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play.py
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import os
import random
import time
import sys
from events import *
colision_enemy_player: Event = Event(
name="colision_enemy_player", arguments_template=()
)
colision_enemy_enemy: Event = Event(
name="colision_enemy_enemy", arguments_template=("colisor", "colidido")
)
player_movement: Event = Event(name="player_movement", arguments_template=("position"))
enemy_movement: Event = Event(name="enemy_movement", arguments_template=("position"))
game_starts: Event = Event(name="game_starts", arguments_template=(""))
class Movable(EventTrigger):
x = 0
y = 1
@property
def position(self) -> tuple:
return self._position
@property
def game(self) -> "Game":
return self._game
def __init__(self, initial_position: tuple, game: "Game", movement_event: Event):
self._position = initial_position
self._game = game
self._movement_event = movement_event
def move(self):
self._movement_event.trigger(self, position=self.position)
class RandomWalker(Movable):
def _move_up(self):
self._position = (self._position[Movable.x], self._position[Movable.y] - 1)
def _move_down(self):
self._position = (self._position[Movable.x], self._position[Movable.y] + 1)
def _move_left(self):
self._position = (self._position[Movable.x] - 1, self._position[Movable.y])
def _move_right(self):
self._position = (self._position[Movable.x] + 1, self._position[Movable.y])
def _stay_still(self):
pass
@property
def _valid_movements(self) -> tuple:
map_min_value: int = 0
valid_movements = [self._stay_still]
if self._position[Movable.y] > map_min_value:
valid_movements.append(self._move_up)
if self._position[Movable.y] < self._game.map_height - 1:
valid_movements.append(self._move_down)
if self._position[Movable.x] > map_min_value:
valid_movements.append(self._move_left)
if self._position[Movable.x] < self._game.map_width - 1:
valid_movements.append(self._move_right)
return valid_movements
def move(self):
random.choice(self._valid_movements)()
Movable.move(self)
class Player(RandomWalker, EventListener):
@staticmethod
def _on_enemy_move(listener: EventListener, trigger: EventTrigger, _):
if listener.position == trigger.position:
listener.trigger(colision_enemy_player)
def __init__(self, initial_position: tuple, game: "Game"):
EventListener.__init__(self)
RandomWalker.__init__(self, initial_position, game, player_movement)
self.listen_event(enemy_movement, (Player._on_enemy_move,))
class Enemy(RandomWalker, EventListener):
@staticmethod
def _on_collides_with_enemy(listener: EventListener, _, trigger_data: dict):
if trigger_data["colisor"] == listener:
listener.move()
@staticmethod
def _on_move(listener: EventListener, trigger: EventTrigger, trigger_data: dict):
if trigger.position == listener.position and trigger != listener:
listener.trigger(colision_enemy_enemy, colisor=trigger)
def __init__(self, initial_position: tuple, game: "Game"):
EventListener.__init__(self)
RandomWalker.__init__(self, initial_position, game, enemy_movement)
self.listen_event(colision_enemy_enemy, (Enemy._on_collides_with_enemy,))
self.listen_event(enemy_movement, (Enemy._on_move,), 1)
def pick_position(width: int, height: int, occupied_positions: list):
position: tuple = (
random.randrange(width),
random.randrange(height),
)
while position in occupied_positions:
position: tuple = (
random.randrange(width),
random.randrange(height),
)
return position
class Game(EventListener, EventTrigger):
@staticmethod
def _on_player_dies(listener: EventListener, _, __):
listener.finalize()
def __init__(self):
EventListener.__init__(self)
EventTrigger.__init__(self)
self._enemies = []
self._player = None
self._map_height = 0
self._map_width = 0
self._is_running = False
self.listen_event(colision_enemy_player, (Game._on_player_dies,))
@property
def map_height(self) -> int:
return self._map_height
@property
def map_width(self) -> int:
return self._map_width
def __initialize(self, enemies_count: int):
occupied_positions: list = []
for _ in range(enemies_count):
position = pick_position(
self.map_width, self.map_height, occupied_positions
)
self._enemies.append(Enemy(position, self))
occupied_positions.append(position)
position = pick_position(self.map_height, self.map_height, occupied_positions)
self._player: Player = Player(position, self)
def execute(
self,
enemies_count: int = 10,
map_width: int = 10,
map_height: int = 10,
chance: int = 100,
sleep_time: int = 250,
*args
):
self._is_running: bool = True
self._map_height: int = map_height
self._map_width: int = map_width
self.__initialize(enemies_count)
self.__update_screen()
score = lambda a, b, c, d: (a * (2.0 - b / 100.0)) / (c * d)
lucky: float = -score(enemies_count, chance, self.map_height, self.map_width)
while self._is_running:
time.sleep(sleep_time / 1000.0)
self._player.move()
for i in self._enemies:
i.move()
self.__update_screen()
lucky += score(enemies_count, chance, self.map_height, self.map_width)
if random.random() > chance / 100:
try:
del self._enemies[-1]
except IndexError:
print("You Win!")
print("Luck: " + str(int(lucky * 100)))
input("Press ENTER to exit\n")
return
print("GAME OVER")
print("Luck: " + str(int(lucky * 100)))
input("Press ENTER to exit\n")
def finalize(self):
self._is_running = False
def __update_screen(self):
self.__clean_screen()
position_enemies: list = []
position_player: tuple = self._player.position
screen: str = ""
for e in self._enemies:
position_enemies.append(e.position)
for i in range(self.map_height):
for j in range(self.map_width):
current_panel: tuple = (j, i)
if current_panel in position_enemies:
if current_panel == position_player:
screen += "[X] "
else:
screen += "[I] "
else:
if current_panel == position_player:
screen += "[O] "
else:
screen += "[ ] "
screen += "\n"
print(screen + "\n\n")
def __clean_screen(self):
if sys.platform == "linux":
os.system("clear")
else:
os.system("cls")
if __name__ == "__main__":
args: list = [int(arg) for arg in sys.argv[1:7]]
GAME = Game()
GAME.execute(*args)