Make basis for engine
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@@ -27,10 +27,12 @@ class Cell:
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def clear_perceptor(self):
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self.perceptor = None
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def draw(self):
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pg.draw.rect(screen, "white", self.rect)
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if self.perceptor == None:
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pg.draw.rect(screen, "white", self.rect)
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else:
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pg.draw.rect(screen, self.perceptor.color, self.rect) #TODO:DELETE THIS AND MAKE OVERLAPING HALF_TRANSPARENT ADDITIONAL CELLS SPAWNIN UNDER PERCEPTION IN NEO CLASS
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pg.draw.rect(screen, self.perceptor.color, self.rect)
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g_font = pg.font.Font(None, 14)
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text = g_font.render((str)(self.g), True, "black")
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@@ -40,7 +42,6 @@ class Cell:
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text = h_font.render((str)(self.h), True, "black")
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screen.blit(text, ((self.coordinates[0] + self.size * 0.8, self.coordinates[1] + self.size * 0.75)))
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f_font = pg.font.Font(None, 16)
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text = f_font.render((str)(self.f), True, "maroon")
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screen.blit(text, ((self.coordinates[0] + self.size * 0.425, self.coordinates[1] + self.size * 0.7)))
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@@ -125,16 +126,17 @@ class Neo(Actor):
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self.position[0] + self.perception_radius + 1):
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for y in range(self.position[1] - self.perception_radius,
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self.position[1] + self.perception_radius + 1):
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if (x != self.position[0] or y != self.position[1]):
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self.percepted_cells.append(map.get_cell(x, y)) #set current percieved cells
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if 0 <= x < map.dimensions[0] and 0 <= y < map.dimensions[1]:
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if (x != self.position[0] or y != self.position[1]):
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self.percepted_cells.append(map.get_cell(x, y)) #set current percieved cells
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#set perceptors
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for i in self.percepted_cells:
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if (i != None):
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i.set_perceptor(self)
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map.draw()
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pg.display.update()
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pass
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class Smith(Actor):
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def __init__(self, cell_position):
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@@ -212,7 +214,6 @@ def move(x, y):
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print(f"m {x} {y}")
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map = Map((8, 8))
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neo = Neo((3, 3))
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neo.perception_radius = 2
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@@ -220,12 +221,13 @@ smith = Smith((1,1))
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sentinel = Sentinel((3,4))
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keymaker = Keymaker((5,5))
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pg.init()
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screen = pg.display.set_mode([512,512])
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screen = pg.display.set_mode([1124,1124])
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pg.display.set_caption("Matrix Universe")
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running = True
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#pg.time.delay(7000)
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move(0, 0)
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read_initial_inputs()
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pg.time.delay(1500)
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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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@@ -240,23 +242,11 @@ while running:
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pg.display.update()
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move_input = read_input()
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pg.time.delay(1500)
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move((int)(move_input[0]), (int)(move_input[1]))
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'''
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inpt = read_input()
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item_position = ()
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item_type = ""
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if len(inpt) == 3:
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item_position[0] = inpt[0]
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item_position[1] = inpt[1]
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item_type = inpt[2]
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elif len(inpt) == 1:
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pass
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move(3,4)
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'''
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pg.display.update()
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'''
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@@ -277,239 +267,3 @@ while running:
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#pg.time.delay(1000)
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'''
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import pygame as pg
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CELLSIZE = 50
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#TOOLS
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class Vector2:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def __add__(self, other):
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return Vector2(self.x + other.x, self.y + other.y)
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def __sub__(self, other):
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return Vector2(self.x - other.x, self.y - other.y)
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def __mul__(self, other):
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return Vector2(self.x * other, self.y * other)
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def __truediv__(self, other):
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return Vector2(self.x / other, self.y / other)
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def __floordiv__(self, other):
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return Vector2(self.x // other, self.y // other)
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def magnitude(self):
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return (self.x**2 + self.y**2)**0.5
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def to_array(vector):
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return [vector.x, vector.y]
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def normalize(self):
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length = self.magnitude()
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return Vector2(self.x / length, self.y / length)
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def set_from_tuple(self,tup):
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self.x = tup[0]
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self.y = tup[1]
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#ENTITIES
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class Entity:
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coordinates = Vector2(0,0) ##PIXELS
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position = Vector2(0,0) ##CELLS
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name = ""
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cell = None
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def __init__(self, initial_position:tuple, name):
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self.position.set_from_tuple(initial_position)
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self.name = name
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self.set_cell(initial_position[0], initial_position[1])
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def set_cell(self, x, y):
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map.get_cell(self.position.x,self.position.y).set_content(None)
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self.position.set_from_tuple((x,y))
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self.coordinates = map.cell_grid[x][y].coordinates
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map.get_cell(x,y).set_content(self)
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cell = map.get_cell(self.position.x,self.position.y)
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def get_cell(self):
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return self.cell
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def draw(self, color):
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font = pg.font.Font(None, 32)
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text = font.render(self.name, True, color)
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screen.blit(text, (self.coordinates + Vector2(0, 0)).to_array())
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class Actor(Entity):
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perception_radius = 0
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perceived_cells = None
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def __init__(self, initial_position, name, perception_radius):
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super().__init__(initial_position, name)
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self.perception_radius = perception_radius
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class Neo(Actor):
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key_maker_position = Vector2(0,0)
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def __init__(self, initial_position, perception_radius, key_maker_position):
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super().__init__(initial_position, "neo", 1)
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self.key_maker_position = key_maker_position
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def percept(self):
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upper_left_corner_cell = map.get_cell(self.position.x - self.perception_radius, self.position.y - self.perception_radius)
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for y in range(upper_left_corner_cell.position.y, upper_left_corner_cell.position.y + self.perception_radius * 2 + 1):
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for x in range(upper_left_corner_cell.position.x, upper_left_corner_cell.position.x + self.perception_radius * 2 + 1):
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#print(x,y)
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if x < map.dimension.x and y < map.dimension.y:
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cell = map.get_cell(x, y) #TODO:PROPER COLORIZE
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print(x,y)
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cell.add_perceptor(self)
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#print(map.get_cell(x,y).perceptors[0].name)
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#print(cell.position.to_array())
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#print(cell.perceptors[0].name)
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for x in range(8):
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for y in range(8):
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print(x,y)
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print(map.get_cell(x,y).perceptors[0])
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class Smith(Actor):
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def __init__(self, initial_position, perception_radius):
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super().__init__(initial_position, "smith", perception_radius)
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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, initial_position, perception_radius):
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super().__init__(initial_position, "sentinel", perception_radius)
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def kill():
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print("Neo is killed.") #TODO: delete
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class Key_maker(Entity):
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def __init__(self, initial_position):
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super().__init__(initial_position, "key_maker")
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class Backdoor_key(Entity):
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def __init__(self, initial_position):
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super().__init__(initial_position, "backdoor_key")
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#MAIN
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class Cell:
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coordinates = Vector2(0,0)
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position = Vector2(0,0)
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size = 50
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piece = pg.Rect(0, 0, size, size)
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content = None
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perceptors = [None]
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color = (255, 255, 255)
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def __init__(self, coordinates):
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self.coordinates = coordinates
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self.piece = pg.Rect(self.coordinates.x, self.coordinates.y, self.size, self.size)
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def draw(self):
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if self.has_perceptor("neo"):
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#cell.set_color((0,255,0)) #TODO:COLORIZE
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print(self.position.to_array())
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pg.draw.rect(screen, "green", self.piece)
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else:
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#print(5555555555555555)
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pg.draw.rect(screen, "white", self.piece)
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def set_color(self, color):
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self.color = color
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def set_content(self, content):
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self.content = content
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def add_perceptor(self, new_perceptor):
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self.perceptors.append(new_perceptor)
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def delete_perceptor(self, redundant_perceptor):
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if self.has_perceptor(redundant_perceptor.name):
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self.perceptors.remove(redundant_perceptor)
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else:
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pass #print(123)
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def has_perceptor(self, name):
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for i in self.perceptors:
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if (i != None and i.name == name):
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#print(987654321)
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#print(i)
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#print(self.position.to_array())
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return True
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#print(123456)
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return False
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class Map:
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cellSize = CELLSIZE
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cell_grid = []
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margin = 5
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dimension = Vector2(8,8)
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offset = Vector2(50, 50)
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def __init__(self, dimension:tuple):
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self.dimension.set_from_tuple(dimension)
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for x in range(self.dimension.x):
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col = []
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for y in range(self.dimension.y):
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cell = Cell(Vector2(self.offset.x + x * (self.cellSize + self.margin), self.offset.y + y * (self.cellSize + self.margin)))
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cell.position = Vector2(x,y)
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col.append(cell)
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self.cell_grid.append(col)
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def get_cell(self, x, y):
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return self.cell_grid[x][y]
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def draw(self):
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for y in range(self.dimension.y):
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for x in range(self.dimension.x):
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self.cell_grid[x][y].draw()
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pg.init()
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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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cell = Cell(coordinates=Vector2(50,50))
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map = Map((8, 8))
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neo = Neo((0,0), 1, (0,0))
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neo.set_cell(4,5)
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#smith = Smith((0,0),2)
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#print(map.get_cell(4,5).content.name)
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#print(map.get_cell(0,0).content)
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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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map.draw()
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neo.draw("blue")
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neo.percept()
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neo.set_cell(1,1)
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#print(map.get_cell(7,7).perceptors[0].name)
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pg.display.update()
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pg.time.delay(5000)
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'''
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