-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathobstacles.py
More file actions
102 lines (101 loc) · 2.17 KB
/
Copy pathobstacles.py
File metadata and controls
102 lines (101 loc) · 2.17 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
from main import *
obstacles = {
"Tree": Obstacle(
name="Tree",
width=2,
height=2,
material=ObstacleMaterial.WOOD,
is_water=False
),
"Rock": Obstacle(
name="Rock",
width=1,
height=1,
material=ObstacleMaterial.STONE,
is_water=False
),
"Bush": Obstacle(
name="Bush",
width=1,
height=1,
material=ObstacleMaterial.GRASS,
is_water=False
),
"Stone Wall": Obstacle(
name="Stone Wall",
width=2,
height=2,
material=ObstacleMaterial.STONE,
is_water=False
),
"Wooden Fence": Obstacle(
name="Wooden Wall",
width=2,
height=2,
material=ObstacleMaterial.WOOD,
is_water=False
),
"Iron Fence": Obstacle(
name="Iron Wall",
width=2,
height=2,
material=ObstacleMaterial.METAL,
is_water=False
),
"Concrete Wall": Obstacle(
name="Concrete Wall",
width=2,
height=2,
material=ObstacleMaterial.CONCRETE,
is_water=False
),
"Net": Obstacle(
name="Net",
width=1,
height=1,
material=ObstacleMaterial.PLASTIC,
is_water=False
),
"Barbed Wire": Obstacle(
name="Barbed Wire",
width=1,
height=1,
material=ObstacleMaterial.METAL,
is_water=False
),
"Dead Tree": Obstacle(
name="Dead Tree",
width=2,
height=2,
material=ObstacleMaterial.WOOD,
is_water=False
),
"Cactus": Obstacle(
name="Cactus",
width=1,
height=1,
material=ObstacleMaterial.GRASS,
is_water=False
),
"Bamboo": Obstacle(
name="Bamboo",
width=1,
height=1,
material=ObstacleMaterial.GRASS,
is_water=False
),
"Bamboo Shoots": Obstacle(
name="Bamboo Shoots",
width=1,
height=1,
material=ObstacleMaterial.GRASS,
is_water=False
),
"Water": Obstacle(
name="Water",
width=1,
height=1,
material=ObstacleMaterial.WATER,
is_water=True
)
}