jest jakaś funkcja następnika i grafsearch
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8
.idea/.gitignore
vendored
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8
.idea/.gitignore
vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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10
.idea/InteligentnySaper.iml
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10
.idea/InteligentnySaper.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$">
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<excludeFolder url="file://$MODULE_DIR$/venv" />
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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6
.idea/inspectionProfiles/profiles_settings.xml
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6
.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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4
.idea/misc.xml
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4
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.10 (InteligentnySaper)" project-jdk-type="Python SDK" />
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/InteligentnySaper.iml" filepath="$PROJECT_DIR$/.idea/InteligentnySaper.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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@ -1,5 +1,5 @@
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import pygame
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import pygame
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from classes import minesweeper, system
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from classes import minesweeper, system, bfs
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from random import randrange
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from random import randrange
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class AI:
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class AI:
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@ -19,14 +19,33 @@ class AI:
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def ready(self):
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def ready(self):
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self.saper.set_map(self.current_map)
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self.saper.set_map(self.current_map)
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goal_state = [minesweeper.Map.mines[0].position_x, minesweeper.Map.mines[0].position_y]
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print(goal_state)
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find_path = bfs.BFS(self.saper)
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find_path.graphsearch([], [], bfs.BFS.successor, goal_state)
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#co ma robić przy każdym FPS'ie
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#co ma robić przy każdym FPS'ie
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def update(self):
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def updateFPS(self):
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pass
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#co ma zrobić przy każdym ruchu <------------------------- najważniejsze
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def updateTile(self):
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#aktualne pola (do debugu)
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sensor = self.saper.sensor()
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#print(sensor[0])
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#print(sensor[1])
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#print(sensor[2])
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#print("-------")
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#podniesienie bomby jeśli jest jakaś na tym polu
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self.saper.pick_up()
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#poruszenie się
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if self.user_controlled:
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if self.user_controlled:
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self.minesweeper_controls()
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self.minesweeper_controls()
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return
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return
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self.chaos_controls() # <--------------------------zamiast tego trzeba wstawić jakiś algorytm
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self.chaos_controls()
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#TU pisać resztę
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def minesweeper_controls(self):
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def minesweeper_controls(self):
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@ -43,10 +62,11 @@ class AI:
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def chaos_controls(self):
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def chaos_controls(self):
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dir = randrange(4)
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dir = randrange(4)
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if dir==0:
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if dir==0:
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self.saper.move(0)
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self.saper.rotate("N")
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elif dir==1:
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elif dir==1:
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self.saper.move(180)
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self.saper.rotate("S")
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elif dir==2:
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elif dir==2:
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self.saper.move(270)
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self.saper.rotate("W")
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elif dir==3:
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elif dir==3:
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self.saper.move(90)
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self.saper.rotate("E")
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self.saper.move()
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98
classes/bfs.py
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98
classes/bfs.py
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@ -0,0 +1,98 @@
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import heapq # dla utrzymania fringe
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from classes import node, minesweeper
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import time
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class BFS:
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agent: minesweeper.Minesweeper
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node: node.Node
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def __init__(self, agent):
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self.agent = agent
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def successor(self, current_position):
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new_nodes = []
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neighbours_list = self.agent.sensor(current_position[0], current_position[1])
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if neighbours_list[1][0] not in ['wall', 'cliff_south', 'cliff_east', 'cliff_north', 'cliff_west']:
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new_nodes.append([1 + current_position[0] - 1, 0 + current_position[1] - 1])
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if neighbours_list[2][1] not in ['wall', 'cliff_south', 'cliff_east', 'cliff_north', 'cliff_west']:
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new_nodes.append([2 + current_position[0] - 1, 1 + current_position[1] - 1])
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if neighbours_list[1][2] not in ['wall', 'cliff_south', 'cliff_east', 'cliff_north', 'cliff_west']:
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new_nodes.append([1 + current_position[0] - 1, 2 + current_position[1] -1])
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if neighbours_list[0][1] not in ['wall', 'cliff_south', 'cliff_east', 'cliff_north', 'cliff_west']:
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new_nodes.append([0 + current_position[0] - 1, 1 + current_position[1] - 1])
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return new_nodes
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# fringe = struktura danych przeszowyjąca wierchowki do odwiedzenia
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# explored = lista odwiedzonych stanow
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# position_at_beginning = stan poczatkowy
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# succ = funkcja nastempnika
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# goaltest = test spewnienia celu
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def graphsearch(self, fringe, explored, succ, goaltest):
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positiont_at_beginning = [self.agent.position_x, self.agent.position_y, self.agent.rotation_degrees] # x, y, gdzie_patczy
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final_action_list = []
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root = node.Node(None, None, positiont_at_beginning[:2]) # parent, action, position
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counter = 0
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heapq.heappush(fringe, (counter, root))
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visited_position = []
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while len(fringe) != 0:
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flag = True
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if len(fringe) == 0:
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return False
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break
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tmp_node = heapq.heappop(fringe) # node
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#print(f'my parent is {tmp_node[1].get_parent()}')
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tmp_node_position = tmp_node[1].get_position()
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print(f'Position of our node {tmp_node_position[:2]}')
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visited_position.append(tmp_node_position[:2])
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#print(f'visited position: {visited_position}')
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if tmp_node_position[:2] == goaltest:
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print(' we find node')
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# print(visited_position)
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print(fringe)
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#break
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while tmp_node[1].get_parent() is not None:
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#print('sdfhdfg')
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#print(tmp_node[1].get_parent())
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final_action_list.append(tmp_node[1].get_action())
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#print(final_action_list)
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tmp_node = tmp_node[1].get_parent()
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final_action_list = reversed(final_action_list)
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print(final_action_list)
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break
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# return final_action_list
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explored.append(tmp_node)
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neighbours_list_of_our_node = self.successor(tmp_node_position[:2])
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# print(neighbours_list_of_our_node)
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for node_ in neighbours_list_of_our_node:
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# jesli pozucja wezla nie jest w fringe i nie jest w explored
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if [node_[0], node_[1]] not in visited_position and node_[0] >= 0 and node_[1] >=0:
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counter += 1
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x = node.Node(tmp_node, None, [node_[0], node_[1]]) # action
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heapq.heappush(fringe, (counter, x))
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# time.sleep(0.5)
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@ -201,6 +201,7 @@ class NPC:
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#saper
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#saper
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class Minesweeper:
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class Minesweeper:
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size:int
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size:int
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rotation_degrees:int
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position_x:int
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position_x:int
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position_y:int
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position_y:int
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image:pygame.surface.Surface
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image:pygame.surface.Surface
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@ -223,6 +224,7 @@ class Minesweeper:
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self.image = pygame.image.load("assets/sprites/saper_fun_sized.png")
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self.image = pygame.image.load("assets/sprites/saper_fun_sized.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.rotated_image = self.image
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self.rotated_image = self.image
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self.rotation_degrees=0
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def set_map(self, map:Map):
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def set_map(self, map:Map):
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self.current_map = map
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self.current_map = map
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@ -244,6 +246,8 @@ class Minesweeper:
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finished=True
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finished=True
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elif self.offset_y<0:
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elif self.offset_y<0:
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self.offset_y+=dist
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self.offset_y+=dist
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if self.offset_y<-self.size and self.offset_y>-1.2*self.size:
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pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/ledge.wav"))
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if self.offset_y>=0:
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if self.offset_y>=0:
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finished=True
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finished=True
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@ -258,7 +262,24 @@ class Minesweeper:
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window.blit(self.rotated_image, position_on_screen)
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window.blit(self.rotated_image, position_on_screen)
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self.update_offset(delta)
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self.update_offset(delta)
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def move(self, dir:int):
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def rotate(self, dir:str):
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dirr=0
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if dir=="N":
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dirr=180
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elif dir=="S":
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dirr=0
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elif dir=="W":
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dirr=270
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elif dir=="E":
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dirr=90
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else:
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return
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self.rotation_degrees=dirr
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self.rotated_image = pygame.transform.rotate(self.image, dirr)
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def move(self, dir:int=-1):
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#południe - 0
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#południe - 0
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#wschód - 90
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#wschód - 90
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#północ - 180
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#północ - 180
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@ -266,7 +287,11 @@ class Minesweeper:
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if self.offset_x!=0 or self.offset_y!=0:
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if self.offset_x!=0 or self.offset_y!=0:
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return
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return
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self.rotated_image = pygame.transform.rotate(self.image, dir)
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if dir==-1:
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dir = self.rotation_degrees
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else:
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self.rotation_degrees=dir
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self.rotated_image = pygame.transform.rotate(self.image, dir)
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move_legal=True
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move_legal=True
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cliff_jump=False
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cliff_jump=False
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@ -283,11 +308,9 @@ class Minesweeper:
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if next_x == self.current_map.tiles_x or next_x == -1:
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if next_x == self.current_map.tiles_x or next_x == -1:
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move_legal=False
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move_legal=False
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if next_y == self.current_map.tiles_y or next_y == -1:
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elif next_y == self.current_map.tiles_y or next_y == -1:
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move_legal=False
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move_legal=False
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if self.current_map.terrain_matrix[next_y][next_x]>9:
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elif self.current_map.terrain_matrix[next_y][next_x]>9:
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move_legal=False
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if self.current_map.terrain_matrix[next_y][next_x]>9:
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move_legal=False
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move_legal=False
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for cliff in self.current_map.cliffs:
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for cliff in self.current_map.cliffs:
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@ -335,6 +358,38 @@ class Minesweeper:
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def drop_civilians(self):
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def drop_civilians(self):
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pass
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pass
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def sensor(self):
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def sensor(self, x:int=-1, y:int=-1):
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sensor_list = [[],[],[]]
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if x==-1:
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x = self.position_x
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if y==-1:
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y = self.position_y
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sensor_list = [["","",""],["","",""],["","",""]]
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for i in range(3):
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for j in range(3):
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posx = x-1+j
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posy = y-1+i
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if posx >= self.current_map.tiles_x or posx <= -1:
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sensor_list[i][j]="wall"
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elif posy >= self.current_map.tiles_y or posy <= -1:
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sensor_list[i][j]="wall"
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elif self.current_map.terrain_matrix[posy][posx]>9:
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sensor_list[i][j]="wall"
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else:
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sensor_list[i][j]="sand"
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for cliff in self.current_map.cliffs:
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if (posx, posy) == (cliff.position_x, cliff.position_y):
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if cliff.rotation==0:
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sensor_list[i][j]="cliff_south"
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elif cliff.rotation==90:
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sensor_list[i][j]="cliff_east"
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elif cliff.rotation==180:
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sensor_list[i][j]="cliff_north"
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elif cliff.rotation==270:
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sensor_list[i][j]="cliff_west"
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break
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for mine in self.current_map.mines:
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if (posx, posy) == (mine.position_x, mine.position_y):
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sensor_list[i][j]="mine"
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break
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return sensor_list
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return sensor_list
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19
classes/node.py
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19
classes/node.py
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class Node:
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def __init__(self, parent, action, state_array):
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self.parent = parent
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self.action = action
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self.position = state_array
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def get_position(self):
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return self.position
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def get_action(self):
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return self.action
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def get_parent(self):
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return self.parent
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def set_parent(self, parent):
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self.parent = parent
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@ -6,12 +6,14 @@ class Window:
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height:int
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height:int
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title:str
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title:str
|
||||||
icon_path:str
|
icon_path:str
|
||||||
|
paused:bool
|
||||||
|
|
||||||
def __init__(self, width:int=640, height:int=480, title="", icon_path=""):
|
def __init__(self, width:int=640, height:int=480, title="", icon_path=""):
|
||||||
self.set_resolution(width,height)
|
self.set_resolution(width,height)
|
||||||
self.set_title(title)
|
self.set_title(title)
|
||||||
self.set_icon(icon_path)
|
self.set_icon(icon_path)
|
||||||
self.mount()
|
self.mount()
|
||||||
|
self.paused=False
|
||||||
|
|
||||||
def set_resolution(self, width:int, height:int):
|
def set_resolution(self, width:int, height:int):
|
||||||
self.width = width
|
self.width = width
|
||||||
|
19
main.py
19
main.py
@ -3,7 +3,7 @@ import pygame
|
|||||||
#system - klasy związane z pygame
|
#system - klasy związane z pygame
|
||||||
#minesweeper - klasy związane z samym saperem
|
#minesweeper - klasy związane z samym saperem
|
||||||
#ai - klasa wykonująca ruchy sapera
|
#ai - klasa wykonująca ruchy sapera
|
||||||
from classes import system, minesweeper, ai
|
from classes import system, minesweeper, ai, bfs
|
||||||
|
|
||||||
#ustalenie wielkości pojedyńczych kawałków mapy, oraz wielkości mapy
|
#ustalenie wielkości pojedyńczych kawałków mapy, oraz wielkości mapy
|
||||||
TILE_SIZE = 64
|
TILE_SIZE = 64
|
||||||
@ -11,7 +11,7 @@ TILES_X = int(12)
|
|||||||
TILES_Y = int(10)
|
TILES_Y = int(10)
|
||||||
|
|
||||||
#wł/wył muzyki
|
#wł/wył muzyki
|
||||||
MUSIC=True
|
MUSIC=False
|
||||||
|
|
||||||
#ustalenie FPS
|
#ustalenie FPS
|
||||||
FPS = 60
|
FPS = 60
|
||||||
@ -24,6 +24,11 @@ def main():
|
|||||||
#utworzenie okna do gry
|
#utworzenie okna do gry
|
||||||
window = system.Window(TILE_SIZE*TILES_X, TILE_SIZE*TILES_Y, "Intelligent Minesweeper", "icon.png")
|
window = system.Window(TILE_SIZE*TILES_X, TILE_SIZE*TILES_Y, "Intelligent Minesweeper", "icon.png")
|
||||||
|
|
||||||
|
#utworzenie ekranu pauzy
|
||||||
|
pause_menu = pygame.Surface((TILE_SIZE*TILES_X, TILE_SIZE*TILES_Y))
|
||||||
|
pause_menu.set_alpha(128)
|
||||||
|
pause_menu.fill((0,0,0))
|
||||||
|
|
||||||
#utworzenie objektu mapy, wygenerowanie jej i narysowanie na ekranie
|
#utworzenie objektu mapy, wygenerowanie jej i narysowanie na ekranie
|
||||||
map = minesweeper.Map(window, TILE_SIZE, TILES_X, TILES_Y)
|
map = minesweeper.Map(window, TILE_SIZE, TILES_X, TILES_Y)
|
||||||
map.generate()
|
map.generate()
|
||||||
@ -33,6 +38,7 @@ def main():
|
|||||||
saper = minesweeper.Minesweeper(0,0, TILE_SIZE)
|
saper = minesweeper.Minesweeper(0,0, TILE_SIZE)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#utworzenie objektu klasy AI
|
#utworzenie objektu klasy AI
|
||||||
AI = ai.AI(window, map, saper)
|
AI = ai.AI(window, map, saper)
|
||||||
#wykonanie funkcji ready() AI
|
#wykonanie funkcji ready() AI
|
||||||
@ -46,13 +52,20 @@ def main():
|
|||||||
delta = clock.tick(FPS)
|
delta = clock.tick(FPS)
|
||||||
|
|
||||||
#wykonanie funkcji update() AI
|
#wykonanie funkcji update() AI
|
||||||
AI.update()
|
AI.updateFPS()
|
||||||
|
|
||||||
|
if saper.offset_x==0 and saper.offset_y==0:
|
||||||
|
AI.updateTile()
|
||||||
|
|
||||||
#narysowanie terenu i obiektów
|
#narysowanie terenu i obiektów
|
||||||
map.draw_tiles()
|
map.draw_tiles()
|
||||||
map.draw_objects()
|
map.draw_objects()
|
||||||
saper.draw(window.window, delta)
|
saper.draw(window.window, delta)
|
||||||
|
|
||||||
|
#pauza
|
||||||
|
if window.paused:
|
||||||
|
window.window.blit(pause_menu, (0,0))
|
||||||
|
|
||||||
#odświeżenie ekranu
|
#odświeżenie ekranu
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user