integrated explosion animation, reformatted roulette-GA file
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algorithms/learn/genetic_algorithm/ga_roulette.py
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175
algorithms/learn/genetic_algorithm/ga_roulette.py
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@ -0,0 +1,175 @@
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import numpy as np
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import random
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import operator
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import pandas as pd
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from algorithms.learn.genetic_algorithm import helpers
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import os
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from minefield import Minefield
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gl_minefield = None
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scores_table = None
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class Fitness:
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def __init__(self, route):
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self.route = route
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self.score = 0
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self.fitness = 0.0
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def route_distance(self):
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if self.score == 0:
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self.score = helpers.get_score(gl_minefield, self.route, scores_table)
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return self.score
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def route_fitness(self):
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if self.fitness == 0:
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self.fitness = 1000 / float(self.route_distance())
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return self.fitness
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def create_route(mine_list):
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route = random.sample(mine_list, len(mine_list))
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return route
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def initial_population(pop_size, mine_list):
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population = []
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for i in range(0, pop_size):
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population.append(create_route(mine_list))
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return population
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def rank_routes(population):
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fitness_results = {}
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for i in range(0, len(population)):
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fitness_results[i] = Fitness(population[i]).route_fitness()
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return sorted(fitness_results.items(), key=operator.itemgetter(1), reverse=True)
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def selection(pop_ranked, elite_size):
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selection_results = []
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df = pd.DataFrame(np.array(pop_ranked), columns=["Index", "Fitness"])
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df['cum_sum'] = df.Fitness.cumsum()
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df['cum_perc'] = 100 * df.cum_sum / df.Fitness.sum()
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for i in range(0, elite_size):
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selection_results.append(pop_ranked[i][0])
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for i in range(0, len(pop_ranked) - elite_size):
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pick = 100 * random.random()
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for j in range(0, len(pop_ranked)):
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if pick <= df.iat[j, 3]:
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selection_results.append(pop_ranked[j][0])
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break
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return selection_results
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def mating_pool(population, selection_results):
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matingpool = []
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for i in range(0, len(selection_results)):
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index = selection_results[i]
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matingpool.append(population[index])
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return matingpool
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def breed(parent1, parent2):
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child_p1 = []
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gene_a = int(random.random() * len(parent1))
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gene_b = int(random.random() * len(parent1))
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start_gene = min(gene_a, gene_b)
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end_gene = max(gene_a, gene_b)
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for i in range(start_gene, end_gene):
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child_p1.append(parent1[i])
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child_p2 = [item for item in parent2 if item not in child_p1]
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child = child_p1 + child_p2
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return child
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def breed_population(matingpool, elite_size):
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children = []
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length = len(matingpool) - elite_size
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pool = random.sample(matingpool, len(matingpool))
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for i in range(0, elite_size):
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children.append(matingpool[i])
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for i in range(0, length):
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child = breed(pool[i], pool[len(matingpool) - i - 1])
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children.append(child)
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return children
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def mutate(individual, mutation_rate):
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for swapped in range(len(individual)):
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if random.random() < mutation_rate:
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swap_with = int(random.random() * len(individual))
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city1 = individual[swapped]
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city2 = individual[swap_with]
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individual[swapped] = city2
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individual[swap_with] = city1
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return individual
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def mutate_population(population, mutation_rate):
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mutated_pop = []
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for ind in range(0, len(population)):
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mutated_ind = mutate(population[ind], mutation_rate)
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mutated_pop.append(mutated_ind)
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return mutated_pop
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def next_generation(scores, current_gen, elite_size, mutation_rate):
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selection_results = selection(scores, elite_size)
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matingpool = mating_pool(current_gen, selection_results)
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children = breed_population(matingpool, elite_size)
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next_gen = mutate_population(children, mutation_rate)
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return next_gen
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def genetic_algorithm(minefield, population, pop_size, elite_size, mutation_rate, generations):
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global gl_minefield, scores_table
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gl_minefield = minefield
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scores_table = helpers.create_scores_table(gl_minefield)
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pop = initial_population(pop_size, population)
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scores = rank_routes(pop)
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print("Initial score: " + str(1000 / scores[0][1]))
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for i in range(0, generations):
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pop = next_generation(scores, pop, elite_size, mutation_rate)
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scores = rank_routes(pop)
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print(f"Generation {i} best score: {str(1000 / scores[0][1])}")
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best_route_index = scores[0][0]
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best_route = pop[best_route_index]
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print(best_route)
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print("Final score: " + str(1000 / scores[0][1]))
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best_route_index = scores[0][0]
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best_route = pop[best_route_index]
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return best_route
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if __name__ == "__main__":
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gl_minefield = Minefield(os.path.join("..", "..", "..", "resources", "minefields", "fourthmap.json"))
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genetic_algorithm(minefield=gl_minefield,
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population=helpers.get_mines_coords(gl_minefield),
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pop_size=100,
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elite_size=20,
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mutation_rate=0.01,
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generations=100)
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@ -7,6 +7,7 @@ from numpy.random import rand
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from algorithms.learn.genetic_algorithm import helpers
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# this is helper function for sum_distance function, it counts the taxi cab distance between 2 vectors [x,y]
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def distance(x, y):
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temp1 = abs(x[0] - y[0])
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@ -14,6 +15,7 @@ def distance(x,y):
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vector_distance = temp1 + temp2
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return vector_distance
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# this is fitting function which tells how well specimen fits the environment
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# this function counts the sum of distances between vectors for a specimen
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# this was just for testing, it should be probably changed to A*
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@ -76,7 +78,6 @@ def mutation(speciment, r_mut):
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speciment[pom] = temp
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# genetic algorithm
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def genetic_algorithm(minefield, objective, n_iter, n_pop, r_cross, r_mut):
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# this is hardcoded list of coordinates of all mines (for tests only) which represents one speciment in population
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@ -116,7 +117,6 @@ def genetic_algorithm(minefield, objective, n_iter, n_pop, r_cross, r_mut):
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if __name__ == "__main__":
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# define the total iterations
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n_iter = 100
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# bits
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@ -131,11 +131,10 @@ if __name__ == "__main__":
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# create new minefield instance
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import os
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from minefield import Minefield
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minefield = Minefield(os.path.join("..", "..", "..", "resources", "minefields", "fourthmap.json"))
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# perform the genetic algorithm search
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best, score = genetic_algorithm(minefield, helpers.get_score, n_iter, n_pop, r_cross, r_mut)
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print('Done!')
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print('f(%s) = %f' % (best, score))
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@ -87,7 +87,7 @@ def get_score(minefield, speciment, table=None):
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mine.active = False
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minefield.next_turn(n_turns=cost)
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minefield.next_turn(n_turns=cost, mode="ga")
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score += cost
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score += 200 * minefield.explosions
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@ -1,174 +0,0 @@
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import time
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import numpy as np, random, operator, pandas as pd
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from algorithms.learn.genetic_algorithm import helpers
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import os
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from minefield import Minefield
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gl_minefield = None
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scores_table = None
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class Fitness:
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def __init__(self, route):
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self.route = route
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self.distance = 0
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self.fitness = 0.0
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def routeDistance(self):
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if self.distance == 0:
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self.distance = helpers.get_score(gl_minefield, self.route, scores_table)
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return self.distance
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def routeFitness(self):
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if self.fitness == 0:
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self.fitness = 1000 / float(self.routeDistance())
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return self.fitness
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def createRoute(cityList):
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route = random.sample(cityList, len(cityList))
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return route
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def initialPopulation(popSize, cityList):
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population = []
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for i in range(0, popSize):
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population.append(createRoute(cityList))
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return population
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def rankRoutes(population):
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fitnessResults = {}
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for i in range(0, len(population)):
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fitnessResults[i] = Fitness(population[i]).routeFitness()
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return sorted(fitnessResults.items(), key=operator.itemgetter(1), reverse=True)
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def selection(popRanked, eliteSize):
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selectionResults = []
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df = pd.DataFrame(np.array(popRanked), columns=["Index", "Fitness"])
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df['cum_sum'] = df.Fitness.cumsum()
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df['cum_perc'] = 100 * df.cum_sum / df.Fitness.sum()
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for i in range(0, eliteSize):
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selectionResults.append(popRanked[i][0])
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for i in range(0, len(popRanked) - eliteSize):
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pick = 100 * random.random()
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for i in range(0, len(popRanked)):
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if pick <= df.iat[i, 3]:
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selectionResults.append(popRanked[i][0])
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break
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return selectionResults
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def matingPool(population, selectionResults):
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matingpool = []
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for i in range(0, len(selectionResults)):
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index = selectionResults[i]
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matingpool.append(population[index])
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return matingpool
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def breed(parent1, parent2):
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child = []
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childP1 = []
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childP2 = []
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geneA = int(random.random() * len(parent1))
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geneB = int(random.random() * len(parent1))
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startGene = min(geneA, geneB)
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endGene = max(geneA, geneB)
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for i in range(startGene, endGene):
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childP1.append(parent1[i])
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childP2 = [item for item in parent2 if item not in childP1]
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child = childP1 + childP2
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return child
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def breedPopulation(matingpool, eliteSize):
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children = []
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length = len(matingpool) - eliteSize
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pool = random.sample(matingpool, len(matingpool))
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for i in range(0, eliteSize):
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children.append(matingpool[i])
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for i in range(0, length):
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child = breed(pool[i], pool[len(matingpool) - i - 1])
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children.append(child)
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return children
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def mutate(individual, mutationRate):
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for swapped in range(len(individual)):
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if (random.random() < mutationRate):
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swapWith = int(random.random() * len(individual))
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city1 = individual[swapped]
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city2 = individual[swapWith]
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individual[swapped] = city2
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individual[swapWith] = city1
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return individual
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def mutatePopulation(population, mutationRate):
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mutatedPop = []
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for ind in range(0, len(population)):
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mutatedInd = mutate(population[ind], mutationRate)
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mutatedPop.append(mutatedInd)
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return mutatedPop
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def nextGeneration(scores, currentGen, eliteSize, mutationRate):
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selectionResults = selection(scores, eliteSize)
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matingpool = matingPool(currentGen, selectionResults)
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children = breedPopulation(matingpool, eliteSize)
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nextGeneration = mutatePopulation(children, mutationRate)
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return nextGeneration
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def genetic_algorithm(minefield, population, popSize, eliteSize, mutationRate, generations):
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global gl_minefield, scores_table
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gl_minefield = minefield
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scores_table = helpers.create_scores_table(gl_minefield)
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pop = initialPopulation(popSize, population)
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scores = rankRoutes(pop)
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print("Initial score: " + str(1000 / scores[0][1]))
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for i in range(0, generations):
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pop = nextGeneration(scores, pop, eliteSize, mutationRate)
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scores = rankRoutes(pop)
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print(f"Generation {i} best score: {str(1000 / scores[0][1])}")
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bestRouteIndex = scores[0][0]
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bestRoute = pop[bestRouteIndex]
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print(bestRoute)
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print("Final score: " + str(1000 / scores[0][1]))
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bestRouteIndex = scores[0][0]
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bestRoute = pop[bestRouteIndex]
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return bestRoute
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if __name__ == "__main__":
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gl_minefield = Minefield(os.path.join("..", "..", "..", "resources", "minefields", "fourthmap.json"))
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genetic_algorithm(minefield=gl_minefield,
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population=helpers.get_mines_coords(gl_minefield),
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popSize=100,
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eliteSize=20,
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mutationRate=0.01,
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generations=100)
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@ -74,6 +74,9 @@ def blit_graphics(minefield):
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seconds = tile.mine.timer % 60
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display_time_mine(tile.position, minutes, "0" + str(seconds))
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if tile.mine.blacked:
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const.SCREEN.blit(const.MINE_INACTIVE, tile_screen_coords)
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# changed sapper's movement from jumping to continuous movement (moved everything to Agent's class)
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# # sapper
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# display_sapper(
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@ -3,12 +3,15 @@ import pygame
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import os
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from project_constants import V_TILE_SIZE, DIR_ASSETS, SCREEN
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from objects.mine_models.mine import Mine
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import assets.display_assets
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class Explosion(pygame.sprite.Sprite):
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def __init__(self, coords: (int, int)):
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def __init__(self, coords: (int, int) = None, mine: Mine = None):
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if coords is None:
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coords = mine.position
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pygame.sprite.Sprite.__init__(self)
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@ -28,6 +31,7 @@ class Explosion(pygame.sprite.Sprite):
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assets.display_assets.calculate_screen_position(coords),
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(V_TILE_SIZE, V_TILE_SIZE)
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)
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self.mine = mine
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def update(self, *args, **kwargs):
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@ -39,6 +43,10 @@ class Explosion(pygame.sprite.Sprite):
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if self.frame == len(self.explosion_animation):
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self.kill()
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elif self.frame == len(self.explosion_animation) - 1:
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if self.mine is not None:
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self.mine.blacked = True
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else:
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self.image = self.explosion_animation[self.frame]
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10
game.py
10
game.py
@ -5,7 +5,7 @@ import project_constants as const
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from assets.display_assets import blit_graphics
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from algorithms.search import a_star
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from algorithms.learn.genetic_algorithm import new_ga, helpers
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from algorithms.learn.genetic_algorithm import ga_roulette, helpers
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from minefield import Minefield
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@ -150,11 +150,11 @@ class Game:
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genetics_minefield = Minefield(const.MAP_RANDOM_10x10)
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sequence = \
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new_ga.genetic_algorithm(minefield=genetics_minefield,
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ga_roulette.genetic_algorithm(minefield=genetics_minefield,
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population=helpers.get_mines_coords(self.minefield),
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popSize=100,
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eliteSize=20,
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mutationRate=0.01,
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pop_size=100,
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elite_size=20,
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mutation_rate=0.01,
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generations=generations)
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self.genetic_sequence = sequence
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8
main.py
8
main.py
@ -57,12 +57,6 @@ def main():
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# checking if game should stop running
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running = not is_quit_button_pressed(events)
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# TODO : added for testing, remove after moving the explosion line
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keys = pygame.key.get_pressed()
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if keys[pygame.K_SPACE]:
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# TODO : move this line to where explosion is called
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const.EXPLOSIONS.add(Explosion((2, 3)))
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# drawing minefield and agent instances
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game.draw_minefield()
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@ -187,7 +181,7 @@ def main():
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if not game.agent.defuse_a_mine(game.get_mine(game.goal)):
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print("BOOOOOOM\n\n")
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game.explosion(game.get_mine(game.goal))
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# is_game_over = True
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const.EXPLOSIONS.add(Explosion(mine=game.get_mine(game.goal)))
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else:
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print("guess you will live a little longer...\n\n")
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|
@ -1,4 +1,5 @@
|
||||
import project_constants as const
|
||||
from assets.explosion import Explosion
|
||||
from objects import tile as tl, agent as ag
|
||||
from objects.mine_models.time_mine import TimeMine
|
||||
import json_generator as jg
|
||||
@ -39,7 +40,7 @@ class Minefield:
|
||||
|
||||
self.time_mines = self._get_time_mines()
|
||||
|
||||
def next_turn(self, n_turns=1):
|
||||
def next_turn(self, n_turns=1, mode="main"):
|
||||
self.turn += n_turns
|
||||
self.points += n_turns
|
||||
|
||||
@ -47,11 +48,13 @@ class Minefield:
|
||||
mine.timer = max(0, mine.starting_time - int(self.turn))
|
||||
|
||||
if mine.timer == 0 and mine.active:
|
||||
# TODO: BOOM
|
||||
self.explosions += 1
|
||||
self.points += const.EXPLOSION_PENALTY
|
||||
mine.active = False
|
||||
|
||||
if mode == "main":
|
||||
const.EXPLOSIONS.add(Explosion(mine=mine))
|
||||
|
||||
def get_active_mines(self):
|
||||
mines = list()
|
||||
|
||||
|
@ -17,11 +17,13 @@ class Mine(ABC):
|
||||
self.position = position
|
||||
self.wire = None
|
||||
self.active = active
|
||||
self.blacked = False
|
||||
|
||||
@abstractmethod
|
||||
def disarm(self, wire):
|
||||
if wire == self.wire:
|
||||
self.active = False
|
||||
self.blacked = True
|
||||
return True
|
||||
|
||||
else:
|
||||
|
@ -161,6 +161,12 @@ HIGHLIGHT = pygame.transform.scale(
|
||||
)
|
||||
HIGHLIGHT.set_alpha(100)
|
||||
|
||||
MINE_INACTIVE = pygame.transform.scale(
|
||||
pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_black.png")),
|
||||
(V_TILE_SIZE, V_TILE_SIZE)
|
||||
)
|
||||
MINE_INACTIVE.set_alpha(160)
|
||||
|
||||
|
||||
# ============== #
|
||||
# ==== MAPS ==== #
|
||||
|
BIN
resources/assets/old_tiles/tile_black.png
Normal file
BIN
resources/assets/old_tiles/tile_black.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 123 B |
Loading…
Reference in New Issue
Block a user