parent
2793c53e49
commit
3c07b2fc12
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import pygame, sys, os
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from pygame.locals import *
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from collections import deque
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def to_box(level, index):
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if level[index] == '-' or level[index] == '@':
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level[index] = '$'
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else:
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level[index] = '*'
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def to_man(level, i):
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if level[i] == '-' or level[i] == '$':
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level[i] = '@'
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else:
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level[i] = '+'
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def to_floor(level, i):
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if level[i] == '@' or level[i] == '$':
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level[i] = '-'
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else:
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level[i] = '.'
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def to_offset(d, width):
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d4 = [-1, -width, 1, width]
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m4 = ['l', 'u', 'r', 'd']
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return d4[m4.index(d.lower())]
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def b_manto(level, width, b, m, t):
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maze = list(level)
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maze[b] = '#'
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if m == t:
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return 1
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queue = deque([])
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queue.append(m)
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d4 = [-1, -width, 1, width]
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m4 = ['l', 'u', 'r', 'd']
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while len(queue) > 0:
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pos = queue.popleft()
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for i in range(4):
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newpos = pos + d4[i]
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if maze[newpos] in ['-', '.']:
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if newpos == t:
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return 1
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maze[newpos] = i
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queue.append(newpos)
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return 0
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def b_manto_2(level, width, b, m, t):
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maze = list(level)
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maze[b] = '#'
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maze[m] = '@'
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if m == t:
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return []
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queue = deque([])
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queue.append(m)
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d4 = [-1, -width, 1, width]
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m4 = ['l', 'u', 'r', 'd']
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while len(queue) > 0:
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pos = queue.popleft()
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for i in range(4):
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newpos = pos + d4[i]
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if maze[newpos] in ['-', '.']:
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maze[newpos] = i
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queue.append(newpos)
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if newpos == t:
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path = []
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while maze[t] != '@':
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path.append(m4[maze[t]])
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t = t - d4[maze[t]]
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return path
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return []
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class Sokoban:
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def __init__(self):
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self.level = list(
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'----#####--------------#---#--------------#$--#------------###--$##-----------#--$-$-#---------###-#-##-#---#######---#-##-#####--..##-$--$----------..######-###-#@##--..#----#-----#########----#######--------')
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self.w = 19
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self.h = 11
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self.man = 163
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self.hint = list(self.level)
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self.solution = []
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self.push = 0
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self.todo = []
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self.auto = 0
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self.sbox = 0
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self.queue = []
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def draw(self, screen, skin):
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w = skin.get_width() / 4
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offset = (w - 4) / 2
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for i in range(0, self.w):
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for j in range(0, self.h):
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if self.level[j * self.w + i] == '#':
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screen.blit(skin, (i * w, j * w), (0, 2 * w, w, w))
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elif self.level[j * self.w + i] == '-':
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screen.blit(skin, (i * w, j * w), (0, 0, w, w))
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elif self.level[j * self.w + i] == '@':
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screen.blit(skin, (i * w, j * w), (w, 0, w, w))
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elif self.level[j * self.w + i] == '$':
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screen.blit(skin, (i * w, j * w), (2 * w, 0, w, w))
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elif self.level[j * self.w + i] == '.':
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screen.blit(skin, (i * w, j * w), (0, w, w, w))
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elif self.level[j * self.w + i] == '+':
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screen.blit(skin, (i * w, j * w), (w, w, w, w))
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elif self.level[j * self.w + i] == '*':
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screen.blit(skin, (i * w, j * w), (2 * w, w, w, w))
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if self.sbox != 0 and self.hint[j * self.w + i] == '1':
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screen.blit(skin, (i * w + offset, j * w + offset), (3 * w, 3 * w, 4, 4))
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def move(self, d):
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self._move(d)
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self.todo = []
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def _move(self, d):
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self.sbox = 0
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h = to_offset(d, self.w)
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h2 = 2 * h
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if self.level[self.man + h] == '-' or self.level[self.man + h] == '.':
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# move
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to_man(self.level, self.man + h)
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to_floor(self.level, self.man)
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self.man += h
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self.solution += d
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elif self.level[self.man + h] == '*' or self.level[self.man + h] == '$':
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if self.level[self.man + h2] == '-' or self.level[self.man + h2] == '.':
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# push
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to_box(self.level, self.man + h2)
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to_man(self.level, self.man + h)
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to_floor(self.level, self.man)
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self.man += h
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self.solution += d.upper()
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self.push += 1
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def undo(self):
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if self.solution.__len__() > 0:
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self.todo.append(self.solution[-1])
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self.solution.pop()
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h = to_offset(self.todo[-1], self.w) * -1
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if self.todo[-1].islower():
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# undo a move
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to_man(self.level, self.man + h)
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to_floor(self.level, self.man)
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self.man += h
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else:
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# undo a push
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to_floor(self.level, self.man - h)
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to_box(self.level, self.man)
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to_man(self.level, self.man + h)
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self.man += h
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self.push -= 1
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def redo(self):
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if self.todo.__len__() > 0:
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self._move(self.todo[-1].lower())
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self.todo.pop()
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def manto(self, x, y):
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maze = list(self.level)
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maze[self.man] = '@'
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queue = deque([])
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queue.append(self.man)
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d4 = [-1, -self.w, 1, self.w]
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m4 = ['l', 'u', 'r', 'd']
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while len(queue) > 0:
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pos = queue.popleft()
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for i in range(4):
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newpos = pos + d4[i]
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if maze[newpos] in ['-', '.']:
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maze[newpos] = i
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queue.append(newpos)
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# print str(maze)
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t = y * self.w + x
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if maze[t] in range(4):
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self.todo = []
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while maze[t] != '@':
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self.todo.append(m4[maze[t]])
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t = t - d4[maze[t]]
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# print self.todo
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self.auto = 1
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def automove(self):
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if self.auto == 1 and self.todo.__len__() > 0:
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self._move(self.todo[-1].lower())
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self.todo.pop()
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else:
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self.auto = 0
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def boxhint(self, x, y):
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d4 = [-1, -self.w, 1, self.w]
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m4 = ['l', 'u', 'r', 'd']
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b = y * self.w + x
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maze = list(self.level)
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to_floor(maze, b)
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to_floor(maze, self.man)
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mark = maze * 4
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size = self.w * self.h
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self.queue = []
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head = 0
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for i in range(4):
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if b_manto(maze, self.w, b, self.man, b + d4[i]):
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if len(self.queue) == 0:
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self.queue.append((b, i, -1))
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mark[i * size + b] = '1'
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# print self.queue
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while head < len(self.queue):
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pos = self.queue[head]
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head += 1
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# print pos
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for i in range(4):
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if mark[pos[0] + i * size] == '1' and maze[pos[0] - d4[i]] in ['-', '.']:
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# print i
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if mark[pos[0] - d4[i] + i * size] != '1':
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self.queue.append((pos[0] - d4[i], i, head - 1))
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for j in range(4):
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if b_manto(maze, self.w, pos[0] - d4[i], pos[0], pos[0] - d4[i] + d4[j]):
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mark[j * size + pos[0] - d4[i]] = '1'
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for i in range(size):
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self.hint[i] = '0'
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for j in range(4):
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if mark[j * size + i] == '1':
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self.hint[i] = '1'
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# print self.hint
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def boxto(self, x, y):
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d4 = [-1, -self.w, 1, self.w]
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m4 = ['l', 'u', 'r', 'd']
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om4 = ['r', 'd', 'l', 'u']
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b = y * self.w + x
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maze = list(self.level)
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to_floor(maze, self.sbox)
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to_floor(maze, self.man) # make a copy of working maze by removing the selected box and the man
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for i in range(len(self.queue)):
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if self.queue[i][0] == b:
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self.todo = []
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j = i
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while self.queue[j][2] != -1:
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self.todo.append(om4[self.queue[j][1]].upper())
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k = self.queue[j][2]
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if self.queue[k][2] != -1:
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self.todo += b_manto_2(maze, self.w, self.queue[k][0], self.queue[k][0] + d4[self.queue[k][1]],
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self.queue[k][0] + d4[self.queue[j][1]])
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else:
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self.todo += b_manto_2(maze, self.w, self.queue[k][0], self.man,
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self.queue[k][0] + d4[self.queue[j][1]])
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j = k
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# print self.todo
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self.auto = 1
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return
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print('not found!')
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def mouse(self, x, y):
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if x >= self.w or y >= self.h:
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return
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m = y * self.w + x
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if self.level[m] in ['-', '.']:
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if self.sbox == 0:
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self.manto(x, y)
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else:
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self.boxto(x, y)
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elif self.level[m] in ['$', '*']:
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if self.sbox == m:
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self.sbox = 0
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else:
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self.sbox = m
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self.boxhint(x, y)
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elif self.level[m] in ['-', '.', '@', '+']:
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self.boxto(x, y)
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def main():
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# start pygame
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pygame.init()
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screen = pygame.display.set_mode((400, 300))
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# load skin
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skinfilename = os.path.join('borgar.png')
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try:
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skin = pygame.image.load(skinfilename)
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except pygame.error as msg:
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print('cannot load skin')
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raise SystemExit(msg)
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skin = skin.convert()
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# print skin.get_at((0,0))
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# screen.fill((255,255,255))
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screen.fill(skin.get_at((0, 0)))
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pygame.display.set_caption('sokoban.py')
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# create Sokoban object
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skb = Sokoban()
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skb.draw(screen, skin)
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#
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clock = pygame.time.Clock()
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pygame.key.set_repeat(200, 50)
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# main game loop
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while True:
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clock.tick(60)
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if skb.auto == 0:
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for event in pygame.event.get():
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if event.type == QUIT:
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# print skb.solution
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pygame.quit()
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sys.exit()
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elif event.type == KEYDOWN:
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if event.key == K_LEFT:
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skb.move('l')
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skb.draw(screen, skin)
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elif event.key == K_UP:
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skb.move('u')
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skb.draw(screen, skin)
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elif event.key == K_RIGHT:
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skb.move('r')
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skb.draw(screen, skin)
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elif event.key == K_DOWN:
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skb.move('d')
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skb.draw(screen, skin)
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elif event.key == K_BACKSPACE:
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skb.undo()
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skb.draw(screen, skin)
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elif event.key == K_SPACE:
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skb.redo()
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skb.draw(screen, skin)
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elif event.type == MOUSEBUTTONUP and event.button == 1:
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mousex, mousey = event.pos
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mousex /= (skin.get_width() / 4)
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mousey /= (skin.get_width() / 4)
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skb.mouse(mousex, mousey)
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skb.draw(screen, skin)
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else:
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skb.automove()
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skb.draw(screen, skin)
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pygame.display.update()
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pygame.display.set_caption(skb.solution.__len__().__str__() + '/' + skb.push.__str__() + ' - sokoban.py')
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if __name__ == '__main__':
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main()
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