Test/bin/main/main.py
2021-05-23 22:32:00 +02:00

488 lines
15 KiB
Python

import os
import random
import time
from tkinter import *
from bin.Classess.Field import Field
from bin.Classess.Mine import Mine
from bin.Classess.Travel import Travel
from bin.Classess.Player import Player
import bin.Classess.Node as nd
import bin.Classess.Travel as tr
from resources.Globals import *
# WINDOW_X = 533 + 1200
# WINDOW_Y = 950
# FRAME_WIDTH = 533
# FRAME_HEIGHT = 533
#
# # Size of small image
# IMAGE_SIZE = 50
#
# AMOUNT_OF_MINES = 10
#
# DELAY_TIME = 0.5
# Creating objects
player = Player()
field = Field()
travel = Travel()
fringe = []
explored = []
action_list = []
images_coord = []
def Arrow(direction):
image = ""
if direction == "north":
image = player.arrow_north_image
elif direction == "south":
image = player.arrow_south_image
elif direction == "west":
image = player.arrow_west_image
elif direction == "east":
image = player.arrow_east_image
field.small_field_canvas.itemconfig(player.image_canvas_id, image=image)
# Putting images
def Fill(bool):
global images_coord
if bool:
field.PuttingSmallImages()
travel.points_coord.append(field.small_field_canvas.coords(field.canvas_small_images[0]))
travel.points_coord.extend(field.mines_coord)
print(travel.points_coord)
for i in range(0, len(travel.points_coord)):
travel.points_map[i + 1] = travel.points_coord[i]
# print(travel.points_map)
# key = list(travel.points_map.keys())
# print(key)
tr.genetic_algorithm(travel.points_map)
for i in range(0, len(field.canvas_small_images)):
images_coord.append(field.small_field_canvas.coords(field.canvas_small_images[i]))
# print("Coords List: ", images_coord)
nd.init_data(images_coord, field.cell_expense)
# Drawing red/green rectangles
for el in field.state_of_cell_array:
if el[0] != 0:
field.small_field_canvas.create_rectangle(el[0], el[1], el[0] + player.step - 2,
el[1] + player.step - 2, width=3, outline=el[2])
DrawingLargeImage()
def DrawingLargeImage():
large_img_name = field.large_image_array[player.current_array_y][player.current_array_x]
field.PuttingLargeImage(large_img_name)
def NextDirection(action):
# Define next direction
current_direction = player.direction
t = -1
for i in range(4):
if player.directions[i] == current_direction:
t = i
break
# Write next direction to Player
if action == "Right":
player.direction = player.directions[(t + 1) % 4]
elif action == "Left":
player.direction = player.directions[(t - 1) % 4]
return player.direction
def MovingForward():
if player.direction == "east" and field.small_field_canvas.coords(player.image_canvas_id)[0] + player.step < FRAME_WIDTH:
field.small_field_canvas.move(player.image_canvas_id, player.step, 0)
elif player.direction == "west" and field.small_field_canvas.coords(player.image_canvas_id)[0] > player.x_start:
field.small_field_canvas.move(player.image_canvas_id, -player.step, 0)
elif player.direction == "north" and field.small_field_canvas.coords(player.image_canvas_id)[1] > player.y_start:
field.small_field_canvas.move(player.image_canvas_id, 0, -player.step)
elif player.direction == "south" and field.small_field_canvas.coords(player.image_canvas_id)[1] + player.step < FRAME_HEIGHT:
field.small_field_canvas.move(player.image_canvas_id, 0, player.step)
def Moving(action):
# Moving
if action == "Right":
# player.MovingRight()
field.Moving()
Fill(False)
next_direction = NextDirection(action)
Arrow(next_direction)
elif action == "Left":
# player.MovingLeft()
field.Moving()
Fill(False)
next_direction = NextDirection(action)
Arrow(next_direction)
elif action == "Up":
player.Moving()
field.Moving()
Fill(False)
MovingForward()
Arrow(player.direction)
def ImagesInArray(directory, array):
# Filling array from directory
row = column = 0
for file in os.listdir(directory):
image_name = file
image_path = f"{directory}/{image_name}"
if directory == "../files/large_images":
image = PhotoImage(master=field.large_image_canvas, file=image_path)
else:
image = PhotoImage(master=field.small_field_canvas, file=image_path)
is_done = False
while not is_done:
if array[row][column] == 0:
array[row][column] = image
is_done = True
else:
column += 1
if column == 10:
column = 0
row += 1
if row == 10:
break
column += 1
if column == 10:
column = 0
row += 1
if row == 10:
break
def CellDesignation(array, color):
for element in array:
if element[0] == 0:
element[0] = player.current_x
element[1] = player.current_y
element[2] = color
break
def Action(action):
if action in ["Right", "Left", "Up", "space"]:
Moving(action)
elif action in ["1", "2"]:
if action == "1":
CellDesignation(field.state_of_cell_array, "red")
else:
CellDesignation(field.state_of_cell_array, "green")
# Modified by Artem to search in the status area
def create_action_list(states, index):
global fringe
global action_list
if index == 0:
action_list.reverse()
return True
action_list.append(fringe[index].action)
state_parent = [fringe[index].parent[0], fringe[index].parent[1]]
create_action_list(states, states.index(state_parent))
def MouseClickEvent(event):
global fringe
global explored
global action_list
start_position = field.small_field_canvas.coords(player.image_canvas_id)
end_position = []
# print("Pierwsza pozycja: {} {}".format(start_position[0], start_position[1]))
for i in range(0, len(field.canvas_small_images)):
img_coords = field.small_field_canvas.coords(field.canvas_small_images[i])
if (img_coords[0] <= event.x and event.x <= img_coords[0] + IMAGE_SIZE) and (img_coords[1] <= event.y and event.y <= img_coords[1] + IMAGE_SIZE):
end_position = img_coords
print("Color cost: ", field.cell_expense[i])
# if len(end_position) == 2:
# print("Koncowa pozycja: {} {}".format(end_position[0], end_position[1]))
node = nd.Node()
if len(fringe) == 0:
node.state.coord = start_position
node.state.direction = "east"
else:
states = []
for k in range(0, len(fringe)):
new_state = fringe[k].state.coord
states.append(new_state)
start_node = fringe[-1]
node.state.coord = start_node.state.coord
node.state.direction = start_node.state.direction
fringe.clear()
explored.clear()
action_list.clear()
fringe = nd.graph_search_A(fringe, explored, node.state, end_position)
# fringe = nd.graph_search(fringe, explored, node.state, end_position)
states = []
goal_all = []
for i in range(0, len(fringe)):
new_state = [fringe[i].state.coord, fringe[i].state.direction]
states.append(new_state)
if end_position[0] == fringe[i].state.coord[0] and end_position[1] == fringe[i].state.coord[1]:
goal_all.append(fringe[i])
elem_min = goal_all[0]
for i in range(1, len(goal_all)):
if elem_min.priority > goal_all[i].priority:
elem_min = goal_all[i]
index = fringe.index(elem_min)
fringe = fringe[:index + 1]
create_action_list(states, -1)
# for i in range(0, len(fringe)):
# print('Node{} = State: {} {}, Parent: {} {} {}, Action: {}'.format(i + 1, fringe[i].state.coord, fringe[i].state.direction, fringe[i].parent[0], fringe[i].parent[1], fringe[i].parent[2], fringe[i].action))
print(action_list)
# Start moving
AutoMove()
def PutMines(mines_array):
counter = 0
while counter < AMOUNT_OF_MINES:
x = random.randint(0, 9)
y = random.randint(0, 9)
is_equal = False
for mine in mines_array:
if mine.array_x == x and mine.array_y == y:
is_equal = True
if not is_equal:
if x == 0 and y == 0:
continue
else:
mine = Mine(x, y)
mines_array.append(mine)
field.field_state_array[x][y] = True
counter += 1
def MinesInArrays(mines_array, directory, imgs_array, bool_mines_coord):
counter = 0
temp_array = []
if directory == "../../files/small_mines_images":
for file in os.listdir(directory):
if counter < AMOUNT_OF_MINES:
image_name = file
image_path = f"{directory}/{image_name}"
image = PhotoImage(master=field.small_field_canvas, file=image_path)
temp_array.append(image)
counter += 1
for i in range(AMOUNT_OF_MINES):
mines_array[i].small_img = temp_array[i]
# Add images in image array
imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
elif directory == "../../files/large_mines_images":
for file in os.listdir(directory):
if counter < AMOUNT_OF_MINES:
image_name = file
image_path = f"{directory}/{image_name}"
image = PhotoImage(master=field.large_image_canvas, file=image_path)
temp_array.append(image)
counter += 1
for i in range(AMOUNT_OF_MINES):
mines_array[i].large_img = temp_array[i]
# Add images in image array
imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
if bool_mines_coord:
for i in range(len(mines_array)):
field.mines_coord.append([mines_array[i].array_x, mines_array[i].array_y])
def DrawFlag():
field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW, image=field.flag_img)
def IsItMine():
visited = 0 # 0 - not mine; 1 - on this mine for the first time; 2 - already been on this mine
# Checks if the player is on the mine
for i in field.mines_coord:
if i[0] == player.current_x and i[1] == player.current_y:
visited = 1
# Checks if the player has already been on this mine
for y in field.visited_mines:
if y[0] == player.current_x and y[1] == player.current_y:
visited = 2
if visited == 1:
DrawFlag()
def AutoMove():
for action in action_list:
# Program wait for better illustration
time.sleep(DELAY_TIME)
# Move once
Action(action)
# Check if player on mine and if yes, draw flag
IsItMine()
# Update main window
field.win.update()
# Draws rectangles that indicate type of cells
def DrawRectangle():
x = 4
y = 4
color = None
# Chose color for rectangle
for i in range(len(field.cell_expense)):
if field.cell_expense[i] == 10:
color = "None"
elif field.cell_expense[i] == 20:
color = "yellow"
elif field.cell_expense[i] == 40:
color = "dodger blue"
elif field.cell_expense[i] == 5:
color = "green4"
if color != "None":
field.small_field_canvas.create_rectangle(x, y, x + IMAGE_SIZE + 2, y + IMAGE_SIZE + 2, width=2, outline=color)
x += player.step
if x + IMAGE_SIZE + 2 > field.width:
x = 4
y += player.step
def AddCostCellsToArray(amount, cost):
counter = 0
while counter < amount:
r = random.randint(0, 99)
if field.cell_expense[r] == 0:
field.cell_expense[r] = cost
counter += 1
def CostingOfCells():
AddCostCellsToArray(amount_of_sand_cells, sand_cell_cost)
AddCostCellsToArray(amount_of_water_cells, water_cell_cost)
AddCostCellsToArray(amount_of_swamp_cells, swamp_cell_cost)
AddCostCellsToArray(field.rows * field.columns - (amount_of_sand_cells + amount_of_water_cells + amount_of_swamp_cells), standard_cell_cost)
# Draw rectangles
DrawRectangle()
def click_button():
btn.destroy()
label = Label(field.win, text='Prepod lox\nPrepod lox\nPrepod lox\nPrepod lox\nPrepod lox\nPrepod lox\n', fg='black')
label.place(x=50, y=570)
def main():
# Creating the main window of an application
win_size = f'{WINDOW_X}x{WINDOW_Y}'
field.win.title("Sapper")
field.win.configure(bg='gray')
field.win.geometry(win_size)
print(f'Amount of mines: {AMOUNT_OF_MINES}')
global btn
btn = Button(field.win,
text="Search for mines", # текст кнопки
background="#555", # фоновый цвет кнопки
foreground="#ccc", # цвет текста
padx="20", # отступ от границ до содержимого по горизонтали
pady="8", # отступ от границ до содержимого по вертикали
font="16", # высота шрифта
command=click_button
)
btn.place(x=50, y=570)
# Create array with mines objects
mines_array = []
# Put mines on coordinates
PutMines(mines_array)
MinesInArrays(mines_array, "../../files/small_mines_images", field.small_image_array, True)
MinesInArrays(mines_array, "../../files/large_mines_images", field.large_image_array, False)
# Filling image arrays
small_directory = "../../files/small_images"
ImagesInArray(small_directory, field.small_image_array)
large_directory = "../../files/large_images"
ImagesInArray(large_directory, field.large_image_array)
CostingOfCells()
# Add arrow image to Player class
images = []
for file in os.listdir("../../files/arrow"):
path = f"../../files/arrow/{file}"
img = PhotoImage(master=field.small_field_canvas, file=path)
images.append(img)
player.arrow_east_image = images[0]
player.arrow_north_image = images[1]
player.arrow_south_image = images[2]
player.arrow_west_image = images[3]
# Filling window with images
Fill(True)
# Drawing arrow (player)
image = player.arrow_east_image
player.image_canvas_id = field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW,
image=image)
# Arrow(player.direction)
# Rectangle(True, "None")
# Rectangle()
# Binding keyboard press to function
# field.win.bind("<Key>", Action)
field.small_field_canvas.bind("<Button-1>", MouseClickEvent)
# Starting mainloop for window
field.win.mainloop()
if __name__ == '__main__':
main()