GenericAI_Sweeper/main.py

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import pygame as pg
import sys
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import ctypes
from os import path
from matplotlib import pyplot
from sklearn import datasets
from sklearn.tree import DecisionTreeClassifier
from sklearn import tree
from maze import *
from grid import *
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from settings import *
from sprites import *
from graphsearch import *
from astar2 import *
from pizza import *
from learning import *
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class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(500, 100)
self.load_data()
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self.wentyl_bezpieczenstwa = 0
#ExampleGenerator.generate(ExampleGenerator)
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def load_data(self):
game_folder = path.dirname(__file__)
self.map_data = []
with open(path.join(game_folder, 'main_map.txt'), 'rt') as f:
for line in f:
self.map_data.append(line)
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def new(self):
# initialize all variables and do all the setup for a new game
#glebokosc rozmiar masa moc szkodliwosc zabawka stan teledysk
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self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
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self.mines = pg.sprite.Group()
self.puddles = pg.sprite.Group()
for row, tiles in enumerate(self.map_data):
for col, tile in enumerate(tiles):
if tile == '2':
Mine(self, col, row)
Mine.set_parameters(Mine,18,32,6,7,0,0,0,0)
if tile == '3':
Bomb(self, col, row)
if tile == '4':
Grenade(self, col, row)
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if tile == "#":
Wall(self, col, row)
if tile == 'p':
Puddle(self, col, row)
if tile == '>':
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self.player = Player(self, col, row, Direction.Right.name)
if tile == '^':
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self.player = Player(self, col, row, Direction.Up.name)
if tile == '<':
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self.player = Player(self, col, row, Direction.Left.name)
if tile == 'v':
self.player = Player(self, col, row, Direction.Down.name)
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def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
while self.playing:
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.all_sprites.update()
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
def draw(self):
self.screen.fill(BGCOLOR)
self.draw_grid()
self.all_sprites.draw(self.screen)
pg.display.flip()
def events(self):
# catch all events here
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for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_LEFT:
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self.player.move(dx=0, move='Left')
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if event.key == pg.K_RIGHT:
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self.player.move(dx=0, move='Right')
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if event.key == pg.K_UP:
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self.player.move(dy=0, move='Forward')
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if event.key == pg.K_F2 and self.wentyl_bezpieczenstwa == 0:
self.player.maze.run()
self.player.parse_maze_moves()
self.i_like_to_move_it()
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self.wentyl_bezpieczenstwa = 1
if event.key == pg.K_F3:
pg.event.clear()
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player_moves = BFS.run()
self.graph_move(player_moves)
#self.wentyl_bezpieczenstwa = 1
if event.key == pg.K_F4 and self.wentyl_bezpieczenstwa == 0:
pg.event.clear()
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#print("test1")
agent = SweeperAgent()
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player_moves = SweeperAgent.run(agent)
self.graph_move(player_moves)
self.wentyl_bezpieczenstwa = 1
# Test.run()
if event.key == pg.K_F5:
self.player.decision_tree_learning()
#print("lol xD")
pg.event.clear()
if event.key == pg.K_F6:
pg.event.clear()
#self.wentyl_bezpieczenstwa = 1
"""X = [[6,15,31,5,0,0,1,0],[6,36,5,8,1,1,1,0],
[13,40,29,3,0,0,0,0], [15,25,23,7,0,0,1,1],
[17,34,5,5,1,1,0,1], [3,9,28,8,0,0,1,0],
[18,38,43,6,1,1,1,1], [3,8,53,4,1,1,1,1],
[9,40,47,1,1,0,1,1],[11,23,31,5,0,0,1,1]]
Y = [1,5,1,1,4,1,2,2,1,1]
clf = tree.DecisionTreeClassifier()
clf = clf.fit(X,Y)
tree.plot_tree(clf)"""
"""my_learning = Learning()
my_learning.load_data()
my_learning.learn()
my_learning.draw_tree()
my_learning.predict()"""
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def graph_move(self, moves):
for i in moves:
if i == 'Right':
self.player.move(dx=0, move='Right')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Left':
self.player.move(dx=0, move='Left')
self.update()
self.draw()
pg.time.delay(250)
if i == 'Forward':
self.player.move(dx=0, move='Forward')
self.update()
self.draw()
pg.time.delay(250)
def i_like_to_move_it(self):
for i in self.player.moves:
if i == 'Right':
self.player.move(dx=1, direction='Right')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Right':
self.player.move(0, 0, direction='Right')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Left':
self.player.move(dx=-1, direction='Left')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Left':
self.player.move(0, 0, direction='Left')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Down':
self.player.move(dy=1, direction='Down')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Down':
self.player.move(0, 0, direction='Down')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Up':
self.player.move(dy=-1, direction='Up')
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self.update()
self.draw()
pg.time.delay(250)
if i == 'Turn Up':
self.player.move(0, 0, direction='Up')
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self.update()
self.draw()
pg.time.delay(250)
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def show_start_screen(self):
pass
def show_go_screen(self):
pass
# create the game object
g = Game()
g.show_start_screen()
#m = Maze()
#m.run()
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while True:
g.new()
g.run()
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g.show_go_screen()