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ghost2.py
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ghost2.py
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"""
Ghost with multiple levels of difficulty:
Level 0 (Easy):
- Visibility of 2
- When in Zombie runs away in a random direction
- Ignores Memory (Buffer) when running away
Level 1 (Medium):
- Visibility of 4 (capable of maintaining chase even when the pacman changes direction)
- Runs away in the opposite direction of the pacman
- Maintains Memory of the previous positions
Level 2 (Hard):
- Visibility of 6
- Runs away in the opposite direction of the pacman
- Maintains memory of the previous positions
- Gives priority to spreading (go away from other ghosts)
"""
__author__ = "Mário Antunes"
__version__ = "3.0"
__email__ = "mario.antunes@ua.pt"
import random
import math
import logging
from enum import Enum
from mapa import Map
logger = logging.getLogger('Ghost2')
logger.setLevel(logging.INFO)
def distance(a, b):
return abs(a[0]-b[0]) + abs(a[1]-b[1])
# Enum of levels
class Level(Enum):
Easy = 0
Medium = 1
Hard = 2
Ultra = 3
class Buffer:
def __init__(self, max_size=8):
self.buff = []
self.max_size = max_size
def valid(self, pos):
return len([x for x in self.buff if x == pos]) == 0
def add(self, pos):
if self.valid(pos):
self.buff += [pos]
if len(self.buff) > self.max_size:
self.buff = self.buff[1:]
def __str__( self ):
return str(self.buff)
class Ghost:
def __init__(self, id, mapa, level=1, respawn_dist=3):
self.map = mapa
self.respawn()
self.direction = ""
self.respawn_dist = respawn_dist
self.buffer = Buffer()
self.plan = []
self.identity = id
if level <= 0:
self.level = Level.Easy
self.visibility = 2
elif level == 1:
self.level = Level.Medium
self.visibility = 4
else:
self.level = Level.Hard
self.visibility = 6
self.wait = id
self.zombie_timeout = 0
logger.info("Ghost Level = %s ", self.level)
logger.info("Ghost Visibility = %s", self.visibility)
def respawn(self):
x, y = self.map._ghost_spawn
self.x = x
self.y = y
self.zombie_timeout = 0
def make_zombie(self, timeout):
'''Ghost will be vulnerable during a timeout.'''
self.zombie_timeout = timeout
@property
def zombie(self):
return self.zombie_timeout > 0
@property
def pos(self):
return self.x, self.y
def visible(self, g_pos, p_pos):
visibility = 2*self.visibility if self.zombie else self.visibility
return distance(p_pos, g_pos) <= visibility
def directions(self, p_pos, g_pos):
dirs = ['w', 's','a','d']
theta = round(math.degrees(math.atan2((p_pos[1] - g_pos[1]), (p_pos[0] - g_pos[0]))))
if theta >= 45 and theta < 135:
if theta <= 90:
dirs = ['s','d','a','w']
else:
dirs = ['s','a','d','w']
elif theta >= -135 and theta < -45:
if theta >= -90:
dirs = ['w', 'd', 'a', 's']
else:
dirs = ['w', 'a', 'd', 's']
elif theta > 135:
dirs = ['a', 's', 'w', 'd']
elif theta < -135:
dirs = ['a', 'w', 's', 'd']
elif theta < 45:
dirs = ['d', 's', 'w', 'a']
else:
dirs = ['d', 'w', 's', 'a']
return dirs
def reverse_directions(self, p_pos, g_pos):
dirs = self.directions(p_pos, g_pos)
rv = []
for x in dirs:
if x == 'w':
rv.append('s')
elif x == 'a':
rv.append('d')
elif x == 's':
rv.append('w')
else:
rv.append('a')
return rv
def find_exit(self, pos, actlist, visited):
dirs = ['w', 's', 'a', 'd']
dist = distance(pos, self.map.ghost_spawn)
if dist > self.respawn_dist:
return actlist
else:
random.shuffle(dirs)
visited += [pos]
for d in dirs:
npos = self.map.calc_pos(pos, d)
if npos != pos and not npos in visited:
rv = self.find_exit(npos, actlist + [d], visited)
if rv is not None:
return rv
return None
def find_path(self, pos, target, lghosts, depth, max_depth, actlist, visited, delta=0):
visited += [pos]
dirs = self.directions(target, pos)
if distance(pos, target) <= delta:
return actlist
elif depth >= max_depth:
return []
else:
for d in dirs:
npos = self.map.calc_pos(pos, d)
if npos != pos and not npos in visited and npos not in lghosts:
rv = self.find_path(npos, target, lghosts, depth+1, max_depth, actlist + [d], visited)
if len(rv) > 0:
return rv
return []
def random_valid_direction(self, pos, lghosts):
direction = self.direction
npos = self.map.calc_pos(pos, direction)
if npos != pos and npos not in lghosts:
return direction
else:
dirs = ['w', 's', 'a', 'd']
random.shuffle(dirs)
for d in dirs:
npos = self.map.calc_pos(pos, d)
if npos != pos and npos not in lghosts:
return d
return dirs[0]
def reverse_valid_direction(self, g_pos, p_pos, lghosts):
dirs = self.reverse_directions(p_pos, g_pos)
for d in dirs:
npos = self.map.calc_pos(g_pos, d)
if npos != g_pos and npos not in lghosts:
return d
return dirs[0]
def update(self, state, ghosts):
if self.zombie:
self.zombie_timeout-=1
#if zombie we move at HALF speed by skipping steps
if state['step'] % 2 == 0:
return
if self.wait > 0:
self.wait -= 1
else:
if 'pacman' in state:
p_pos = state['pacman']
g_pos = (self.x, self.y)
# Find the other ghosts
lghosts = [(x.x, x.y) for x in ghosts if x.identity != self.identity]
logger.debug("GHOST L_GST = %s", lghosts)
if distance(g_pos, self.map.ghost_spawn) <= self.respawn_dist and distance(p_pos, self.map.ghost_spawn) > self.respawn_dist:
logger.debug("Ghost State = Leaving")
if len(self.plan) == 0:
self.plan = self.find_exit(g_pos, [], [])
self.direction = self.plan.pop(0)
elif self.zombie:
logger.debug("Ghost State = Zombie")
if self.level == Level.Easy:
self.direction = self.random_valid_direction(g_pos, lghosts)
else:
self.direction = self.reverse_valid_direction(g_pos, p_pos, lghosts)
elif self.visible(p_pos, g_pos) and not self.zombie:
logger.debug("Ghost State = Tracking")
mdepth = distance(g_pos, p_pos)
delta = 0
if mdepth >= 4:
delta = 3
self.plan = self.find_path(g_pos, p_pos, lghosts, 0, mdepth, [], [], delta)
logger.debug("Plan = %s", self.plan)
if len(self.plan) > 0:
self.direction = self.plan.pop(0)
else:
self.direction = self.random_valid_direction(g_pos, lghosts)
else:
logger.debug("Ghost State = Looking")
self.direction = self.random_valid_direction(g_pos, lghosts)
logger.debug("Ghost Direction = %s", self.direction)
self.buffer.add(self.map.calc_pos((self.x, self.y), self.direction))
# Update new position
self.x, self.y = self.map.calc_pos((self.x, self.y), self.direction)
def __str__(self):
return "({}, {})".format(self.x, self.y)
__repr__ = __str__