783 lines
26 KiB
Python
783 lines
26 KiB
Python
import os
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import random
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import time
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from tkinter import *
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import pandas as pd
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from bin.Classess.Field import Field
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from bin.Classess.Mine import Mine
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from bin.Classess.Travel import Travel
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from bin.Classess.Player import Player
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from bin.Classess.NeuralNetwork import NeuralNetwork
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import bin.Classess.Node as nd
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import bin.Classess.Travel as tr
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from resources.Globals import *
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from bin.Classess.DecisionTree import DecisionTree
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# Creating objects
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player = Player()
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field = Field()
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travel = Travel()
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decision_tree = DecisionTree()
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neural_network = NeuralNetwork()
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# Globals
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fringe = []
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explored = []
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action_list = []
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images_coord = []
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label = None
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def Arrow(direction):
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image = ""
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if direction == "north":
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image = player.arrow_north_image
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elif direction == "south":
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image = player.arrow_south_image
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elif direction == "west":
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image = player.arrow_west_image
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elif direction == "east":
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image = player.arrow_east_image
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field.small_field_canvas.itemconfig(player.image_canvas_id, image=image)
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# Putting images
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def Fill(bool):
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global images_coord
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if bool:
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field.PuttingSmallImages()
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travel.points_coord.append(field.small_field_canvas.coords(field.canvas_small_images[0]))
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travel.points_coord.extend(field.mines_coord)
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for i in range(0, len(travel.points_coord)):
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travel.points_map[i + 1] = travel.points_coord[i]
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print(travel.points_map)
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for i in range(0, len(field.canvas_small_images)):
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images_coord.append(field.small_field_canvas.coords(field.canvas_small_images[i]))
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nd.init_data(images_coord, field.cell_expense)
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DrawingLargeImage()
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def DrawingLargeImage():
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large_img_name = field.large_image_array[player.current_array_y][player.current_array_x] # ToDo change positions?
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field.PuttingLargeImage(large_img_name)
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def NextDirection(action):
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# Define next direction
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current_direction = player.direction
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t = -1
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for i in range(4):
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if player.directions[i] == current_direction:
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t = i
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break
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# Write next direction to Player
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if action == "Right":
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player.direction = player.directions[(t + 1) % 4]
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elif action == "Left":
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player.direction = player.directions[(t - 1) % 4]
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return player.direction
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def MovingForward():
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if player.direction == "east" and field.small_field_canvas.coords(player.image_canvas_id)[
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0] + player.step < FRAME_WIDTH:
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field.small_field_canvas.move(player.image_canvas_id, player.step, 0)
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elif player.direction == "west" and field.small_field_canvas.coords(player.image_canvas_id)[0] > player.x_start:
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field.small_field_canvas.move(player.image_canvas_id, -player.step, 0)
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elif player.direction == "north" and field.small_field_canvas.coords(player.image_canvas_id)[1] > player.y_start:
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field.small_field_canvas.move(player.image_canvas_id, 0, -player.step)
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elif player.direction == "south" and field.small_field_canvas.coords(player.image_canvas_id)[
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1] + player.step < FRAME_HEIGHT:
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field.small_field_canvas.move(player.image_canvas_id, 0, player.step)
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def Moving(action):
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# Moving
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if action == "Right":
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# player.MovingRight()
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field.Moving()
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Fill(False)
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next_direction = NextDirection(action)
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Arrow(next_direction)
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elif action == "Left":
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# player.MovingLeft()
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field.Moving()
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Fill(False)
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next_direction = NextDirection(action)
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Arrow(next_direction)
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elif action == "Up":
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player.Moving()
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field.Moving()
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Fill(False)
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MovingForward()
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Arrow(player.direction)
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def ImagesInArray(images_array, array, paths_array, switch):
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# Filling array from directory
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row = column = 0
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for i in range(len(images_array)):
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is_done = False
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while not is_done:
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if array[row][column] == 0:
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array[row][column] = images_array[i]
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if switch:
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field.large_image_array_filepath[row][column] = paths_array[i]
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is_done = True
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else:
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column += 1
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if column == 10:
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column = 0
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row += 1
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if row == 10:
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break
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column += 1
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if column == 10:
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column = 0
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row += 1
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if row == 10:
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break
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# for el in images_array:
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# is_done = False
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# while not is_done:
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# if array[row][column] == 0:
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# array[row][column] = el
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# is_done = True
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# else:
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# column += 1
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# if column == 10:
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# column = 0
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# row += 1
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# if row == 10:
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# break
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#
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# column += 1
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# if column == 10:
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# column = 0
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# row += 1
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# if row == 10:
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# break
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def CellDesignation(array, color):
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for element in array:
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if element[0] == 0:
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element[0] = player.current_x
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element[1] = player.current_y
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element[2] = color
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break
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def Action(action):
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if action in ["Right", "Left", "Up", "space"]:
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Moving(action)
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# elif action in ["1", "2"]:
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# if action == "1":
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# CellDesignation(field.state_of_cell_array, "red")
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# else:
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# CellDesignation(field.state_of_cell_array, "green")
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# Modified by Artem to search in the status area
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def create_action_list(states, index):
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global fringe
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global action_list
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if index == 0:
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action_list.reverse()
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return True
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action_list.append(fringe[index].action)
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state_parent = [fringe[index].parent[0], fringe[index].parent[1]]
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create_action_list(states, states.index(state_parent))
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def MakeDecision():
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if player.current_array_x != 0 or player.current_array_y != 0:
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mine = field.state_of_cell_array[player.current_array_y][player.current_array_x]
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# print(field.state_of_cell_array)
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# print(mine)
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attributes_dict = {'known': [mine.known], 'power': [mine.power], 'new': [mine.new], 'location': [mine.location],
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'stable': [mine.stable], 'chain_reaction': [mine.chain_reaction]}
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attributes = f'{mine.known}; {mine.power}; {mine.new}; {mine.location}; {mine.stable}; {mine.chain_reaction}'
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global label_text
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label_text += attributes + '\n'
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global label
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label.config(text=label_text)
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field.win.update()
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data_frame = pd.DataFrame.from_dict(attributes_dict)
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predict = decision_tree.classifier.predict(data_frame)
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return predict
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def MarkMine(prediction):
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if prediction == 0:
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DrawFlag(field.flag_green_img)
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if prediction == 1:
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DrawFlag(field.flag_yellow_img)
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if prediction == 2:
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DrawFlag(field.flag_red_img)
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if prediction == 3:
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DrawFlag(field.flag_bleu_img)
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field.win.update()
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def ChangeChainReactionParameter(prediction, source_x, source_y, x, y):
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if prediction == 0:
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print(f"x: {source_x}; y: {source_y}")
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print(f'state of cell: {field.state_of_cell_array[source_x][source_y]}')
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print(f'img path: {field.large_image_array_filepath}')
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field.state_of_cell_array[source_x][source_y].chain_reaction = 1
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field.state_of_cell_array[x][y] = "House"
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def CheckIfItIsHouse(x, y):
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print('Pre prediction')
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print(f"x: {x}; y: {y}")
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print(f'image path: {field.large_image_array_filepath[x][y]}')
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print(field.large_image_array_filepath)
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print(f'state of cell: {field.state_of_cell_array[x][y]}')
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print(field.state_of_cell_array)
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prediction = NeuralNetwork.Prediction(neural_network, x, y, field)
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print(f'Prediction: {prediction}')
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return prediction
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def CheckForHouses():
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if player.current_array_x > 0 and field.state_of_cell_array[player.current_array_x - 1][player.current_array_y] == "None":
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prediction = CheckIfItIsHouse(player.current_array_x - 1, player.current_array_y)
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ChangeChainReactionParameter(prediction, player.current_array_x, player.current_array_y,
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player.current_array_x - 1, player.current_array_y)
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if player.current_array_x < 9 and field.state_of_cell_array[player.current_array_x + 1][player.current_array_y] == "None":
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prediction = CheckIfItIsHouse(player.current_array_x + 1, player.current_array_y)
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ChangeChainReactionParameter(prediction, player.current_array_x, player.current_array_y,
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player.current_array_x + 1, player.current_array_y)
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if player.current_array_y > 0 and field.state_of_cell_array[player.current_array_x][player.current_array_y - 1] == "None":
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prediction = CheckIfItIsHouse(player.current_array_x, player.current_array_y - 1)
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ChangeChainReactionParameter(prediction, player.current_array_x, player.current_array_y,
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player.current_array_x, player.current_array_y - 1)
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if player.current_array_y < 9 and field.state_of_cell_array[player.current_array_x][player.current_array_y + 1] == "None":
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prediction = CheckIfItIsHouse(player.current_array_x, player.current_array_y + 1)
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ChangeChainReactionParameter(prediction, player.current_array_x, player.current_array_y,
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player.current_array_x, player.current_array_y + 1)
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def MouseClickEvent(track):
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global fringe
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global explored
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global action_list
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print("The best individual is: {} {}".format(track[1], track[0]))
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for point in range(0, len(track[1]) + 1):
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start_position = field.small_field_canvas.coords(player.image_canvas_id)
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if point == len(track[1]):
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end_position = travel.points_map[1]
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else:
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end_position = travel.points_map[track[1][point]]
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node = nd.Node()
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if len(fringe) == 0:
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node.state.coord = start_position
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node.state.direction = "east"
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else:
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states = []
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for k in range(0, len(fringe)):
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new_state = fringe[k].state.coord
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states.append(new_state)
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start_node = fringe[-1]
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node.state.coord = start_node.state.coord
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node.state.direction = start_node.state.direction
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fringe.clear()
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explored.clear()
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action_list.clear()
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fringe = nd.graph_search_A(fringe, explored, node.state, end_position)
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states = []
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goal_all = []
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for i in range(0, len(fringe)):
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new_state = [fringe[i].state.coord, fringe[i].state.direction]
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states.append(new_state)
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if end_position[0] == fringe[i].state.coord[0] and end_position[1] == fringe[i].state.coord[1]:
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goal_all.append(fringe[i])
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elem_min = goal_all[0]
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for i in range(1, len(goal_all)):
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if elem_min.priority > goal_all[i].priority:
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elem_min = goal_all[i]
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index = fringe.index(elem_min)
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fringe = fringe[:index + 1]
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create_action_list(states, -1)
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# Start moving
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AutoMove()
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# Check if there are houses nearby
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CheckForHouses()
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# Decision by tree
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prediction = MakeDecision()
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# Draw the right flag
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MarkMine(prediction)
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time.sleep(SLEEP_AFTER_CHECK_MINE)
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# Check in which locations is mine
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def CheckLocation(x, y):
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# Add x + y like strings that create xy number
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temp_x = str(x)
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temp_y = str(y)
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position_str = temp_x + temp_y
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position = int(position_str)
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color_number = -1
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if field.cell_expense[position] == standard_cell_cost:
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color_number = 0
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elif field.cell_expense[position] == sand_cell_cost:
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color_number = 1
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elif field.cell_expense[position] == water_cell_cost:
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color_number = 2
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elif field.cell_expense[position] == swamp_cell_cost:
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color_number = 3
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return color_number
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# Add mines on the field and to arrays
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def PutMines(mines_array):
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counter = 0
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while counter < AMOUNT_OF_MINES:
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x = random.randint(0, 9)
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y = random.randint(0, 9)
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is_equal = False
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for mine in mines_array:
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if mine.array_x == x and mine.array_y == y:
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is_equal = True
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if not is_equal:
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if x == 0 and y == 0:
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continue
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else:
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known = random.randint(0, 1)
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power = random.randint(1, 10)
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new = random.randint(0, 1)
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location = CheckLocation(x, y)
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stable = random.randint(0, 1)
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mine = Mine(x, y, known, power, new, location, stable)
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mines_array.append(mine)
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# Add mine to array at the right position
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field.state_of_cell_array[x][y] = mine
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field.field_state_array[x][y] = True
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counter += 1
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def MinesInArrays(mines_array, directory, imgs_array, bool_mines_coord):
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counter = 0
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temp_array = []
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if directory == "../../files/small_mines_images":
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for file in os.listdir(directory):
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if counter < AMOUNT_OF_MINES:
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image_name = file
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image_path = f"{directory}/{image_name}"
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image = PhotoImage(master=field.small_field_canvas, file=image_path)
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temp_array.append(image)
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counter += 1
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for i in range(AMOUNT_OF_MINES):
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mines_array[i].small_img = temp_array[i]
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# Add images in image array
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imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
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elif directory == "../../files/large_mines_images":
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for file in os.listdir(directory):
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if counter < AMOUNT_OF_MINES:
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image_name = file
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image_path = f"{directory}/{image_name}"
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image = PhotoImage(master=field.large_image_canvas, file=image_path)
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temp_array.append(image)
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counter += 1
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for i in range(AMOUNT_OF_MINES):
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mines_array[i].large_img = temp_array[i]
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# Add images in image array
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imgs_array[mines_array[i].array_x][mines_array[i].array_y] = temp_array[i]
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if bool_mines_coord:
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for i in range(len(mines_array)):
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field.mines_coord.append([mines_array[i].array_x, mines_array[i].array_y])
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def DrawFlag(image):
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field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW, image=image)
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# def IsItMine():
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# visited = 0 # 0 - not mine; 1 - on this mine for the first time; 2 - already been on this mine
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#
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# # Checks if the player is on the mine
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# for i in field.mines_coord:
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# if i[0] == player.current_x and i[1] == player.current_y:
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# visited = 1
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# # Checks if the player has already been on this mine
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# for y in field.visited_mines:
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# if y[0] == player.current_x and y[1] == player.current_y:
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# visited = 2
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# if visited == 1:
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# DrawFlag()
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def AutoMove():
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for action in action_list:
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# Program wait for better illustration
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time.sleep(DELAY_TIME)
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# Move once
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Action(action)
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# Check if player on mine and if yes, draw flag
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# IsItMine()
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# Update main window
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field.win.update()
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# Draws rectangles that indicate type of cells
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def DrawRectangle():
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x = 4
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y = 4
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color = None
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# Chose color for rectangle
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for i in range(len(field.cell_expense)):
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if field.cell_expense[i] == standard_cell_cost:
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color = "None"
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elif field.cell_expense[i] == sand_cell_cost:
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color = "yellow"
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elif field.cell_expense[i] == water_cell_cost:
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color = "dodger blue"
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elif field.cell_expense[i] == swamp_cell_cost:
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color = "green4"
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if color != "None":
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field.small_field_canvas.create_rectangle(x, y, x + IMAGE_SIZE + 2, y + IMAGE_SIZE + 2, width=2,
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outline=color)
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x += player.step
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if x + IMAGE_SIZE + 2 > field.width:
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x = 4
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y += player.step
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def AddCostCellsToArray(amount, cost):
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counter = 0
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while counter < amount:
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r = random.randint(0, 99)
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if field.cell_expense[r] == 0:
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field.cell_expense[r] = cost
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counter += 1
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def CostingOfCells():
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AddCostCellsToArray(amount_of_sand_cells, sand_cell_cost)
|
|
AddCostCellsToArray(amount_of_water_cells, water_cell_cost)
|
|
AddCostCellsToArray(amount_of_swamp_cells, swamp_cell_cost)
|
|
AddCostCellsToArray(
|
|
field.rows * field.columns - (amount_of_sand_cells + amount_of_water_cells + amount_of_swamp_cells),
|
|
standard_cell_cost)
|
|
|
|
# Draw rectangles
|
|
DrawRectangle()
|
|
|
|
|
|
def click_button():
|
|
btn.destroy()
|
|
global label
|
|
label = Label(field.win, text="Wait...\nAI conquers the world...", fg='black', font="20", bg='gray')
|
|
label.place(x=10, y=560)
|
|
field.win.update()
|
|
track = tr.genetic_algorithm(travel.points_map)
|
|
|
|
track[1].remove(1)
|
|
label.config(text=track[1])
|
|
field.win.update()
|
|
MouseClickEvent(track)
|
|
|
|
|
|
# Check if there mines near and if, mark it
|
|
def CheckForMinesAndHousesNear(x, y):
|
|
if x > 0:
|
|
if field.state_of_cell_array[x - 1][y] != "None":
|
|
# Mark by chain reaction current mine
|
|
field.state_of_cell_array[x][y].chain_reaction = 1
|
|
# Mark by chain reaction mine that near
|
|
field.state_of_cell_array[x - 1][y].chain_reaction = 1
|
|
if x < 9:
|
|
if field.state_of_cell_array[x + 1][y] != "None":
|
|
# Mark by chain reaction current mine
|
|
field.state_of_cell_array[x][y].chain_reaction = 1
|
|
# Mark by chain reaction mine that near
|
|
field.state_of_cell_array[x + 1][y].chain_reaction = 1
|
|
if y > 0:
|
|
if field.state_of_cell_array[x][y - 1] != "None":
|
|
# Mark by chain reaction current mine
|
|
field.state_of_cell_array[x][y].chain_reaction = 1
|
|
# Mark by chain reaction mine that near
|
|
field.state_of_cell_array[x][y - 1].chain_reaction = 1
|
|
if y < 9:
|
|
if field.state_of_cell_array[x][y + 1] != "None":
|
|
# Mark by chain reaction current mine
|
|
field.state_of_cell_array[x][y].chain_reaction = 1
|
|
# Mark by chain reaction mine that near
|
|
field.state_of_cell_array[x][y + 1].chain_reaction = 1
|
|
|
|
|
|
def CheckForChainReaction():
|
|
for x in range(field.columns):
|
|
for y in range(field.rows):
|
|
if field.state_of_cell_array[x][y] != "None":
|
|
CheckForMinesAndHousesNear(x, y)
|
|
|
|
|
|
def LoadAndMixImages(directory_small_images, directory_large_images):
|
|
small_images_array = []
|
|
large_images_array = []
|
|
large_image_array_filepath = []
|
|
|
|
for filename in os.listdir(directory_small_images):
|
|
image_path = f"{directory_small_images}/{filename}"
|
|
image = PhotoImage(master=field.small_field_canvas, file=image_path)
|
|
|
|
small_images_array.append(image)
|
|
|
|
for filename in os.listdir(directory_large_images):
|
|
image_path = f"{directory_large_images}/{filename}"
|
|
image = PhotoImage(master=field.large_image_canvas, file=image_path)
|
|
|
|
large_images_array.append(image)
|
|
large_image_array_filepath.append(f'{directory_large_images}/{filename}')
|
|
|
|
zip_array = list(zip(small_images_array, large_images_array, large_image_array_filepath))
|
|
|
|
random.shuffle(zip_array)
|
|
|
|
small_images_array, large_images_array, large_image_array_filepath = zip(*zip_array)
|
|
|
|
return small_images_array, large_images_array, large_image_array_filepath
|
|
|
|
|
|
def HousesImagesInArray(images_array, array_for_images, array_of_paths, is_large_images):
|
|
i = 0
|
|
while i < AMOUNT_OF_HOUSES:
|
|
x = random.randint(0, 9)
|
|
y = random.randint(0, 9)
|
|
|
|
if array_for_images[x][y] == 0:
|
|
array_for_images[x][y] = images_array[i]
|
|
if is_large_images:
|
|
field.large_image_array_filepath[x][y] = array_of_paths[i]
|
|
i += 1
|
|
|
|
|
|
def funct(small_images_of_houses_array, large_images_of_houses_array, large_image_array_filepath):
|
|
i = 0
|
|
while i < AMOUNT_OF_HOUSES:
|
|
x = random.randint(0, 9)
|
|
y = random.randint(0, 9)
|
|
|
|
if field.small_image_array[x][y] == 0 and field.large_image_array[x][y] == 0:
|
|
field.small_image_array[x][y] = small_images_of_houses_array[i]
|
|
field.large_image_array[x][y] = large_images_of_houses_array[i]
|
|
field.large_image_array_filepath[x][y] = large_image_array_filepath
|
|
i += 1
|
|
|
|
|
|
def LoadImages(directory):
|
|
array = []
|
|
for filename in os.listdir(directory):
|
|
image_path = f"{directory}/{filename}"
|
|
image = PhotoImage(master=field.large_image_canvas, file=image_path)
|
|
|
|
array.append(image)
|
|
|
|
return array
|
|
|
|
|
|
def LoadImages_2(directory):
|
|
array = []
|
|
for filename in os.listdir(directory):
|
|
image_path = f"{directory}/{filename}"
|
|
image = PhotoImage(master=field.small_field_canvas, file=image_path)
|
|
|
|
array.append(image)
|
|
|
|
return array
|
|
|
|
|
|
def LoadPath(directory):
|
|
array = []
|
|
for filename in os.listdir(directory):
|
|
array.append(f'{directory}/{filename}')
|
|
|
|
return array
|
|
|
|
|
|
def LoadData(small_directory, large_directory):
|
|
small_array = []
|
|
large_array = []
|
|
path_array = []
|
|
|
|
for filename in sorted(os.listdir(small_directory)):
|
|
image_path = f'{small_directory}/{filename}'
|
|
image = PhotoImage(master=field.small_field_canvas, file=image_path)
|
|
|
|
small_array.append(image)
|
|
|
|
for filename in sorted(os.listdir(large_directory)):
|
|
image_path = f'{large_directory}/{filename}'
|
|
image = PhotoImage(master=field.large_image_canvas, file=image_path)
|
|
|
|
large_array.append(image)
|
|
path_array.append(f'{large_directory}/{filename}')
|
|
|
|
return small_array, large_array, path_array
|
|
|
|
def main():
|
|
# Creating the main window of an application
|
|
win_size = f'{WINDOW_X}x{WINDOW_Y}'
|
|
field.win.title("Sapper")
|
|
field.win.configure(bg='gray')
|
|
field.win.geometry(win_size)
|
|
print(f'Amount of mines: {AMOUNT_OF_MINES}')
|
|
print(f'Amount of houses: {AMOUNT_OF_HOUSES}')
|
|
|
|
global btn
|
|
btn = Button(field.win,
|
|
text="Search for mines", # текст кнопки
|
|
background="#555", # фоновый цвет кнопки
|
|
foreground="#ccc", # цвет текста
|
|
padx="20", # отступ от границ до содержимого по горизонтали
|
|
pady="8", # отступ от границ до содержимого по вертикали
|
|
font="24", # высота шрифта
|
|
command=click_button
|
|
)
|
|
|
|
btn.place(x=10, y=560)
|
|
|
|
# Create array with mines objects
|
|
mines_array = []
|
|
|
|
CostingOfCells()
|
|
|
|
# Put mines on coordinates
|
|
PutMines(mines_array)
|
|
|
|
# Add images of mines in arrays
|
|
MinesInArrays(mines_array, "../../files/small_mines_images", field.small_image_array, True)
|
|
MinesInArrays(mines_array, "../../files/large_mines_images", field.large_image_array, False)
|
|
|
|
# small_images_of_houses_array, large_images_of_houses_array, large_image_array_filepath = LoadAndMixImages(
|
|
# "../../files/small_images_houses",
|
|
# "../../files/large_images_houses")
|
|
|
|
# small_images_of_houses_array, large_images_of_houses_array, large_image_array_filepath = LoadImages("../../files/small_images_houses", "../../files/large_images_houses")
|
|
|
|
# small_images_of_houses_array = LoadImages("../../files/small_images_houses")
|
|
# large_images_of_houses_array = LoadImages_2("../../files/large_images_houses")
|
|
# large_image_array_filepath = LoadPath("../../files/large_images_houses")
|
|
|
|
small_images_of_houses_array, large_images_of_houses_array, large_image_array_filepath = LoadData("../../files/small_images_houses", "../../files/large_images_houses")
|
|
|
|
HousesImagesInArray(small_images_of_houses_array, field.small_image_array, [], False)
|
|
HousesImagesInArray(large_images_of_houses_array, field.large_image_array, large_image_array_filepath, True)
|
|
|
|
# funct(small_images_of_houses_array, large_images_of_houses_array, large_image_array_filepath)
|
|
|
|
# First check only for mines
|
|
CheckForChainReaction()
|
|
|
|
small_directory = "../../files/small_images"
|
|
large_directory = "../../files/large_images"
|
|
# small_images_array, large_images_array, large_image_array_filepath = LoadAndMixImages(small_directory,
|
|
# large_directory)
|
|
|
|
# small_images_array = LoadImages("../../files/small_images_houses")
|
|
# large_images_array = LoadImages_2("../../files/large_images_houses")
|
|
# large_image_array_filepath = LoadPath("../../files/large_images_houses")
|
|
|
|
small_images_array, large_images_array, large_image_array_filepath = LoadData(small_directory, large_directory)
|
|
|
|
# Filling image arrays
|
|
ImagesInArray(small_images_array, field.small_image_array, [], False)
|
|
ImagesInArray(large_images_array, field.large_image_array, large_image_array_filepath, True)
|
|
|
|
# Add arrow image to Player class
|
|
images = []
|
|
for file in os.listdir("../../files/arrow"):
|
|
path = f"../../files/arrow/{file}"
|
|
img = PhotoImage(master=field.small_field_canvas, file=path)
|
|
images.append(img)
|
|
|
|
player.arrow_east_image = images[0]
|
|
player.arrow_north_image = images[1]
|
|
player.arrow_south_image = images[2]
|
|
player.arrow_west_image = images[3]
|
|
|
|
# Filling window with images
|
|
Fill(True)
|
|
# Drawing arrow (player)
|
|
image = player.arrow_east_image
|
|
player.image_canvas_id = field.small_field_canvas.create_image(player.current_x, player.current_y, anchor=NW,
|
|
image=image)
|
|
|
|
for i in range(10):
|
|
print(field.large_image_array_filepath[i])
|
|
|
|
# Arrow(player.direction)
|
|
# Rectangle(True, "None")
|
|
# Rectangle()
|
|
# Binding keyboard press to function
|
|
# field.win.bind("<Key>", Action)
|
|
# field.small_field_canvas.bind("<Button-1>", MouseClickEvent)
|
|
|
|
# Starting mainloop for window
|
|
field.win.mainloop()
|
|
|
|
|
|
if __name__ == '__main__':
|
|
main()
|