Dodanie fukncji rozbrajania min w klasie minefield.
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7
main.py
7
main.py
@ -7,6 +7,8 @@ import project_constants as const
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import minefield as mf
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from mine_models.time_mine import TimeMine
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import searching_algorithms.a_star as a_star
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from display_assets import blit_graphics
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@ -68,6 +70,7 @@ def main():
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# drawing map so black screen doesn't appear
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blit_graphics(minefield)
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while running:
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# ============== #
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@ -234,6 +237,10 @@ def main():
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# is_game_over = False
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minefield.disarm_mine(1,1)
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if __name__ == "__main__":
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main()
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@ -11,4 +11,6 @@ class ChainedMine(Mine):
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super().__init__(position, active)
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def disarm(self):
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if (self.predecessor.active == False):
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super().disarm()
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pass
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@ -16,4 +16,4 @@ class Mine(ABC):
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@abstractmethod
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def disarm(self):
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pass
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self.active = False
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@ -7,4 +7,4 @@ class StandardMine(Mine):
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super().__init__(position, active)
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def disarm(self):
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pass
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super().disarm()
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@ -9,4 +9,4 @@ class TimeMine(Mine):
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super().__init__(position, active)
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def disarm(self):
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pass
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super().disarm()
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42
minefield.py
42
minefield.py
@ -4,6 +4,15 @@ import tile as tl
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from mine_models.time_mine import TimeMine
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import json_generator as jg
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import pygame
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import time
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from display_assets import blit_graphics
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from project_constants import HIGHLIGHT, INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON
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from ui.ui_components_list import UiComponentsList
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class Minefield:
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def __init__(self, json_path):
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@ -51,10 +60,37 @@ class Minefield:
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# check if sapper's destination is accessible
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# If Agent comes upon a tile with a mine his starting position shall be reestablished
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def is_valid_move(self, target_row: int, target_column: int):
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@staticmethod
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def is_valid_move(target_row: int, target_column: int):
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if 0 <= target_row < const.V_GRID_VER_TILES \
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and 0 <= target_column < const.V_GRID_HOR_TILES \
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and self.matrix[target_row][target_column].mine is None:
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and 0 <= target_column < const.V_GRID_HOR_TILES:
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return True
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return False
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def disarm_mine(self, x, y):
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tile = self.matrix[x][y]
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mine = tile.mine
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mine.disarm()
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# This for loop is temporary solution for graphics to refresh. It works weird but it will be changed eventually.
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for i in range(3):
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time.sleep(1)
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self.next_turn()
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# FPS control
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pygame.time.Clock().tick(const.V_FPS)
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delta_time = pygame.time.Clock().get_time() / 1000
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action_delta_time = delta_time / const.ACTION_INTERVAL
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# graphics (from display_assets)
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blit_graphics(self)
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const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((x, y)))
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self.agent.update_and_draw(const.SCREEN, 0, self)
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# drawing ui components so they don't "disappear"
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UiComponentsList([INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON]).draw_all(const.SCREEN,
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pygame.mouse.get_pos())
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# updating graphics
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pygame.display.flip()
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@ -22,7 +22,7 @@ V_NAME_OF_WINDOW = "MineFusion TM"
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DIR_ASSETS = os.path.join("resources", "assets")
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V_FPS = 60
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ACTION_INTERVAL = 0.3 # interval between two actions in seconds
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ACTION_INTERVAL = 0.6 # interval between two actions in seconds
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V_TILE_SIZE = 60
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V_GRID_VER_TILES = 10 # vertical (number of rows)
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@ -84,6 +84,7 @@ class Terrain(Enum):
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CONCRETE = 2
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GRASS = 5
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MUD = 8
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MINE = 500
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# =============== #
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6
tile.py
6
tile.py
@ -6,7 +6,9 @@ from project_constants import Terrain
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# It is used in Tile.cost (giving the value to the tile)
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def assume_cost(terrain_type):
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def assume_cost(terrain_type, mine):
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if mine is not None:
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return Terrain.MINE
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if terrain_type == "CONCRETE":
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return Terrain.CONCRETE
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elif terrain_type == "GRASS":
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@ -19,6 +21,6 @@ class Tile:
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def __init__(self, position, terrain_type=None, mine=None):
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self.position = position
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self.terrain_type = terrain_type
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self.cost = assume_cost(terrain_type)
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self.cost = assume_cost(terrain_type, mine)
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# mine is an instance of Mine class
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self.mine = mine
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