easy_map.cam_x -= self.camera_step
|
||||
|
||||
if keys[pygame.K_q]:
|
||||
easy_map.scale += self.scale_step
|
||||
self.spr_scale += self.scale_step
|
||||
self.scale_sprites()
|
||||
if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
|
||||
easy_map.scale -= self.scale_step
|
||||
self.spr_scale -= self.scale_step
|
||||
self.scale_sprites()
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
console_rect = console_window.get_abs_rect()
|
||||
if not console_rect.collidepoint(mouse_pos):
|
||||
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
|
||||
if cell_coords:
|
||||
# Сбрасываем предыдущую цель
|
||||
if active_cell is not None:
|
||||
row, col = active_cell
|
||||
if row in easy_map.cells and col < len(easy_map.cells[row]):
|
||||
easy_map.cells[row][col].is_target = False
|
||||
|
||||
active_cell = cell_coords # Теперь кортеж (row, col)
|
||||
row, col = active_cell
|
||||
easy_map.cells[row][col].is_target = True
|
||||
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
console_rect = console_window.get_abs_rect()
|
||||
if (not console_rect.collidepoint(mouse_pos) and
|
||||
active_cell is not None and
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj is not None):
|
||||
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
|
||||
if cell_coords:
|
||||
#print(f"Движение: {active_cell} -> {cell_coords}")
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(
|
||||
easy_map.cells, active_cell, cell_coords)
|
||||
|
||||
if keys[pygame.K_ESCAPE]:
|
||||
running = False
|
||||
|
||||
@@ -151,8 +397,10 @@ class Engine:
|
||||
global_counter = 0
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
# limits FPS to 60
|
||||
clock.tick(max_fps)
|
||||
pygame.display.update()
|
||||
|
||||
if global_counter % 10 == 0:
|
||||
current_fps = clock.get_fps()
|
||||
print(f"Current FPS: {current_fps:.2f}")
|
||||
|
||||
pygame.quit()
|
||||
@@ -1,4 +1,4 @@
|
||||
from common import deepcopy, dataclass, field, scale_image, path_exists
|
||||
from common import deepcopy, dataclass, field
|
||||
|
||||
@dataclass
|
||||
class Object:
|
||||
@@ -6,40 +6,24 @@ class Object:
|
||||
name: str
|
||||
sprite_name: str
|
||||
sprite_state: int = 0
|
||||
#sprite_scale: int = 1
|
||||
#sprite_cache: dict = field(default_factory = dict)
|
||||
#sprite_cache_upd: int = 100
|
||||
#
|
||||
#def cache_sprite(self, sprites):
|
||||
# if self.sprite_name not in self.sprite_cache:
|
||||
# self.sprite_cache[self.sprite_name] = {}
|
||||
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(sprites[self.sprite_name][self.sprite_state])
|
||||
#
|
||||
#def scale_cached(self, draw_data):
|
||||
# if self.sprite_scale != draw_data["scale"]:
|
||||
# self.sprite_scale = draw_data["scale"]
|
||||
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"]))
|
||||
|
||||
# current_map
|
||||
# pos
|
||||
# weight
|
||||
# effects = {}
|
||||
|
||||
def draw(self, draw_data):
|
||||
#if draw_data["global_counter"] > self.sprite_cache_upd:
|
||||
# self.sprite_cache = {}
|
||||
|
||||
if draw_data["spr_up"] == 0:
|
||||
if self.sprite_state == len(draw_data["sprites"][self.sprite_name]) - 1:
|
||||
self.sprite_state = 0
|
||||
else:
|
||||
self.sprite_state += 1
|
||||
|
||||
#if path_exists(self.sprite_cache, [self.sprite_name, self.sprite_state]):
|
||||
# self.scale_cached(draw_data)
|
||||
#else:
|
||||
# self.cache_sprite(draw_data["sprites"])
|
||||
|
||||
sp = scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"])
|
||||
sp = draw_data["sprites"][self.sprite_name][self.sprite_state]
|
||||
rect = sp.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
|
||||
draw_data["screen"].blit(sp, rect)
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
@dataclass
|
||||
class Terrain(Object):
|
||||
@@ -47,16 +31,72 @@ class Terrain(Object):
|
||||
|
||||
@dataclass
|
||||
class Creature(Object):
|
||||
pass
|
||||
#status
|
||||
#actions
|
||||
#tasks
|
||||
#items
|
||||
waypoints: list = field(default_factory = list)
|
||||
quick_actions: list = field(default_factory = list)
|
||||
tasks: list = field(default_factory = list)
|
||||
inventory: dict = field(default_factory = dict)
|
||||
|
||||
move_progress: float = 0.0 # 0.0 = старт клетки, 1.0 = конец клетки
|
||||
current_target: tuple = None # (row, col) следующая клетка
|
||||
move_speed: float = 0.02 # пикселей/кадр (настройте)
|
||||
render_offset: tuple = (0.0, 0.0)
|
||||
start_pos: tuple = None # (row, col) начальная позиция сегмента пути
|
||||
|
||||
|
||||
def move(self, cells, start, goal):
|
||||
from common import find_way
|
||||
self.start_pos = start
|
||||
path = find_way(cells, start, goal)
|
||||
if path and len(path) > 1:
|
||||
self.waypoints = path[1:] # Убираем текущую позицию
|
||||
self.current_target = self.waypoints[0]
|
||||
self.move_progress = 0.0
|
||||
self.start_pos = start # ★ ТУТ - текущая позиция как стартовая для первого шага ★
|
||||
self.render_offset = (0.0, 0.0)
|
||||
|
||||
|
||||
def update(self, time_delta, cell_size, map_obj):
|
||||
if self.current_target is None or not self.waypoints:
|
||||
self.render_offset = (0.0, 0.0)
|
||||
return
|
||||
|
||||
self.move_progress += self.move_speed * time_delta * 60
|
||||
self.move_progress = min(self.move_progress, 1.0)
|
||||
|
||||
if self.move_progress >= 1.0:
|
||||
map_obj.move_obj('creature_obj', self.start_pos, self.current_target)
|
||||
|
||||
self.waypoints.pop(0)
|
||||
if self.waypoints:
|
||||
self.start_pos = self.current_target # Новая клетка как старт
|
||||
self.current_target = self.waypoints[0]
|
||||
self.move_progress = 0.0
|
||||
self.render_offset = (0.0, 0.0) # ← ДОБАВИТЬ!
|
||||
else:
|
||||
self.current_target = None
|
||||
self.render_offset = (0.0, 0.0)
|
||||
return
|
||||
|
||||
# ★ ТОЛЬКО интерполяция offset ★
|
||||
start_row, start_col = self.start_pos #or (0, 0)
|
||||
target_row, target_col = self.current_target
|
||||
offset_x = (target_col - start_col) * cell_size * self.move_progress
|
||||
offset_y = (target_row - start_row) * cell_size * self.move_progress
|
||||
self.render_offset = (offset_x, offset_y)
|
||||
|
||||
|
||||
@dataclass
|
||||
class Item(Object):
|
||||
# passive_abilities = {}
|
||||
# active_abilities = {}
|
||||
pass
|
||||
|
||||
@dataclass
|
||||
class Container(Item):
|
||||
# content = {}
|
||||
pass
|
||||
|
||||
|
||||
@dataclass
|
||||
class Building(Object):
|
||||
pass
|
||||
27
main.py
@@ -5,31 +5,4 @@ def main():
|
||||
e.main_loop()
|
||||
|
||||
if __name__ == "__main__":
|
||||
# pydantic instead of dataclasses?
|
||||
# Отрисовка голой сетки, прокрутка, масштаб +
|
||||
# Отрисовка спрайтов:
|
||||
# - сделать масштабирование в соотв. с клеткой +
|
||||
# - посмотреть класс спрайта или сделать свой +
|
||||
# - добавить отрисовку существ и предметов с анимацией +
|
||||
# почитать про Surface, Display, доку к pygame-gui
|
||||
# Начало гуя:
|
||||
# - общая идея гуя
|
||||
# - кнопка отключить сетку
|
||||
# - строка ввода
|
||||
# - клик
|
||||
# Поиск пути, очередь задач для существ
|
||||
# Редактор карты
|
||||
# Охотник -> деревня
|
||||
# Простой, но основательный гуй внизу экрана, глобальная карта и перемещение
|
||||
# деревня на соседской локации и торговля с ней
|
||||
# перемещение по воде, течение
|
||||
|
||||
#техдолг:
|
||||
#проверить дефолтдикт field и None = None
|
||||
#не взлетело кэширование - потом доделать
|
||||
|
||||
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
|
||||
# - deepcopy +
|
||||
# - общие +
|
||||
main()
|
||||
#техдолг - draw_data to dd
|
||||
50
problems.txt
@@ -35,3 +35,53 @@ scaled = scale_image(sprites[cell.terrain_obj.sprite], self.scale) # KeyError!
|
||||
7. Масштабирование каждый кадр
|
||||
scale_image() вызывается 150×150=22,500 раз в секунду при 60 FPS. Кэшируйте масштабированные спрайты.
|
||||
|
||||
=========================================================================================================
|
||||
|
||||
|
||||
#
|
||||
#техдолг:
|
||||
# pydantic instead of dataclasses?
|
||||
# почитать про Surface, Display, доку к pygame-gui
|
||||
# проверить дефолтдикт field и None = None
|
||||
# изучить pypmler
|
||||
# настроить логирование всего
|
||||
# SLOP: load_sprites
|
||||
|
||||
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
|
||||
# - deepcopy +
|
||||
# - общие +
|
||||
# !!! ДОБАВИТЬ ПРОКРУТКУ И МАСШТАБ КАРТЫ ДЛЯ МЫШИ !!!
|
||||
#
|
||||
# ДОДЕЛАТЬ move для Creature - хранить pos в объекте ???
|
||||
#
|
||||
# ПРОВЕРИТЬ МЕНЯЕТСЯ ЛИ ПЕРЕДАННЫЙ В ОБЪЕКТ cells и если да,
|
||||
# перенести всё взаимодействие с картой в объекты, карта только хранит cells
|
||||
# и готовит данные для отрисовки Render'ом
|
||||
#
|
||||
# ИГРОВОЙ ТАКТ? или только для действий их длительность?
|
||||
#
|
||||
# ПОСМОТРЕТЬ ПО КОММИТАМ ЗАЧЕМ БЫЛ НУЖЕН path_exists, удалить?
|
||||
#
|
||||
# добавил гуй, динамическая консоль, всё работает, но:
|
||||
# - слоп, почистить
|
||||
# - мини-баг - если первые вводимые буквы совпадают с клавишами управления, один раз успевает проскочить до лока. некритично.
|
||||
# - при вводе текста нет прокрутки к концу
|
||||
# - плавающий баг - если повводить текст, а потом закрыть консоль, игра не закроется по эскейпу.
|
||||
#
|
||||
#
|
||||
# в дальнейшем вся отрисовка переедет в класс рендер,
|
||||
# карта будет только вовзращать поверхность для отрисовки или даже просто Cells
|
||||
# active_cell переедет в класс Control
|
||||
#
|
||||
# НАЙТИ В КОДЕ ГДЕ Я ТАК НЕ СДЕЛАЛ И ИСПРАВИТЬ - НАШЕЛ ОДНУ, ПОИСКАТЬ ЕЩЕ
|
||||
#if a is None:
|
||||
# print("a это точно None")
|
||||
#
|
||||
# Альтернатива
|
||||
#if a is not None:
|
||||
# print("a не None")
|
||||
#
|
||||
# Встреча с Егором:
|
||||
#
|
||||
# сборщик данных в цикле и перекладчик
|
||||
# модуль автоинпута, принимает поток данных и переводит их в команды движка
|
||||
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 68 KiB |
|
Before Width: | Height: | Size: 10 KiB |
@@ -1,8 +1,8 @@
|
||||
import json
|
||||
from copy import deepcopy
|
||||
|
||||
width = 10
|
||||
height = 8
|
||||
width = 100
|
||||
height = 100
|
||||
|
||||
grass_def = {"id": "1", "name": "2", "sprite_name": "grass_small"}
|
||||
cell_def = {"terrain_obj": grass_def, "item_obj": {}, "creature_obj": {}}
|
||||
|
||||
BIN
res/rocks-2.jpg
Normal file
|
After Width: | Height: | Size: 258 KiB |
|
Before Width: | Height: | Size: 43 KiB |
|
Before Width: | Height: | Size: 43 KiB |
BIN
res/sprites/rock_small_1.png
Normal file
|
After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 213 KiB |
|
Before Width: | Height: | Size: 259 KiB |
|
Before Width: | Height: | Size: 334 KiB |
|
Before Width: | Height: | Size: 140 KiB |
|
Before Width: | Height: | Size: 124 KiB |
|
Before Width: | Height: | Size: 213 KiB |