bfs - knights are moving but idk where

This commit is contained in:
Angelika Iskra 2022-04-11 00:01:57 +02:00
parent ac74280271
commit 8196a5ec62
10 changed files with 295 additions and 65 deletions

129
algorithms/bfs.py Normal file
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@ -0,0 +1,129 @@
from __future__ import annotations
from typing import List
# temporary goal for testing
from common.constants import ACTION, Direction, ROWS, COLUMNS
GOAL = (9, 9)
class State:
def __init__(self, row, column, direction):
self.row = row
self.column = column
self.direction = direction
class Node:
def __init__(self, state, parent=None, action=None):
self.state = state
self.parent = parent
self.action = action
def goal_test(state: State):
if (state.row, state.column) == GOAL:
return True
return False
def get_successors(state: State, map):
successors = list()
state_left = State(state.row, state.column, state.direction.right())
successors.append((ACTION.get("rotate_left"), state_left))
state_right = State(state.row, state.column, state.direction.left())
successors.append((ACTION.get("rotate_right"), state_right))
target = go(state.row, state.column, state.direction)
if is_valid_move(map, target[0], target[1]):
state_go = State(target[0], target[1], state.direction)
successors.append((ACTION.get("go"), state_go))
return successors
def graphsearch(initial_state: State, map, fringe: List[Node] = None, explored: List[Node] = None,
tox: int = None, toy: int = None):
# fringe and explored initialization
global GOAL
if fringe is None:
fringe = list()
if explored is None:
explored = list()
if tox is not None and toy is not None:
GOAL = (tox, toy)
explored_states = set()
fringe_states = set()
# root Node
fringe.append(Node(initial_state))
fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
while True:
# fringe empty -> solution not found
if not any(fringe):
print("Brak rozwiazania")
return []
# get first element from fringe
element = fringe.pop(0)
fringe_states.remove((element.state.row, element.state.column, element.state.direction))
# if solution was found, prepare and return actions sequence
if goal_test(element.state):
actions_sequence = [element.action]
parent = element.parent
while parent is not None:
# root's action will be None, don't add it
if parent.action is not None:
actions_sequence.append(parent.action)
parent = parent.parent
actions_sequence.reverse()
return actions_sequence
# add current node to explored (prevents infinite cycles)
explored.append(element)
explored_states.add((element.state.row, element.state.column, element.state.direction))
# loop through every possible next action
for successor in get_successors(element.state, map):
# make sure not to fall into a cycle
successor_state = (successor[1].row, successor[1].column, successor[1].direction)
if successor_state not in fringe_states and \
successor_state not in explored_states:
# create new Node and add it at the end of fringe
new_node = Node(state=successor[1],
parent=element,
action=successor[0])
fringe.append(new_node)
fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
# TEMPORARY METHOD
def go(row, column, direction):
target = tuple()
if direction == Direction.RIGHT:
target = row, column + 1
elif direction == Direction.LEFT:
target = row, column - 1
elif direction == Direction.UP:
target = row - 1, column
elif direction == Direction.DOWN:
target = row + 1, column
return target
def is_valid_move(map, target_row, target_column):
# TODO: check collisions with objects
if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS:
return True
return False

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@ -1,7 +1,10 @@
from enum import Enum
GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
FPS_COUNT = 60
TURN_INTERVAL = 1000
GRID_CELL_PADDING = 5
GRID_CELL_SIZE = 36
@ -19,9 +22,7 @@ RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
CASTLE_SPAWN_WIDTH = 6
# CASTLE_SPAWN_WIDTH = 0
CASTLE_SPAWN_HEIGHT = 5
# CASTLE_SPAWN_HEIGHT = 0
CASTLE_SPAWN_FIRST_ROW = 7
CASTLE_SPAWN_FIRST_COL = 9
@ -38,3 +39,25 @@ TILES = [
'water.png',
'grass_with_tree.jpg',
]
class Direction(Enum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
def left(self):
v = (self.value + 1) % 4
return Direction(v)
def right(self):
v = (self.value - 1) % 4
return Direction(v)
ACTION = {
"rotate_left": -1,
"rotate_right": 1,
"go": 0,
}

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@ -1,4 +1,5 @@
import pygame
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS
def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
@ -10,3 +11,20 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def print_numbers():
display_surface = pygame.display.get_surface()
font = pygame.font.SysFont('Arial', 16)
for row_index in range(ROWS):
for col_index in range(COLUMNS):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 16
display_surface.blit(font.render(f'[{col_index}, {row_index}]', True, (255, 0, 0)), (x, y))
pygame.display.update()
# parse array index to screen x or y coordinate
def parse_cord(cord):
return (GRID_CELL_PADDING + GRID_CELL_SIZE) * cord + GRID_CELL_PADDING + 7

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@ -1,15 +0,0 @@
import pygame.display
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS
def print_numbers():
display_surface = pygame.display.get_surface()
font = pygame.font.SysFont('Arial', 16)
for row_index in range(ROWS):
for col_index in range(COLUMNS):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 16
display_surface.blit(font.render(f'[{col_index}, {row_index}]', True, (255, 0, 0)), (x, y))
pygame.display.update()

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@ -3,7 +3,8 @@ import sys
import pygame
from common.constants import *
from helpers.debug import print_numbers
from common.helpers import print_numbers
from logic.knights_queue import KnightsQueue
from logic.level import Level
from ui.logs import Logs
from ui.screens.credits import Credits
@ -37,6 +38,13 @@ class Game:
stats = Stats()
logs = Logs()
# setup clock for rounds
NEXT_TURN = pygame.USEREVENT + 1
pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
# create level
self.level.create_map()
print_numbers_flag = False
running = True
while running:
@ -51,11 +59,13 @@ class Game:
running = False
if event.key == 110: # clicked n letter on keyboard
print_numbers_flag = not print_numbers_flag
if event.type == NEXT_TURN: # is called every 't' milliseconds
self.level.handle_turn()
stats.draw(self.screen)
logs.draw(self.screen)
self.level.run()
self.level.update()
if print_numbers_flag:
print_numbers()

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@ -2,7 +2,9 @@ import random
import pygame
from algorithms.bfs import graphsearch, State
from common.constants import *
from logic.knights_queue import KnightsQueue
from logic.spawner import Spawner
from models.castle import Castle
from models.knight import Knight
@ -17,18 +19,29 @@ class Level:
# sprite group setup
self.sprites = pygame.sprite.Group()
self.create_map()
self.map = [[' ' for x in range(COLUMNS)] for y in range(ROWS)]
self.list_knights_blue = []
self.list_knights_red = []
self.list_monsters = []
self.list_castles = []
self.knights_queue = None
def create_map(self):
self.generate_map()
self.setup_base_tiles()
self.setup_objects()
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
def generate_map(self):
map = [[' ' for x in range(COLUMNS)] for y in range(ROWS)]
spawner = Spawner(map)
spawner = Spawner(self.map)
spawner.spawn_where_possible(['w' for x in range(NBR_OF_WATER)])
spawner.spawn_where_possible(['t' for x in range(NBR_OF_TREES)])
spawner.spawn_in_area(['k' for x in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
spawner.spawn_in_area(['k_b' for x in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
spawner.spawn_in_area(['k' for x in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
spawner.spawn_in_area(['k_r' for x in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
@ -36,50 +49,87 @@ class Level:
spawner.spawn_where_possible(['m' for x in range(NBR_OF_MONSTERS)])
return map
def create_map(self):
map = self.generate_map()
def setup_base_tiles(self):
textures = []
for texture_path in TILES:
converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha()
converted_texture = pygame.transform.scale(converted_texture, (40, 40))
textures.append((texture_path, converted_texture))
castle_count = 0 # TODO: find some smarter method to print castle
for row_index, row in enumerate(map):
print(row)
for row_index, row in enumerate(self.map):
for col_index, col in enumerate(row):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 7
# add base tiles, e.g. water, tree, grass
if col == "w":
texture_index = 5
texture_surface = textures[texture_index][1]
Tile((x, y), texture_surface, self.sprites, 'w')
Tile((row_index, col_index), texture_surface, self.sprites, 'w')
elif col == "t":
texture_index = 6
texture_surface = textures[texture_index][1]
Tile((x, y), texture_surface, self.sprites, 't')
Tile((row_index, col_index), texture_surface, self.sprites, 't')
else:
texture_index = random.randint(0, 4)
texture_surface = textures[texture_index][1]
Tile((x, y), texture_surface, self.sprites)
Tile((row_index, col_index), texture_surface, self.sprites)
def setup_objects(self):
castle_count = 0 # TODO: find some smarter method to print castle
for row_index, row in enumerate(self.map):
print(row)
for col_index, col in enumerate(row):
# add objects, e.g. knights, monsters, castle
if col == "k":
map[row_index][col_index] = Knight((x, y), self.sprites)
if col == "k_b":
knight = Knight((row_index, col_index), self.sprites, "blue")
self.map[row_index][col_index] = knight
self.list_knights_blue.append(knight)
elif col == "k_r":
knight = Knight((row_index, col_index), self.sprites, "red")
self.map[row_index][col_index] = knight
self.list_knights_red.append(knight)
elif col == "m":
map[row_index][col_index] = Monster((x, y), self.sprites)
monster = Monster((row_index, col_index), self.sprites)
self.map[row_index][col_index] = monster
self.list_monsters.append(monster)
elif col == "c":
castle_count += 1
if castle_count == 4:
map[row_index][col_index] = Castle((x, y), self.sprites)
castle = Castle((row_index, col_index), self.sprites)
self.map[row_index][col_index] = castle
self.list_castles.append(castle)
def run(self):
def handle_turn(self):
print("next turn")
current_knight = self.knights_queue.dequeue_knight()
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
state = State(knight_pos_x, knight_pos_y, current_knight.direction)
action_list = graphsearch(state, self.map)
print(action_list)
if len(action_list) == 0:
return
if action_list[0] == ACTION.get("rotate_left"):
current_knight.rotate_left()
elif action_list[0] == ACTION.get("rotate_right"):
current_knight.rotate_right()
elif action_list[0] == ACTION.get("go"):
current_knight.step_forward()
self.map[knight_pos_x][knight_pos_y] = ' '
if current_knight.direction.name == 'UP':
self.map[knight_pos_x][knight_pos_y - 1] = current_knight
elif current_knight.direction.name == 'RIGHT':
self.map[knight_pos_x + 1][knight_pos_y] = current_knight
elif current_knight.direction.name == 'DOWN':
self.map[knight_pos_x][knight_pos_y + 1] = current_knight
elif current_knight.direction.name == 'LEFT':
self.map[knight_pos_x - 1][knight_pos_y] = current_knight
def update(self):
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)

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@ -1,10 +1,13 @@
import pygame.image
from common.helpers import parse_cord
class Castle(pygame.sprite.Sprite):
def __init__(self, position, group):
super().__init__(group)
self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (78, 78))
self.rect = self.image.get_rect(center=position)
position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
self.rect = self.image.get_rect(center=position_in_px)
self.health = 80

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@ -1,7 +1,8 @@
import pygame.image
import random
from common.constants import GRID_CELL_SIZE
from common.constants import GRID_CELL_SIZE, Direction
from common.helpers import parse_cord
def load_knight_textures():
@ -17,32 +18,37 @@ def load_knight_textures():
class Knight(pygame.sprite.Sprite):
def __init__(self, position, group):
def __init__(self, position, group, team):
super().__init__(group)
self.direction = 2
self.direction = Direction.DOWN
self.states = load_knight_textures()
self.image = self.states[self.direction]
self.rect = self.image.get_rect(topleft=position)
self.image = self.states[self.direction.value]
self.position = position
position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.team = team
self.health = random.randint(7, 12)
self.attack = random.randint(4, 7)
self.defense = random.randint(1, 4)
self.points = 1
# direction arg = -1 to rotate left
# direction arg = 1 to rotate right
def rotate(self, direction):
self.direction = (self.direction + direction) % 4
self.image = self.states[self.direction]
def rotate_left(self):
self.direction = self.direction.right()
self.image = self.states[self.direction.value]
def rotate_right(self):
self.direction = self.direction.left()
self.image = self.states[self.direction.value]
def step_forward(self):
if self.direction == 0:
self.rect.y = self.rect.y - GRID_CELL_SIZE
elif self.direction == 1:
self.rect.x = self.rect.x + GRID_CELL_SIZE
elif self.direction == 2:
self.rect.y = self.rect.y + GRID_CELL_SIZE
else:
self.rect.x = self.rect.x - GRID_CELL_SIZE
if self.direction.name == 'UP':
self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
elif self.direction.name == 'RIGHT':
self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
elif self.direction.name == 'DOWN':
self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
elif self.direction.name == 'LEFT':
self.rect.x = self.rect.x - GRID_CELL_SIZE - 5

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@ -1,6 +1,8 @@
import pygame.image
import random
from common.helpers import parse_cord
monster_images = [
pygame.image.load("./resources/textures/dragon2.png"),
pygame.image.load("./resources/textures/birb.png"),
@ -14,7 +16,8 @@ class Monster(pygame.sprite.Sprite):
super().__init__(group)
self.image = random.choice(monster_images)
self.image = pygame.transform.scale(self.image, (40, 40))
self.rect = self.image.get_rect(topleft=position)
position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.health = random.randrange(15, 25)
self.attack = random.randrange(2, 10)

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@ -1,9 +1,12 @@
import pygame
from common.helpers import parse_cord
class Tile(pygame.sprite.Sprite):
def __init__(self, position, image, group, tile_type=' '):
super().__init__(group)
self.image = image
self.rect = self.image.get_rect(topleft=position)
position_in_px = (parse_cord(position[1]), parse_cord(position[0]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.tile_type = tile_type