added first version of json generating class responsible for data serialization, also added some new constants and a new constant type (STRUCT)
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json_generator.py
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126
json_generator.py
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import json
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import random
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import project_constants as const
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class JsonGenerator:
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grid = dict()
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def __init__(self, agent_starting_position):
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self.agent_starting_position = agent_starting_position
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starting_row, starting_column = agent_starting_position
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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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def generate_randomized_grid(self, dimensions):
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# clearing grid field
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self.clear_tile_dictionary()
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# getting grid dimensions
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row, column = dimensions
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for i in range(row):
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for j in range(column):
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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_mine_type = random.choice(const.STRUCT_MINE_TYPES)
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# randomly checking if a mine should appear
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if random.random() < 0.75:
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# creating a tile without a mine
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self.grid[str(i) + ',' + str(j)] = {
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"color": random_tile_color,
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"mine": None
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}
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else:
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# creating a tile with a mine
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self.grid[str(i) + ',' + str(j)] = {
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"color": random_tile_color,
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"mine": {
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"mine_type": random_mine_type
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}
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}
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# adds a new tile or edits an existing one to the grid field
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def add_tile(self, position, color):
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# getting added/edited tile's index values
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row, column = position
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# creating new tile without a mine
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self.grid[str(row) + ',' + str(column)] = {
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"color": color,
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"mine": None
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}
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# adds a new tile with a mine or edits an existing one to the grid field
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def add_tile_with_a_mine(self, position, color, mine_type):
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# getting added/edited tile's index values
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row, column = position
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# creating a new tile with a mine
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self.grid[str(row) + ',' + str(column)] = {
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"color": color,
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"mine": {
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"mine_type": mine_type
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}
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}
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# deletes a mine with a given position from the grid field
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def delete_a_tile(self, position):
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# getting tile's index values
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row, column = position
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# deleting a tile with given key
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self.grid.pop(str(row) + ',' + str(column))
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# adds a mine to a tile in the grid field
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def add_a_mine(self, position, mine_type):
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# getting edited tile's index values
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row, column = position
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# adding a mine to the edited tile
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self.grid[str(row) + ',' + str(column)]["mine"] = {
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"mine_type": mine_type
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}
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# deletes a mine from a tile stored in the grid field
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def delete_a_mine(self, position):
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# getting edited tile's index values
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row, column = position
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# removing mine from the edited tile
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self.grid[str(row) + ',' + str(column)]["mine"] = None
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# returns the grid field
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def get_tile_dictionary(self):
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return self.grid
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# clears the grid field
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def clear_tile_dictionary(self):
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self.grid.clear()
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# resets agents starting position
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starting_row, starting_column = self.agent_starting_position
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self.grid["agent_starting_position"] = str(starting_row) + ',' + str(starting_column)
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# loads a grid from a file and overwrites the grid field
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def load_from_a_file(self, file_path):
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# opens file for reading
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with open(file_path, 'r') as input_file:
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# overwrites the grid field for the grid stored in a file
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self.grid = json.load(input_file)
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# saves the current grid field to a file
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def save_to_a_file(self, file_path, access_mode):
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# opens file with a given access mode (w - write / a - append)
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with open(file_path, access_mode) as output_file:
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# saves the grid to a file
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json.dump(self.grid, output_file, indent=2, sort_keys=True)
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# edits a grid in a file. doesn't delete data, only overwrites and adds new entries
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def edit_a_file(self, file_path):
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# open a file for reading
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with open(file_path, "r") as input_file:
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# loads data that was stored in the file previously
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previous_data = json.load(input_file)
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# creates and updates a new grid using it's own grid field
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new_grid = previous_data
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new_grid.update(self.grid)
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# opens the file for writing
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with open(file_path, "w") as output_file:
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# saves the newly created grid
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json.dump(new_grid, output_file, indent=2, sort_keys=True)
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@ -4,6 +4,7 @@ import os
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# VARIABLE STARTS WITH ... IF IT'S
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# VARIABLE STARTS WITH ... IF IT'S
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# V a value like a string or an int
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# V a value like a string or an int
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# STRUCT a list or other structure of values
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# ASSET a png file (or other graphic format)
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# ASSET a png file (or other graphic format)
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@ -30,6 +31,13 @@ SCREEN = pygame.display.set_mode\
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)
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)
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# =============== #
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# === STRUCTS === #
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# =============== #
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STRUCT_TILE_COLORS = ["blue", "green", "orange", "purple", "red", "white", "yellow"]
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STRUCT_MINE_TYPES = ['a', 'b', 'f', 'k']
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# ============== #
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# ============== #
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# === ASSETS === #
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# === ASSETS === #
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