Projekt_Sztuczna_Inteligencja/minefield.py

135 lines
4.7 KiB
Python

import json
import ctypes #
import agent as ag
import project_constants as const
import tile as tl
from mine_models import standard_mine as sm
from mine_models import time_mine as tm
from mine_models import chained_mine as cm
tile_asset_options = {
"BLUE": const.ASSET_TILE_BLUE,
"GREEN": const.ASSET_TILE_GREEN,
"ORANGE": const.ASSET_TILE_ORANGE,
"PURPLE": const.ASSET_TILE_PURPLE,
"RED": const.ASSET_TILE_RED,
"WHITE": const.ASSET_TILE_WHITE,
"YELLOW": const.ASSET_TILE_YELLOW
}
mine_asset_options = {
'A': const.ASSET_MINE_A,
'B': const.ASSET_MINE_B,
'F': const.ASSET_MINE_F,
'K': const.ASSET_MINE_K
}
def calculate_screen_position(row, column):
coords = (
const.V_SCREEN_PADDING + const.V_TILE_SIZE * column,
const.V_SCREEN_PADDING + const.V_TILE_SIZE * row,
)
return coords
class Minefield:
def __init__(self, json_path):
self.turn = 0
self.agent = ag.Agent(const.MAP_RANDOM_10x10)
# open JSON with minefield info
with open(json_path) as json_data:
data = json.load(json_data)
# create matrix of a desired size, fill it with default tile objects
self.matrix = [
[
tl.Tile((row, column)) for column in range(const.V_GRID_HOR_TILES)
] for row in range(const.V_GRID_VER_TILES)
]
# iterate through tiles, set their colors and add mines
for row in range(const.V_GRID_VER_TILES):
for column in range(const.V_GRID_HOR_TILES):
# load tile's data from json
tile_data = data[f"{row},{column}"]
# if there is a mine, create & assign new Mine object (type recognition included)
if tile_data["mine"] is not None:
mine = self._create_mine(tile_data["mine"], row, column)
self.matrix[row][column].mine = mine
self.matrix[row][column].color = tile_data["color"].upper()
def draw(self, window):
# iterate through tiles
for row in self.matrix:
for tile in row:
# calculate tile position on the screen
tile_screen_coords = calculate_screen_position(tile.position[0], tile.position[1])
# draw a tile
window.blit(tile_asset_options.get(tile.color), tile_screen_coords)
# draw a mine on top if there is one
if tile.mine is not None:
# TODO: blit appropriate mine type
# current icons don't represent actual types, thus every mine has the same icon (temporary solution)
window.blit(mine_asset_options['A'], tile_screen_coords)
# draw the sapper
sapper_screen_coords = calculate_screen_position(self.agent.position[0], self.agent.position[1])
window.blit(const.ASSET_SAPPER, sapper_screen_coords)
# ================ #
# === MOVEMENT === #
# ================ #
# check if sapper's destination is accessible if so then change position of the Agent
# If Agent comes upon a tile with a mine his starting position shall be reestablished
def is_valid_move(self, target_row: int, target_column: int):
if 0 <= target_row < const.V_GRID_VER_TILES and \
0 <= target_column < const.V_GRID_HOR_TILES:
if self.matrix[target_row][target_column].mine is None:
self.agent.position[0] = target_row
self.agent.position[1] = target_column
else:
self.agent.position[0] = int(self.agent.row)
self.agent.position[1] = int(self.agent.column)
ctypes.windll.user32.MessageBoxW(0, "Znowu się nie udało", "GAME OVER", 1)
# This part of the pop up message is just a temporary solution
# distinguishes new mine's type and creates appropriate object
def _create_mine(self, mine_data, row, column):
mine_type = mine_data["mine_type"]
# TIME MINE
if mine_type == "time":
timer = mine_data["timer"]
mine = tm.TimeMine((row, column), int(timer))
# CHAINED MINE
elif mine_type == "chained":
if mine_data["predecessor"] is not None:
# locate predecessor
x, y = map(int, mine_data["predecessor"].split(','))
# get predecessor object and assign it to the new mine
predecessor = self.matrix[row][column].mine
mine = cm.ChainedMine((row, column), predecessor)
else:
mine = cm.ChainedMine((row, column))
# STANDARD MINE
else:
mine = sm.StandardMine((row, column))
return mine