implemented auto-mode
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17
game.py
17
game.py
@ -1,4 +1,4 @@
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from random import randint
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from random import choice, randint
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import project_constants as const
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import project_constants as const
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@ -112,8 +112,20 @@ class Game:
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def get_turn_number(self):
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def get_turn_number(self):
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return self.turn
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return self.turn
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# draws a random mine to disarm (in auto mode)
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def set_random_mine_as_target(self):
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self.goal = choice(self.minefield.get_active_mines()).position
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# display new destination
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self.input_box_row.set_texts(user_input=str(self.goal[0]))
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self.input_box_column.set_texts(user_input=str(self.goal[1]))
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# prevents highlighting input_box_row,
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# couldn't find any better solution w/o major Game class changes
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self.input_box_row.set_is_selected(False)
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# gets action sequence for agent
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# gets action sequence for agent
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def get_action_sequence(self):
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def get_action_sequence(self, target_type: str = "tile"):
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return a_star.graphsearch(
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return a_star.graphsearch(
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initial_state=a_star.State(
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initial_state=a_star.State(
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row=self.agent.row,
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row=self.agent.row,
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@ -121,6 +133,7 @@ class Game:
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direction=self.agent.direction
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direction=self.agent.direction
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),
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),
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minefield=self.minefield,
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minefield=self.minefield,
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target_type=target_type,
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tox=self.goal[0],
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tox=self.goal[0],
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toy=self.goal[1]
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toy=self.goal[1]
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)
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)
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19
main.py
19
main.py
@ -26,6 +26,7 @@ def main():
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# setting flags for program
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# setting flags for program
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running = True
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running = True
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in_menu = True
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in_menu = True
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auto = False
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is_game_over = False
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is_game_over = False
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# create and initialize_gui_components game instance
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# create and initialize_gui_components game instance
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@ -38,7 +39,7 @@ def main():
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# ==== MENU ==== #
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# ==== MENU ==== #
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# ============== #
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# ============== #
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while running and in_menu:
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while running and in_menu and not auto:
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events = pygame.event.get()
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events = pygame.event.get()
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# checking if game should stop running
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# checking if game should stop running
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@ -59,12 +60,21 @@ def main():
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# if ok button is clicked then leave menu section
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# if ok button is clicked then leave menu section
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in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
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in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
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# if auto button is clicked then leave menu and start auto-mode
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auto = game.button_auto.is_clicked(pygame.mouse.get_pos(), events)
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# ========================== #
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# ========================== #
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# ==== BEFORE GAME LOOP ==== #
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# ==== BEFORE GAME LOOP ==== #
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# ========================== #
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# ========================== #
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# getting action sequence for agent
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# getting action sequence for agent
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action_sequence = game.get_action_sequence()
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if auto:
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in_menu = False
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game.set_random_mine_as_target()
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action_sequence = game.get_action_sequence("mine")
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else:
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action_sequence = game.get_action_sequence("tile")
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# initializing game attributes before the game loop
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# initializing game attributes before the game loop
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game.initialize_before_game_loop()
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game.initialize_before_game_loop()
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@ -88,6 +98,11 @@ def main():
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# drawing minefield and agent instances
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# drawing minefield and agent instances
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game.draw_minefield()
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game.draw_minefield()
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# handling auto button (clicking quits auto-mode)
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if auto:
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game.button_auto.set_flags(is_active=True)
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auto = not game.button_auto.is_clicked(pygame.mouse.get_pos(), events)
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# drawing inactive gui components so they don't "disappear"
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# drawing inactive gui components so they don't "disappear"
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game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
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game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
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game.set_is_active_flag_for_all_in_game_gui_components(False)
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game.set_is_active_flag_for_all_in_game_gui_components(False)
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@ -111,6 +111,10 @@ def graphsearch(initial_state: State,
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goal_test = mine_goal_test
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goal_test = mine_goal_test
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else:
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else:
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goal_test = tile_goal_test
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goal_test = tile_goal_test
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if minefield.matrix[GOAL[0]][GOAL[1]].mine is not None and minefield.matrix[GOAL[0]][GOAL[1]].mine.active:
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# TODO: cross-platform popup, move to separate function
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ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1)
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return []
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# fringe and explored initialization
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# fringe and explored initialization
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if fringe is None:
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if fringe is None:
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