InteligentnySaper/classes/minesweeper.py
2022-05-30 13:11:25 +02:00

516 lines
18 KiB
Python

from tkinter import EventType
import pygame
from classes import system
from random import randrange
from classes import decisionTrees
from classes.neuralNetwork import NeuralNetwork
pygame.mixer.init()
class NotMine():
position_x: int
position_y: int
size: int
ismine: bool
image_path: str
image: pygame.surface.Surface
font: pygame.font.Font
done_text: pygame.surface.Surface
def __init__(self, position_x, position_y, size):
self.position_x = position_x
self.position_y = position_y
self.size = size
self.ismine = False
self.image_path = "assets/sprites/notmines/" + str(randrange(1, 3)) + ".jpg"
self.image = pygame.image.load(self.image_path)
self.image = pygame.transform.scale(self.image, (self.size, self.size))
self.font = pygame.font.SysFont('Comic Sans MS', int(self.size * 0.3))
self.done_text = self.font.render("", False, (255,0,0))
def draw(self, window):
position_on_screen = (self.size * self.position_x, self.size * self.position_y)
window.blit(self.image, position_on_screen)
window.blit(self.done_text, (position_on_screen[0] + self.size / 4, position_on_screen[1] - self.size / 8))
class Mine():
position_x: int
position_y: int
size: int
ismine: bool
image_path: str
image: pygame.surface.Surface
font: pygame.font.Font
image_text: pygame.surface.Surface
timer_text: pygame.surface.Surface
diff_text: pygame.surface.Surface
timer_event: pygame.USEREVENT
difficulty: int = 1
weight: float = 1.0
explosion_timer: int = 100
def __init__(self, position_x, position_y, size, difficulty=1, weight=1.0, timer=100):
self.position_x = position_x
self.position_y = position_y
self.size = size
self.ismine = True
self.weight = weight
self.explosion_timer = timer
self.difficulty = difficulty
self.image_path = "assets/sprites/mines/" + str(randrange(1, 3)) + ".jpg"
self.image = pygame.image.load(self.image_path)
self.image = pygame.transform.scale(self.image, (self.size, self.size))
self.font = pygame.font.SysFont('Comic Sans MS', int(self.size * 0.3))
self.image_text = self.font.render(str(self.weight), False, (255, 0, 0))
self.timer_text = self.font.render(str(self.explosion_timer), False, (255, 0, 0))
self.difficulty_text = self.font.render(str(self.difficulty), False, (255, 0, 0))
timer_interval = 1000
self.timer_event = pygame.USEREVENT + 1
pygame.time.set_timer(self.timer_event, timer_interval)
def draw(self, window):
self.timer_text = self.font.render(str(self.explosion_timer), False, (255, 0, 0))
position_on_screen = (self.size * self.position_x, self.size * self.position_y)
window.blit(self.image, position_on_screen)
window.blit(self.image_text, (position_on_screen[0] + self.size / 4, position_on_screen[1] + self.size / 2))
window.blit(self.timer_text, (position_on_screen[0] + self.size / 4, position_on_screen[1] - self.size / 8))
window.blit(self.difficulty_text, (position_on_screen[0] + self.size / 1.5, position_on_screen[1] + self.size / 6 ))
class Cliff:
position_x: int
position_y: int
size: int
image: pygame.surface.Surface
type: int
rotation: int
def __init__(self, position_x, position_y, size, rotation, type=0):
self.position_x = position_x
self.position_y = position_y
self.size = size
self.rotation = rotation
self.type = type
if self.type == 0:
self.image = pygame.image.load("assets/sprites/cliff.png")
elif self.type == 1:
self.image = pygame.image.load("assets/sprites/cliff_corner.png")
elif self.type == 2:
self.image = pygame.image.load("assets/sprites/cliff_end1.png")
elif self.type == 3:
self.image = pygame.image.load("assets/sprites/cliff_end2.png")
self.image = pygame.transform.scale(self.image, (self.size, self.size))
self.image = pygame.transform.rotate(self.image, self.rotation)
def draw(self, window):
position_on_screen = (self.size * self.position_x, self.size * self.position_y)
window.blit(self.image, position_on_screen)
# mapa
class Map:
window: system.Window
tile_size: int
tiles_x: int
tiles_y: int
tile_palette: list
terrain_matrix: list
cliffs = []
encounters = []
mines = []
notmines = []
def __init__(self, window: system.Window, tile_size: int = 64, tiles_x: int = 8, tiles_y: int = 8):
self.window = window
self.tile_size = tile_size
self.tiles_x = tiles_x
self.tiles_y = tiles_y
# dodanie grafik wszystkich typów terenu do jednej listy
self.tile_palette = [None] * 20
image = pygame.image.load("assets/sprites/grass.png")
image = pygame.transform.scale(image, (tile_size, tile_size))
self.tile_palette[0] = image
image = pygame.image.load("assets/sprites/stone.png")
image = pygame.transform.scale(image, (tile_size, tile_size))
self.tile_palette[10] = image
image = pygame.image.load("assets/sprites/slowgrass.png")
image = pygame.transform.scale(image, (tile_size, tile_size))
self.tile_palette[5] = image
def generate(self):
# generowanie terenu
matrix = []
for i in range(self.tiles_y):
matrix.append([])
for j in range(self.tiles_x):
# sprawdza czy są tu jakieś klify
ok = True
for cliff in self.cliffs:
for i2 in range(i - 1, i + 2):
if (j, i2) == (cliff.position_x, cliff.position_y):
ok = False
break
elif (j - 1, i2) == (cliff.position_x, cliff.position_y):
ok = False
break
elif (j + 1, i2) == (cliff.position_x, cliff.position_y):
ok = False
break
# od liczby zależy jaki teren, np. 0 - piasek
rng = randrange(10)
if ok and rng == 0 and not (i < 2 and j < 3):
matrix[i].append(10) # kamień
elif ok and rng > 6 and not (i < 2 and j < 3):
matrix[i].append(5) # trawa
elif ok and rng < 2 and not (i < 2 and j < 3):
matrix[i].append(0) # piasek
rand_rotate = 0 # randrange(4)*90
if rand_rotate == 0 and j + 3 < self.tiles_x and not (
i == 0 or i == self.tiles_y - 1 or j == 0 or j == self.tiles_x - 1):
cliff = Cliff(j, i, self.tile_size, rand_rotate, type=2)
# self.cliffs.append(cliff)
cliff = Cliff(j + 1, i, self.tile_size, rand_rotate, type=0)
# self.cliffs.append(cliff)
cliff = Cliff(j + 2, i, self.tile_size, rand_rotate, type=3)
# self.cliffs.append(cliff)
else:
matrix[i].append(0)
self.terrain_matrix = matrix
for i in range(self.tiles_y):
for j in range(self.tiles_x):
if matrix[i][j] < 10:
ok = True
for cliff in self.cliffs:
if (j, i) == (cliff.position_x, cliff.position_y):
ok = False
break
if ok and randrange(10) == 0 and not (i < 2 and j < 3):
#zależnie od wylosowanej liczby mina lub niemina
if randrange(0, 10) > 3: #odpowiednia wartość to > 3
difficulty = randrange(0, 4) + 1
weight = randrange(10, 31) / 10
timer = randrange(100, 200)
mine = Mine(j, i, self.tile_size, difficulty, weight, timer)
self.mines.append(mine)
self.encounters.append(mine)
else:
notmine = NotMine(j, i, self.tile_size)
self.notmines.append(notmine)
self.encounters.append(notmine)
def draw_tiles(self):
# narysowanie na ekranie terenu
for i in range(len(self.terrain_matrix)):
for j in range(len(self.terrain_matrix[i])):
self.window.window.blit(self.tile_palette[self.terrain_matrix[i][j]],
(self.tile_size * j, self.tile_size * i))
def draw_objects(self):
for mine in self.mines:
mine.draw(self.window.window)
for notmine in self.notmines:
notmine.draw(self.window.window)
for cliff in self.cliffs:
cliff.draw(self.window.window)
# broń
class Weapon:
size: int
image: pygame.surface.Surface
rotated_image: pygame.surface.Surface
owner: str
weight: float
weapon_type: int
# baza operacji
class Base:
position_x: int
position_y: int
size: int
image: pygame.surface.Surface
weapon_level: int
weapons = []
# schron
class Shelter:
position_x: int
position_y: int
size: int
image: pygame.surface.Surface
# składowisko
class Dumpster:
position_x: int
position_y: int
size: int
image: pygame.surface.Surface
# cywile
class NPC:
position_x: int
position_y: int
size: int
image: pygame.surface.Surface
rotated_image: pygame.surface.Surface
offset_x: int = 0
offset_y: int = 0
current_map: Map
type: str
value: int
weight: float
# saper
class Minesweeper:
size: int
rotation_degrees: int
position_x: int
position_y: int
image: pygame.surface.Surface
rotated_image: pygame.surface.Surface
offset_x: int = 0
offset_y: int = 0
current_map: Map
carried_objects = []
speed = 1
ability = 1
max_carried_weight = 5.0
def __init__(self, position_x=0, position_y=0, size=64):
self.position_x = position_x
self.position_y = position_y
self.size = size
self.image = pygame.image.load("assets/sprites/saper_fun_sized.png")
self.image = pygame.transform.scale(self.image, (self.size, self.size))
self.rotated_image = self.image
self.rotation_degrees = 0
self.neural_network = NeuralNetwork()
def set_map(self, map: Map):
self.current_map = map
def update_offset(self, delta: float):
dist = round(self.speed * delta / 8)
finished = False
if self.offset_x > 0:
self.offset_x -= dist
if self.offset_x <= 0:
finished = True
elif self.offset_x < 0:
self.offset_x += dist
if self.offset_x >= 0:
finished = True
if self.offset_y > 0:
self.offset_y -= dist
if self.offset_y <= 0:
finished = True
elif self.offset_y < 0:
self.offset_y += dist
if self.offset_y < -self.size and self.offset_y > -1.2 * self.size:
pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/ledge.wav"))
if self.offset_y >= 0:
finished = True
if finished:
pygame.mixer.Channel(1).stop()
self.offset_y = 0
self.offset_x = 0
if self.current_map.terrain_matrix[self.position_y][self.position_x] < 5:
self.speed = 1
def draw(self, window, delta: float):
position_on_screen = (self.size * self.position_x + self.offset_x, self.size * self.position_y + self.offset_y)
window.blit(self.rotated_image, position_on_screen)
self.update_offset(delta)
def rotate(self, dir: str):
dirr = 0
if dir == "N":
dirr = 180
elif dir == "S":
dirr = 0
elif dir == "W":
dirr = 270
elif dir == "E":
dirr = 90
elif dir == "left":
dirr = (self.rotation_degrees + 90) % 360
elif dir == "right":
dirr = (self.rotation_degrees - 90) % 360
else:
return
self.rotation_degrees = dirr
self.rotated_image = pygame.transform.rotate(self.image, dirr)
def move(self, dir: int = -1):
# południe - 0
# wschód - 90
# północ - 180
# zachód - 270
if self.offset_x != 0 or self.offset_y != 0:
return
if dir == -1:
dir = self.rotation_degrees
else:
self.rotation_degrees = dir
self.rotated_image = pygame.transform.rotate(self.image, dir)
move_legal = True
cliff_jump = False
next_x = self.position_x
next_y = self.position_y
if dir == 0:
next_y = self.position_y + 1
elif dir == 180:
next_y = self.position_y - 1
elif dir == 270:
next_x = self.position_x - 1
elif dir == 90:
next_x = self.position_x + 1
if next_x == self.current_map.tiles_x or next_x == -1:
move_legal = False
elif next_y == self.current_map.tiles_y or next_y == -1:
move_legal = False
elif self.current_map.terrain_matrix[next_y][next_x] > 9:
move_legal = False
for cliff in self.current_map.cliffs:
if (next_x, next_y) == (cliff.position_x, cliff.position_y):
if dir == 0 and cliff.rotation == 0:
cliff_jump = True
else:
move_legal = False
if move_legal:
if self.current_map.terrain_matrix[next_y][next_x] > 4:
self.speed = 0.5
pygame.mixer.Channel(1).set_volume(0.01) #from 0.3
pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/moving.wav"))
if dir == 0:
self.position_y += 1
self.offset_y = -self.size
if cliff_jump:
self.position_y += 1
self.offset_y = -2 * self.size
elif dir == 180:
self.position_y -= 1
self.offset_y = self.size
elif dir == 270:
self.position_x -= 1
self.offset_x = self.size
elif dir == 90:
self.position_x += 1
self.offset_x = -self.size
else:
pygame.mixer.Channel(2).set_volume(0.01) #from 0.5
pygame.mixer.Channel(2).play(pygame.mixer.Sound("assets/sounds/collision.wav"))
def pick_up(self, model):
if self.offset_x != 0 or self.offset_y != 0:
return
for encounter in self.current_map.encounters:
if (self.position_x, self.position_y) == (encounter.position_x, encounter.position_y):
#tutaj będzie sprawdzanie zdjęcia i na podstawie tego przypisywane true albo false do decisionismine
decisionismine = self.neural_network.recognize(encounter.image_path)
#wykryto błędnie
if decisionismine != encounter.ismine:
print("ERROR: Decision was not right")
self.current_map.encounters.clear()
break
#wykryto poprawnie, że mina
elif decisionismine:
print("Mine? - Yes")
print("")
tree = decisionTrees.DecisionTrees()
decision = tree.return_predict(model)
print("Decision : ", decision, "\n")
self.current_map.mines.remove(encounter)
self.current_map.encounters.remove(encounter)
pygame.mixer.Channel(3).set_volume(0.01) #from 0.7
pygame.mixer.Channel(3).play(pygame.mixer.Sound("assets/sounds/pickup.wav"))
break
#wykryto poprawnie, że niemina
else:
print("Mine? - No")
print("")
encounter.done_text = encounter.font.render("X", False, (255,0,0))
self.current_map.encounters.remove(encounter)
pygame.mixer.Channel(3).set_volume(0.01)
pygame.mixer.Channel(3).play(pygame.mixer.Sound("assets/sounds/notmine.wav"))
break
def drop_bombs(self):
pass
def drop_civilians(self):
pass
def sensor(self, x: int = -1, y: int = -1):
if x == -1:
x = self.position_x
if y == -1:
y = self.position_y
sensor_list = [["", "", ""], ["", "", ""], ["", "", ""]]
for i in range(3):
for j in range(3):
posx = x - 1 + j
posy = y - 1 + i
if posx >= self.current_map.tiles_x or posx <= -1:
sensor_list[i][j] = "wall"
elif posy >= self.current_map.tiles_y or posy <= -1:
sensor_list[i][j] = "wall"
elif self.current_map.terrain_matrix[posy][posx] > 9:
sensor_list[i][j] = "wall"
elif self.current_map.terrain_matrix[posy][posx] > 4:
sensor_list[i][j] = "slowfloor"
else:
sensor_list[i][j] = "floor"
for cliff in self.current_map.cliffs:
if (posx, posy) == (cliff.position_x, cliff.position_y):
if cliff.rotation == 0:
sensor_list[i][j] = "cliff_south"
elif cliff.rotation == 90:
sensor_list[i][j] = "cliff_east"
elif cliff.rotation == 180:
sensor_list[i][j] = "cliff_north"
elif cliff.rotation == 270:
sensor_list[i][j] = "cliff_west"
break
for encounter in self.current_map.encounters:
if (posx, posy) == (encounter.position_x, encounter.position_y):
sensor_list[i][j] = "encounter"
break
return sensor_list