implemented auto-mode

This commit is contained in:
s452645 2021-05-23 08:43:31 +02:00
parent 90e9dcd6ff
commit cfe686ca24
3 changed files with 36 additions and 4 deletions

17
game.py
View File

@ -1,4 +1,4 @@
from random import randint
from random import choice, randint
import project_constants as const
@ -112,8 +112,20 @@ class Game:
def get_turn_number(self):
return self.turn
# draws a random mine to disarm (in auto mode)
def set_random_mine_as_target(self):
self.goal = choice(self.minefield.get_active_mines()).position
# display new destination
self.input_box_row.set_texts(user_input=str(self.goal[0]))
self.input_box_column.set_texts(user_input=str(self.goal[1]))
# prevents highlighting input_box_row,
# couldn't find any better solution w/o major Game class changes
self.input_box_row.set_is_selected(False)
# gets action sequence for agent
def get_action_sequence(self):
def get_action_sequence(self, target_type: str = "tile"):
return a_star.graphsearch(
initial_state=a_star.State(
row=self.agent.row,
@ -121,6 +133,7 @@ class Game:
direction=self.agent.direction
),
minefield=self.minefield,
target_type=target_type,
tox=self.goal[0],
toy=self.goal[1]
)

19
main.py
View File

@ -26,6 +26,7 @@ def main():
# setting flags for program
running = True
in_menu = True
auto = False
is_game_over = False
# create and initialize_gui_components game instance
@ -38,7 +39,7 @@ def main():
# ==== MENU ==== #
# ============== #
while running and in_menu:
while running and in_menu and not auto:
events = pygame.event.get()
# checking if game should stop running
@ -59,12 +60,21 @@ def main():
# if ok button is clicked then leave menu section
in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
# if auto button is clicked then leave menu and start auto-mode
auto = game.button_auto.is_clicked(pygame.mouse.get_pos(), events)
# ========================== #
# ==== BEFORE GAME LOOP ==== #
# ========================== #
# getting action sequence for agent
action_sequence = game.get_action_sequence()
if auto:
in_menu = False
game.set_random_mine_as_target()
action_sequence = game.get_action_sequence("mine")
else:
action_sequence = game.get_action_sequence("tile")
# initializing game attributes before the game loop
game.initialize_before_game_loop()
@ -88,6 +98,11 @@ def main():
# drawing minefield and agent instances
game.draw_minefield()
# handling auto button (clicking quits auto-mode)
if auto:
game.button_auto.set_flags(is_active=True)
auto = not game.button_auto.is_clicked(pygame.mouse.get_pos(), events)
# drawing inactive gui components so they don't "disappear"
game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
game.set_is_active_flag_for_all_in_game_gui_components(False)

View File

@ -111,6 +111,10 @@ def graphsearch(initial_state: State,
goal_test = mine_goal_test
else:
goal_test = tile_goal_test
if minefield.matrix[GOAL[0]][GOAL[1]].mine is not None and minefield.matrix[GOAL[0]][GOAL[1]].mine.active:
# TODO: cross-platform popup, move to separate function
ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1)
return []
# fringe and explored initialization
if fringe is None: