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/.idea
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/.venv
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/Graphs
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/__pycache__
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import numpy as np
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class Entity:
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position = np.array([0,0])
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name = ""
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def __init__(self, InitialPosition, name):
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self.position = InitialPosition
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self.name = name
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class Actor(Entity):
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perceptionRadius = 0
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percievedCells = None
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def __init__(self, InitialPosition, name, perceptionRadius):
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super().__init__(InitialPosition, name)
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self.perceptionRadius = perceptionRadius
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class Neo(Actor):
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keyMakerPosition = np.array([0,0])
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def __init__(self, InitialPosition, perceptionRadius, keyMakerPosition):
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super().__init__(InitialPosition, "Neo", perceptionRadius)
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self.keyMakerPosition = keyMakerPosition
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class Smith(Actor):
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def __init__(self, InitialPosition, perceptionRadius):
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super().__init__(InitialPosition, "Smith", perceptionRadius)
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def Kill():
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print("Neo is killed.") #TODO: delete
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class Sentinel(Actor):
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def __init__(self, InitialPosition, perceptionRadius):
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super().__init__(InitialPosition, "Sentinel", perceptionRadius)
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def Kill():
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print("Neo is killed.") #TODO: delete
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class Keymaker(Entity):
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def __init__(self, InitialPosition):
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super().__init__(InitialPosition, "Keymaker")
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class BackdoorKey(Entity):
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def __init__(self, InitialPosition):
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super().__init__(InitialPosition, "BackdoorKey")
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import pygame as pg
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from map import *
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cell = Cell(coordinates=np.array([50,50]))
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running = True
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while (running):
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for event in pg.event.get():
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if event.type == pg.QUIT:
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running = False
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screen.fill('BLACK')
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cell.draw()
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import numpy as np
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import pygame as pg
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screen = pg.display.set_mode([512,512])
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pg.display.set_caption("Matrix Universe")
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pg.init()
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class Cell:
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coordinates = np.array([0,0])
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position = np.array([0,0])
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size = 50
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piece = pg.draw.rect(screen, (255,255,255), (0, 0, size, size))
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def __init__(self, coordinates):
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self.coordinates = coordinates
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self.position = coordinates // self.size
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def draw(self):
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screen.blit(screen, self.coordinates ,self.piece)
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class Map:
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cellGrid = None
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def __init__(self):
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pass
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