WMICraft/common/helpers.py

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from typing import Tuple, List
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import pygame
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from algorithms.genetic.const import MAP_ALIASES
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
import csv
import os
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE
from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
directions = {
LEFT: (0, -1),
RIGHT: (0, 1),
UP: (-1, 0),
DOWN: (1, 0)
}
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def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
if is_bold:
font = pygame.font.Font('resources/fonts/Poppins-SemiBold.ttf', text_size)
else:
font = pygame.font.Font('resources/fonts/Poppins-Regular.ttf', text_size)
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
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def createCSV():
train_data_path = './data/train'
test_data_path = './data/test'
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if os.path.exists(train_data_path):
train_csvfile = open('./data/train_csv_file.csv', 'w', newline="")
writer = csv.writer(train_csvfile)
writer.writerow(["filepath", "type"])
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for class_name in CLASSES:
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class_dir = train_data_path + "/" + class_name
for filename in os.listdir(class_dir):
f = os.path.join(class_dir, filename)
if os.path.isfile(f):
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writer.writerow([f, CLASS_TO_ID[class_name]])
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train_csvfile.close()
else:
print("Brak plików do uczenia")
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if os.path.exists(test_data_path):
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test_csvfile = open('./data/test_csv_file.csv', 'w', newline="")
writer = csv.writer(test_csvfile)
writer.writerow(["filepath", "type"])
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for class_name in CLASSES:
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class_dir = test_data_path + "/" + class_name
for filename in os.listdir(class_dir):
f = os.path.join(class_dir, filename)
if os.path.isfile(f):
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writer.writerow([f, CLASS_TO_ID[class_name]])
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test_csvfile.close()
else:
print("Brak plików do testowania")
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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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def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
neighbors = []
for row_add in range(-2, 2):
new_row = castle_bottom_right_row + row_add
if 0 <= new_row <= len(map) - 1:
for col_add in range(-2, 2):
new_col = castle_bottom_right_col + col_add
if 0 <= new_col <= len(map) - 1:
if (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row - 1) \
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row - 1) \
or (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row) \
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row):
continue
neighbors.append((new_col, new_row))
return neighbors
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def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int, int]]:
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dr = [-1, 1, 0, 0]
dc = [0, 0, -1, 1]
neighbours = []
for i in range(4):
rr = row + dr[i]
cc = col + dc[i]
if rr < 0 or cc < 0: continue
if rr >= ROWS or cc >= COLUMNS: continue
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if grid[rr][cc] not in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND"), '.']: continue
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neighbours.append((rr, cc))
return neighbours