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import json
from pathlib import Path
LEVELS_PER_DAT_FILE = 32
LEVEL_WIDTH = 32
LEVEL_HEIGHT = 32
LEVEL_SIZE = LEVEL_WIDTH * LEVEL_HEIGHT
EXPECTED_DAT_SIZE = LEVELS_PER_DAT_FILE * LEVEL_SIZE
PROJECT_ROOT = Path(__file__).resolve().parent.parent
DEFAULT_DAT_PATH = PROJECT_ROOT / "assets" / "Rat" / "level.dat"
DEFAULT_JSON_PATH = PROJECT_ROOT / "maze.json"
MAP_EMPTY = 0
MAP_WALL = 1
MAP_TUNNEL = 2
def get_default_map_source():
if DEFAULT_DAT_PATH.exists():
return DEFAULT_DAT_PATH
return DEFAULT_JSON_PATH
class Map:
"""Classe che rappresenta la mappa del labirinto."""
def __init__(self, maze_file=None, level_index=0):
self.source_path = self._resolve_source_path(maze_file)
self.level_index = level_index
self.tiles = self._load_tiles(self.source_path, level_index)
self.matrix = [
[cell == MAP_WALL for cell in row]
for row in self.tiles
]
self.height = len(self.tiles)
self.width = len(self.tiles[0])
def _resolve_source_path(self, maze_file):
if maze_file is None:
return get_default_map_source()
candidate = Path(maze_file)
if candidate.is_absolute():
return candidate
if candidate.exists():
return candidate.resolve()
project_candidate = PROJECT_ROOT / candidate
if project_candidate.exists():
return project_candidate
return project_candidate
def _load_tiles(self, source_path, level_index):
suffix = source_path.suffix.lower()
if suffix == ".dat":
return self._load_dat_level(source_path, level_index)
return self._load_json_level(source_path)
def _load_json_level(self, source_path):
with source_path.open("r", encoding="utf-8") as file:
matrix = json.load(file)
return [
[MAP_WALL if cell else MAP_TUNNEL for cell in row]
for row in matrix
]
def _load_dat_level(self, source_path, level_index):
raw_data = source_path.read_bytes()
if len(raw_data) != EXPECTED_DAT_SIZE:
raise ValueError(
f"Invalid DAT size for {source_path}: expected {EXPECTED_DAT_SIZE} bytes, got {len(raw_data)}"
)
normalized_level = level_index % LEVELS_PER_DAT_FILE
level_offset = normalized_level * LEVEL_SIZE
level_data = raw_data[level_offset:level_offset + LEVEL_SIZE]
matrix = []
for row in range(LEVEL_HEIGHT):
row_start = row * LEVEL_WIDTH
raw_row = level_data[row_start:row_start + LEVEL_WIDTH]
matrix.append(list(raw_row))
return matrix
def in_bounds(self, x, y):
return 0 <= x < self.width and 0 <= y < self.height
def get_cell(self, x, y):
return self.tiles[y][x]
def is_wall(self, x, y):
"""Restituisce True se la cella è un muro, False altrimenti."""
return self.matrix[y][x]
def is_traversable(self, x, y):
return self.get_cell(x, y) != MAP_WALL
def is_empty(self, x, y):
return self.get_cell(x, y) == MAP_EMPTY
def is_tunnel(self, x, y):
return self.get_cell(x, y) == MAP_TUNNEL
def get_tunnel_direction(self, x, y):
directions = [
("UP", 0, -1),
("DOWN", 0, 1),
("LEFT", -1, 0),
("RIGHT", 1, 0),
]
traversable_neighbors = []
for direction, dx, dy in directions:
nx = x + dx
ny = y + dy
if self.in_bounds(nx, ny) and self.is_traversable(nx, ny):
traversable_neighbors.append(direction)
if len(traversable_neighbors) == 1:
return traversable_neighbors[0]
if traversable_neighbors:
return traversable_neighbors[0]
return "UP"