strings
I seems your grid is a nested list of strings. It would be clearer, if you change that to Enum
s
from enum import Enum class Tiles(Enum): WALL = '0' PLAYER = "*" BOX = '£' EMPTY = '.'
so you can do something like this:
w = Tiles.WALL e = Tiles.EMPTY b = Tiles.BOX p = Tiles.PLAYER grid = [ [w,w,w,w,w], [w,e,e,e,w], [w,e,e,b,w], [w,b,b,p,w], [w,e,e,b,w], [w,e,e,b,w], [w,e,e,e,w], [w,w,w,w,w], ]
getter and setters
Python does not have the Java tradition of setters and getters. If you want to work with a calculated property, of protect a property, you can use @property
. This can work like this
class Boxes: def __init__(self, row, ...): self._row = row ... @property def row(self): return self._row
and so on for char and column
double work
The position of the Boxes and the player is kept both in the MapGrid
, and in PlayerMan
and Boxes
. This is double work, and prone to errors.
Now to move something, you have to adapt it both in the grid (.despawn
and .spawnXXX
and on the PlayerMan
and Boxes
, resulting in a lot of unnecessary code.
All you really need to capture the state of the board is this:
class SokobanGrid(): def __init__(self, grid, position, strength=None): grid = list(map(list, grid)) # make a copy of the grid assert grid[position[0]][position[1]] == Tiles.PLAYER num_players = sum( sum(tile == Tiles.PLAYER for tile in row) for row in grid ) assert num_players == 1 self._grid = grid self._dimensions = len(grid), len(grid[0]) self.position = position self.strength = strength def copy(self): return SokobanGrid(self._grid, position=self.position)
displayOnScreen()
instead of making a method that returns a string representation of the board, you can define __str__
and/or __repr__
def __str__(self): rows = ( f'x{idx}: ' + ''.join(tile.value for tile in row) for idx, row in enumerate(self._grid) ) header = ' ' * 4 + ''.join(map(str, range(self._dimensions[1]))) + '\n' return header + '\n'.join(rows)
you can omit the position
parameter, and go look for it yourself.
g = SokobanGrid(grid=grid, position=(3, 3)) print(g)
01234 x0: 00000 x1: 0...0 x2: 0..£0 x3: 0££*0 x4: 0..£0 x5: 0..£0 x6: 0...0 x7: 00000
The interactions with the tile then go like this:
def tile(self, x, y): return self._grid[x][y] def iswall(self, x, y): return self.tile(x, y) == Tiles.WALL def isbox(self, x, y): return self.tile(x, y) == Tiles.BOX def isempty(self, x, y): return self.tile(x, y) == Tiles.EMPTY def set_tile(self, x, y, tile): self._grid[x][y] = tile def swap_tiles(self, old, new): old_tile = self.tile(*old) new_tile = self.tile(*new) self.set_tile(*old, new_tile) self.set_tile(*new, old_tile)
moving
Instead of a move method for each direction, you can make a generic one, that accepts a direction. The directions can be an Enum
, with a value the change in coordinates it entails (UP
is (-1, 0)
, because row 0 is the top row)
class Direction(Enum): UP = (-1, 0) DOWN = (1, 0) LEFT = (0, -1) RIGHT = (0, 1)
The first helper method yields all the moves in a certain direction until it hits a wall (not included) or an empty spot (included)
def _moves(self, Direction): x, y, = self.position x_max, y_max = self._dimensions dx, dy = Direction.value while 0 <= x < x_max and 0 <= y < y_max: if self.iswall(x, y): return yield x, y if self.isempty(x, y): return x, y = x + dx, y + dy
the second helper method checks whether the player can move in a certain direction:
def can_move(self, direction): for boxes, position in enumerate(self._moves(direction)): if self.isempty(*position): return True if self.iswall(*position): return False if self.strength and boxes > self.strength: return False return False
This raises a class IllegalMove(Exception): pass
to signal to the user interface that a move is not allowed. You might use a ValueError
instead
This can be tested with
d = Direction.DOWN u = Direction.UP l = Direction.LEFT r = Direction.RIGHT assert g.can_move(u) assert g.can_move(d) assert not g.can_move(l) assert not g.can_move(r)
The meaning of the strength parameter, is the maximum amount of boxes the player can push. If we set this to 1, it should not be able to push down anymore:
g_1 = g.copy() g_1.strength = 1 assert g_1.can_move(u) assert not g_1.can_move(d) assert not g_1.can_move(l) assert not g_1.can_move(r)
Now to move, we must start from the first empty tile to the player, and swap the tiles piece by piece
def move(self, direction): if not self.can_move(direction): raise IllegalMove moves = self._moves(direction) moves = reversed(list(moves)) for old, new in pairwise(moves): self.swap_tiles(old, new)
pairwise
is from the itertools recipes
from itertools import tee, takewhile def pairwise(iterable): "s -> (s0,s1), (s1,s2), (s2, s3), ..." a, b = tee(iterable) next(b, None) return zip(a, b)
so:
g_move = g.copy() g_move.move(d) print(g_move)
01234 x0: 00000 x1: 0...0 x2: 0..£0 x3: 0££.0 x4: 0..*0 x5: 0..£0 x6: 0..£0 x7: 00000
getCharLocation
,PlayerMan
,Boxes
. Please share more of the code. If you think it is too long to post here, put it on github or so. You seem to be keeping the locations of everything both in the grid and on the individual element, which complicates your code immensely.\$\endgroup\$@property
works will make your code cleaner\$\endgroup\$