fixed bug related to agent's starting position. reworked map generating method
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bf5e88a667
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@ -3,6 +3,18 @@ import random
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import project_constants as const
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import project_constants as const
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# auxiliary function that returns random attribute values based on their type
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def _get_random_attribute_values(self, attr_type, grid_dimensions):
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num_of_rows, num_of_columns = grid_dimensions
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if attr_type == int:
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# temporary solution
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return random.randint(num_of_rows + num_of_columns, (2 * num_of_rows + num_of_columns))
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else:
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pass
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class JsonGenerator:
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class JsonGenerator:
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grid = dict()
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grid = dict()
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@ -20,58 +32,69 @@ class JsonGenerator:
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self.grid["agent_starting_position"] = str(starting_row) + ',' + str(starting_column)
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self.grid["agent_starting_position"] = str(starting_row) + ',' + str(starting_column)
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# overwrites grid field with a new grid with randomized colors and mines
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# overwrites grid field with a new grid with randomized colors and mines
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def generate_randomized_grid(self, dimensions):
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def generate_randomized_grid(self, dimensions, mine_appearance_chance=0.25, predecessor_chance_decrease=0.25):
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# clearing grid field
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# clearing grid field
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self.clear_tile_dictionary()
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self.clear_tile_dictionary()
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# getting grid dimensions
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# getting grid dimensions
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num_of_rows, num_of_columns = dimensions
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num_of_rows, num_of_columns = dimensions
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tile_pool = []
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for i in range(num_of_rows):
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for i in range(num_of_rows):
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for j in range(num_of_columns):
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for j in range(num_of_columns):
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# picking random values for tiles
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# picking random values for tiles
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random_tile_color = random.choice(const.STRUCT_TILE_COLORS)
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random_tile_color = random.choice(const.STRUCT_TILE_COLORS)
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random_mine_type = random.choice(const.STRUCT_MINE_TYPES)
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# randomly checking if a mine should appear
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# adding added tile's index to a pool
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if random.random() < 0.75:
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tile_pool.append((i, j))
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# creating a tile without a mine
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self.add_tile((i, j), random_tile_color)
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else:
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# adding the random tile
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# picking random mine attribute values
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self.add_tile((i, j), random_tile_color)
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# deleting tile agent's starting tile from the set
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deleted_row, deleted_column = self.grid["agent_starting_position"].split(',')
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tile_pool.remove((int(deleted_row), int(deleted_column)))
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for i in range(num_of_rows):
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for j in range(num_of_columns):
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# checking if a mine will appear
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if random.random() < mine_appearance_chance and len(tile_pool) > 0 and tile_pool.__contains__((i, j)):
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# removing current tile from the set
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tile_pool.remove((i, j))
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# choosing random mine parameters
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random_mine_type = random.choice(const.STRUCT_MINE_TYPES)
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random_attribute_values = []
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random_attribute_values = []
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for attr_type in const.STRUCT_MINE_ATTRIBUTE_TYPES[random_mine_type]:
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for attr_type in const.STRUCT_MINE_ATTRIBUTE_TYPES[random_mine_type]:
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random_attribute_values.append(_get_random_attribute_values(self, attr_type, dimensions))
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if attr_type == int:
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# adding the mine
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min_value, max_value = (num_of_columns + num_of_rows) / 2, 2 *(num_of_columns + num_of_rows)
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self.set_a_mine((i, j), random_mine_type, random_attribute_values)
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random_value = random.randint(min_value, max_value)
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random_attribute_values.append(random_value)
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elif attr_type == (int, int):
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# if is ChainedMine create predecessors
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if random_mine_type == "chained":
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predecessor_appearance_chance = 1.0
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current_tile = str(i) + ',' + str(j)
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if i > 0:
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# create chained predecessors
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rand_i = random.randint(0, (i - 1))
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while random.random() < predecessor_appearance_chance and len(tile_pool) > 0:
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rand_j = random.randint(0, (num_of_columns - 1))
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predecessor_appearance_chance -= predecessor_chance_decrease
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random_attribute_values.append(str(rand_i) + ',' + str(rand_j))
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self.set_a_mine((rand_i, rand_j), "chained", [None])
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elif j > 0:
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predecessor_position = random.choice(tile_pool)
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rand_i = 0
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pre_row, pre_column = predecessor_position
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rand_j = random.randint(0, (j - 1))
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predecessor = str(pre_row) + ',' + str(pre_column)
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random_attribute_values.append(str(rand_i) + ',' + str(rand_j))
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tile_pool.remove(predecessor_position)
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self.set_a_mine((rand_i, rand_j), "chained", [None])
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else:
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self.set_a_mine(predecessor_position, "chained", [])
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random_attribute_values.append(None)
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# creating a tile with a mine
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self.grid[current_tile]["mine"]["predecessor"] = predecessor
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self.add_tile_with_a_mine(
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self.grid[predecessor]["mine"]["predecessor"] = None
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(i, j),
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random_tile_color,
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current_tile = predecessor
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random_mine_type,
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random_attribute_values)
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# adds a new tile or edits an existing one in the grid field
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# adds a new tile or edits an existing one in the grid field
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def add_tile(self, position, color):
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def add_tile(self, position, color):
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