Navigate through different maps while climbing ladders
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		@@ -55,7 +55,7 @@ class Game:
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        # TODO generate a new map procedurally
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        self.maps = []
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        self.map_index = 0
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        self.map = Map.load(ResourceManager.get_asset_path("example_map_2.txt"))
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        self.map = Map.load(ResourceManager.get_asset_path("example_map.txt"))
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        self.map.logs = self.logs
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        self.logs.clear()
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        self.player = Player()
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@@ -102,6 +102,24 @@ class Game:
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                self.handle_key_pressed(
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                    KeyValues.translate_key(key, self.settings), key)
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            # FIXME This code should not be there, but rather in Map.tick
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            y, x = self.player.y, self.player.x
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            if self.map.tiles[y][x].is_ladder():
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                # We move up on the ladder of the beginning,
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                # down at the end of the stage
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                move_down = y != self.map.start_y and x != self.map.start_x
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                old_map = self.map
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                self.map_index += 1 if move_down else -1
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                self.map_index = max(0, self.map_index)
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                while self.map_index >= len(self.maps):
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                    self.maps.append(Map.load(ResourceManager.get_asset_path(
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                        "example_map_2.txt")))
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                new_map = self.map
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                old_map.remove_entity(self.player)
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                new_map.add_entity(self.player)
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                self.player.move(self.map.start_y, self.map.start_x)
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                self.display_actions(DisplayActions.UPDATE)
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    def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
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            -> None:
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        """
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@@ -140,10 +140,13 @@ class Map:
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        Put randomly {count} entities on the map, where it is available.
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        """
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        for ignored in range(count):
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            y, x = 0, 0
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            while True:
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                y, x = randint(0, self.height - 1), randint(0, self.width - 1)
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                try:
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                    tile = self.tiles[y][x]
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                except Exception as e:
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                    raise Exception(y, x, len(self.tiles))
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                else:
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                    if tile.can_walk():
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                        break
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            entity = choice(Entity.get_all_entity_classes())()
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