Projekt_Sztuczna_Inteligencja/minefield.py

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import json
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import project_constants as const
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import tile as tl
from mines_models import standard_mine as sm
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tile_asset_options = {
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"BLUE": const.ASSET_TILE_BLUE,
"GREEN": const.ASSET_TILE_GREEN,
"ORANGE": const.ASSET_TILE_ORANGE,
"PURPLE": const.ASSET_TILE_PURPLE,
"RED": const.ASSET_TILE_RED,
"WHITE": const.ASSET_TILE_WHITE,
"YELLOW": const.ASSET_TILE_YELLOW
}
mine_asset_options = {
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'A': const.ASSET_MINE_A,
'B': const.ASSET_MINE_B,
'F': const.ASSET_MINE_F,
'K': const.ASSET_MINE_K
}
def calculate_screen_position(x, y):
coords = (
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const.V_SCREEN_PADDING + const.V_TILE_SIZE * x,
const.V_SCREEN_PADDING + const.V_TILE_SIZE * y,
)
return coords
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class Minefield:
def __init__(self, json_path):
self.turn = 0
# self.sapper = new Sapper Object (yet to be implemented)
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# open JSON with minefield info
with open(json_path) as json_data:
data = json.load(json_data)
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# create matrix of a desired size, fill it with default tile objects
self.matrix = [
[
tl.Tile((x, y)) for y in range(const.V_GRID_VER_TILES)
] for x in range(const.V_GRID_HOR_TILES)
]
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# iterate through tiles, set their colors and add mines
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for x in range(const.V_GRID_HOR_TILES):
for y in range(const.V_GRID_VER_TILES):
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# load tile's data from json
tile_data = data[f"{x},{y}"]
# create and add mine if there is one
if tile_data["mine"] is not None:
# TODO: check mine type and create suitable one
# JSON file doesn't represent new mine types yet, so every mine is a standard one at the moment
mine = sm.StandardMine((x, y))
self.matrix[x][y].mine = mine
self.matrix[x][y].color = tile_data["color"].upper()
# probably a temporary solution
# (depends on sapper's movement implementation)
sapper_x, sapper_y = data['agent_starting_position'].split(",")
self.sapper_position = (int(sapper_x), int(sapper_y))
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def draw(self, window):
# iterate through tiles
for raw in self.matrix:
for tile in raw:
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# calculate tile position on the screen
tile_screen_coords = calculate_screen_position(tile.position[0], tile.position[1])
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# draw a tile
window.blit(tile_asset_options.get(tile.color), tile_screen_coords)
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# draw a mine on top if there is one
if tile.mine is not None:
# TODO: blit appropriate mine type
# current icons don't represent actual types, thus every mine has the same icon (temporary solution)
window.blit(mine_asset_options['A'], tile_screen_coords)
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# draw the sapper
sapper_screen_coords = calculate_screen_position(self.sapper_position[0], self.sapper_position[1])
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window.blit(const.ASSET_SAPPER, sapper_screen_coords)
# ================ #
# === MOVEMENT === #
# ================ #
# check if sapper's destination is accessible
def is_valid_move(self, target_x: int, target_y: int):
if 0 <= target_x < const.V_GRID_HOR_TILES and \
0 <= target_y < const.V_GRID_VER_TILES and \
self.matrix[target_x][target_y].mine is None:
return True
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return False
# Here are defined functions that move our agent. They are being called in main when certain key is pressed
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def go_right(self):
target_x = self.sapper_position[0] + 1
target_y = self.sapper_position[1]
if self.is_valid_move(target_x, target_y):
self.sapper_position = (target_x, target_y)
def go_left(self):
target_x = self.sapper_position[0] - 1
target_y = self.sapper_position[1]
if self.is_valid_move(target_x, target_y):
self.sapper_position = (target_x, target_y)
def go_up(self):
target_x = self.sapper_position[0]
target_y = self.sapper_position[1] - 1
if self.is_valid_move(target_x, target_y):
self.sapper_position = (target_x, target_y)
def go_down(self):
target_x = self.sapper_position[0]
target_y = self.sapper_position[1] + 1
if self.is_valid_move(target_x, target_y):
self.sapper_position = (target_x, target_y)