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# Dungeon Game Enhanced Issues

So after the dungeon game lesson, I went on to do a couple of things: a. make the dungeon bigger (no issue) b. trail breadcrumbs (issues solved) c. make monster move (big issue(the monster moves according to the player, instead of random, I don't know why)) d. make the monster move 1 or 2 steps(most likely will be solved after previous issue is) e. leave an ending message to keep game open on desktop program reader. (no issue)

So this code is the one I attempted to use, making the monster visible just for debugging purposes, or to show how random it moves, but it sometimes goes invisible, and follows the player:

If you have any advice or could hint me in the direction I need to go, it'd be appreciated.

Most if any problems with spacing here will be due to having to put 4 (may have put more or less) spaces in front of the code.

```import random

CELLS = [(0, 0), (0, 1), (0, 2), (0, 3),
(1, 0), (1, 1), (1, 2), (1, 3),
(2, 0), (2, 1), (2, 2), (2, 3),
(3, 0), (3, 1), (3, 2), (3, 3),
(4, 0), (4, 1), (4, 2), (4, 3)]

ONETOTWO = (1,2)

dragon_set_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']

def get_locations():
monster = random.choice(CELLS)
door = random.choice(CELLS)
start = random.choice(CELLS)

if monster == door or door == start or start == monster:
return get_locations()

return monster, door, start

def move_player(player, move):
x, y = player

if move == 'LEFT':
y -= 1
elif move == 'RIGHT':
y += 1
elif move == 'UP':
x -= 1
elif move == 'DOWN':
x += 1

return x, y

def move_monster(monster, m_move):
s, t = monster

if m_move == 'LEFT':
t -= random.choice(ONETOTWO)
elif m_move == 'RIGHT':
t += random.choice(ONETOTWO)
elif m_move == 'UP':
s -= random.choice(ONETOTWO)
elif m_move == 'DOWN':
s += random.choice(ONETOTWO)

return s, t

the_player = []

def get_moves(player):
moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# player = (x,y)

if player[1] == 0:
moves.remove('LEFT')
if player[1] == 3:
moves.remove('RIGHT')
if player[0] == 0:
moves.remove('UP')
if player[0] == 4:
moves.remove('DOWN')
return moves

def monster_moves(monster):
m_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# monster = (x,y)

if monster[1] == 0:
m_moves.remove('LEFT')
if monster[1] == 3:
m_moves.remove('RIGHT')
if monster[0] == 0:
m_moves.remove('UP')
if monster[0] == 4:
m_moves.remove('DOWN')
return m_moves

def draw_map(player, monster):
print(' _ _ _ _')
tile = '|{}'

for idx, cell in enumerate(CELLS):
if idx in {0, 1, 2, 4, 5, 6, 8, 9, 10, 12, 13, 14, 16, 17, 18}:
if cell == player:
print(tile.format('X'),end='')
elif cell == monster:
print(tile.format('O'),end='')
elif cell in the_player:
print(tile.format('.'),end='')
else:
print(tile.format('_'),end='')
else:
if cell == player:
print(tile.format('X|'))
elif cell == monster:
print(tile.format('O|'),end='')
elif cell in the_player:
print(tile.format('.|'))
else: print(tile.format('_|'))

monster, door, player = get_locations()
print("Welcome to the dungeon!")

while True:
moves = get_moves(player)

print("You are currently in room {}".format(player))

draw_map(player, monster)

print("You can move {}".format(moves))
print("Enter 'QUIT' to ragequit")

move = input("> ")
move = move.upper()
the_player.append(player)

dragon_move = random.choice(dragon_set_moves)
dragon_moves = monster_moves(monster)

if move == 'QUIT':
break

if move in moves:
player = move_player(player, move)
else:
print("** Walls are hard, stop walking into them. **")
continue

if dragon_move in dragon_moves:
monster = move_monster(monster, move)
else:
continue

if player == door:
print("You escaped!")
leave = input("Great job, let's get outta here. ")
break
elif player == monster:
print("You were eaten by the dragon.")
leave = input("Damn, too bad, if you like having your arm chewed off, consider trying again!")
break
```

If you add the word python after the triple-backticks, you will get color coded formatting making it much easier to read. Thanks.

```import random

CELLS = [(0, 0), (0, 1), (0, 2), (0, 3),
(1, 0), (1, 1), (1, 2), (1, 3),
(2, 0), (2, 1), (2, 2), (2, 3),
(3, 0), (3, 1), (3, 2), (3, 3),
(4, 0), (4, 1), (4, 2), (4, 3)]

ONETOTWO = (1,2)

dragon_set_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']

def get_locations():
monster = random.choice(CELLS)
door = random.choice(CELLS)
start = random.choice(CELLS)

if monster == door or door == start or start == monster:
return get_locations()

return monster, door, start

def move_player(player, move):
x, y = player

if move == 'LEFT':
y -= 1
elif move == 'RIGHT':
y += 1
elif move == 'UP':
x -= 1
elif move == 'DOWN':
x += 1

return x, y

def move_monster(monster, m_move):
s, t = monster

if m_move == 'LEFT':
t -= random.choice(ONETOTWO)
elif m_move == 'RIGHT':
t += random.choice(ONETOTWO)
elif m_move == 'UP':
s -= random.choice(ONETOTWO)
elif m_move == 'DOWN':
s += random.choice(ONETOTWO)

return s, t

the_player = []

def get_moves(player):
moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# player = (x,y)

if player[1] == 0:
moves.remove('LEFT')
if player[1] == 3:
moves.remove('RIGHT')
if player[0] == 0:
moves.remove('UP')
if player[0] == 4:
moves.remove('DOWN')
return moves

def monster_moves(monster):
m_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# monster = (x,y)

if monster[1] == 0:
m_moves.remove('LEFT')
if monster[1] == 3:
m_moves.remove('RIGHT')
if monster[0] == 0:
m_moves.remove('UP')
if monster[0] == 4:
m_moves.remove('DOWN')
return m_moves

def draw_map(player, monster):
print(' _ _ _ _')
tile = '|{}'

for idx, cell in enumerate(CELLS):
if idx in {0, 1, 2, 4, 5, 6, 8, 9, 10, 12, 13, 14, 16, 17, 18}:
if cell == player:
print(tile.format('X'),end='')
elif cell == monster:
print(tile.format('O'),end='')
elif cell in the_player:
print(tile.format('.'),end='')
else:
print(tile.format('_'),end='')
else:
if cell == player:
print(tile.format('X|'))
elif cell == monster:
print(tile.format('O|'),end='')
elif cell in the_player:
print(tile.format('.|'))
else: print(tile.format('_|'))

monster, door, player = get_locations()
print("Welcome to the dungeon!")

while True:
moves = get_moves(player)

print("You are currently in room {}".format(player))

draw_map(player, monster)

print("You can move {}".format(moves))
print("Enter 'QUIT' to ragequit")

move = input("> ")
move = move.upper()
the_player.append(player)

dragon_move = random.choice(dragon_set_moves)
dragon_moves = monster_moves(monster)

if move == 'QUIT':
break

if move in moves:
player = move_player(player, move)
else:
print("** Walls are hard, stop walking into them. **")
continue

if dragon_move in dragon_moves:
monster = move_monster(monster, move)
else:
continue

if player == door:
print("You escaped!")
leave = input("Great job, let's get outta here. ")
break
elif player == monster:
print("You were eaten by the dragon.")
leave = input("Damn, too bad, if you like having your arm chewed off, consider trying again!")
break
```

## 3 Answers

*sigh, I was looking for answers to my problem, but thanks to both of you for teaching me a bit :p Good thing, since I found the answer myself just a moment ago. :p

I also made improvements to the game. To move the monster, I implemented a chase() function which simply looked at the monster and the players positions relative to each other. A simple call to chase(monster, player) is all it took.

```   def chase(self, prey):
moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']

if self.state == 'active':

if self.position[0] <= prey.position[0]:
moves.remove('LEFT')

if self.position[0] >= prey.position[0]:
moves.remove('RIGHT')

if self.position[1] <= prey.position[1]:
moves.remove('UP')

if self.position[1] >= prey.position[1]:
moves.remove('DOWN')

if len(moves) == 0:
moves.append('HOLD')

return(random.choice(moves))
```

My version is on Github (username: greeder59). But I gotta warn you, I am a bit further along in the course and it's all been rewritten as Object Oriented Python. But you should still be able to follow it.

MOD

Yukiru Senake : You seem to be passing `move` to both the player and dragon moves. Replace `move` with `dragon_move` as below:

``python if dragon_move in dragon_moves: monster = move_monster(monster, dragon_move) #<-- changed to dragon_move else: continue