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.gitignore vendored
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@ -150,4 +150,3 @@ cython_debug/
# and can be added to the global gitignore or merged into this file. For a more nuclear
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
.idea/
/algorithms/neural_network/data/

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from __future__ import annotations
import heapq
from dataclasses import dataclass, field
from typing import Tuple, Optional, List
from algorithms.genetic.const import MAP_ALIASES
from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
from common.helpers import directions
EMPTY_FIELDS = [MAP_ALIASES.get("SAND"), MAP_ALIASES.get("GRASS"), ' ']
TURN_LEFT = 'TURN_LEFT'
TURN_RIGHT = 'TURN_RIGHT'
FORWARD = 'FORWARD'
@dataclass
class State:
position: Tuple[int, int]
direction: str
def __eq__(self, other: State) -> bool:
return other.position == self.position and self.direction == other.direction
def __lt__(self, state):
return self.position < state.position
def __hash__(self) -> int:
return hash(self.position)
@dataclass
class Node:
state: State
parent: Optional[Node]
action: Optional[str]
grid: List[List[str]]
cost: int = field(init=False)
depth: int = field(init=False)
def __lt__(self, node) -> None:
return self.state < node.state
def __post_init__(self) -> None:
if self.grid[self.state.position[0]][self.state.position[1]] == 'g':
self.cost = 1 if not self.parent else self.parent.cost + 1
else:
self.cost = 2 if not self.parent else self.parent.cost + 2
self.depth = 0 if not self.parent else self.parent.depth + 1
def __hash__(self) -> int:
return hash(self.state)
def expand(node: Node, grid: List[List[str]]) -> List[Node]:
return [child_node(node=node, action=action, grid=grid) for action in actions(node.state, grid)]
def child_node(node: Node, action: str, grid: List[List[str]]) -> Node:
next_state = result(state=node.state, action=action)
return Node(state=next_state, parent=node, action=action, grid=grid)
def next_position(current_position: Tuple[int, int], direction: str) -> Tuple[int, int]:
next_row, next_col = directions[direction]
row, col = current_position
return next_row + row, next_col + col
def valid_move(position: Tuple[int, int], grid: List[List[str]]) -> bool:
row, col = position
return grid[row][col] in EMPTY_FIELDS
def actions(state: State, grid: List[List[str]]) -> List[str]:
possible_actions = [FORWARD, TURN_LEFT, TURN_RIGHT]
row, col = state.position
direction = state.direction
if direction == UP and row == 0:
remove_forward(possible_actions)
if direction == DOWN and row == ROWS - 1:
remove_forward(possible_actions)
if direction == LEFT and col == 0:
remove_forward(possible_actions)
if direction == RIGHT and col == COLUMNS - 1:
remove_forward(possible_actions)
if FORWARD in possible_actions and not valid_move(next_position(state.position, direction), grid):
remove_forward(possible_actions)
return possible_actions
def remove_forward(possible_actions: List[str]) -> None:
if FORWARD in possible_actions:
possible_actions.remove(FORWARD)
def result(state: State, action: str) -> State:
next_state = State(state.position, state.direction)
if state.direction == UP:
if action == TURN_LEFT:
next_state.direction = LEFT
elif action == TURN_RIGHT:
next_state.direction = RIGHT
elif action == FORWARD:
next_state.position = next_position(state.position, UP)
elif state.direction == DOWN:
if action == TURN_LEFT:
next_state.direction = RIGHT
elif action == TURN_RIGHT:
next_state.direction = LEFT
elif action == FORWARD:
next_state.position = next_position(state.position, DOWN)
elif state.direction == LEFT:
if action == TURN_LEFT:
next_state.direction = DOWN
elif action == TURN_RIGHT:
next_state.direction = UP
elif action == FORWARD:
next_state.position = next_position(state.position, LEFT)
elif state.direction == RIGHT:
if action == TURN_LEFT:
next_state.direction = UP
elif action == TURN_RIGHT:
next_state.direction = DOWN
elif action == FORWARD:
next_state.position = next_position(state.position, RIGHT)
return next_state
def goal_test(state: State, goal_list: List[Tuple[int, int]]) -> bool:
return state.position in goal_list
def h(state: State, goal: Tuple[int, int]) -> int:
"""heuristics that calculates Manhattan distance between current position and goal"""
x1, y1 = state.position
x2, y2 = goal
return abs(x1 - x2) + abs(y1 - y2)
def f(current_node: Node, goal: Tuple[int, int]) -> int:
"""f(n) = g(n) + h(n), g stands for current cost, h for heuristics"""
return current_node.cost + h(state=current_node.state, goal=goal)
def get_path_from_start(node: Node) -> List[str]:
path = [node.action]
while node.parent is not None:
node = node.parent
if node.action:
path.append(node.action)
path.reverse()
return path
def a_star(state: State, grid: List[List[str]], goals: List[Tuple[int, int]]) -> List[str]:
node = Node(state=state, parent=None, action=None, grid=grid)
frontier = list()
heapq.heappush(frontier, (f(node, goals[0]), node))
explored = set()
while frontier:
r, node = heapq.heappop(frontier)
if goal_test(node.state, goals):
return get_path_from_start(node)
explored.add(node.state)
for child in expand(node, grid):
p = f(child, goals[0])
if child.state not in explored and (p, child) not in frontier:
heapq.heappush(frontier, (p, child))
elif (r, child) in frontier and r > p:
heapq.heappush(frontier, (p, child))
return []

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from __future__ import annotations
from typing import List
from common.constants import ACTION, Direction, ROWS, COLUMNS
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(goal_list, state: State):
if (state.row, state.column) in goal_list:
return True
return False
def get_successors(state: State, map):
successors = list()
state_left = State(state.row, state.column, state.direction.left())
successors.append((ACTION.get("rotate_left"), state_left))
state_right = State(state.row, state.column, state.direction.right())
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, goal_list, fringe: List[Node] = None, explored: List[Node] = None):
# fringe and explored initialization
if fringe is None:
fringe = list()
if explored is None:
explored = list()
explored_states = set()
fringe_states = set()
# train 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(goal_list, element.state):
actions_sequence = [element.action]
parent = element.parent
while parent is not None:
# train'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):
if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] in ['g', 's', ' ']:
return True
return False

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from dataclasses import dataclass
import numpy as np
from const import *
from typing import List, Dict, Tuple
import numpy.typing as npt
@dataclass
class Position:
row: int
col: int
@dataclass
class Area:
position: Position
width: int
height: int
AREAS_TO_CROSS = [
# up above left knights spawn
Area(position=Position(row=0, col=0),
width=KNIGHTS_SPAWN_WIDTH,
height=LEFT_KNIGHTS_SPAWN_FIRST_ROW),
# down below left knights spawn
Area(position=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=0),
width=KNIGHTS_SPAWN_WIDTH,
height=ROWS - LEFT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
# between left knights spawn and castle
Area(position=Position(row=0, col=KNIGHTS_SPAWN_WIDTH),
width=CASTLE_SPAWN_FIRST_COL - KNIGHTS_SPAWN_WIDTH,
height=ROWS),
# up above castle
Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL),
width=2,
height=CASTLE_SPAWN_FIRST_ROW),
# down below castle
Area(position=Position(row=CASTLE_SPAWN_FIRST_ROW + 2, col=CASTLE_SPAWN_FIRST_COL),
width=2,
height=ROWS - CASTLE_SPAWN_FIRST_ROW - 2),
# between castle and right knights spawn
Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL + 2),
width=RIGHT_KNIGHTS_SPAWN_FIRST_COL - CASTLE_SPAWN_FIRST_COL - 2,
height=ROWS),
# up above right knights spawn
Area(position=Position(row=0, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=RIGHT_KNIGHTS_SPAWN_FIRST_ROW),
# down below right knights spawn
Area(position=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=ROWS - RIGHT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
]
def dfs(grid: npt.NDArray, visited: Dict[Tuple[int, int], bool], position: Position, rows: int, cols: int) -> None:
visited[(position.row, position.col)] = True
row_vector = [0, 0, 1, -1]
col_vector = [-1, 1, 0, 0]
neighbours = []
for i in range(4):
rr = position.row + row_vector[i]
cc = position.col + col_vector[i]
if rr < 0 or rr >= ROWS:
continue
elif cc < 0 or cc >= COLUMNS:
continue
else:
p = Position(rr, cc)
if (p.row, p.col) in visited:
neighbours.append(p)
for neighbour in neighbours:
if not visited[(neighbour.row, neighbour.col)]:
dfs(grid, visited, neighbour, rows, cols)
def get_islands(grid: npt.NDArray, positions: List[Position], rows: int = ROWS, cols: int = COLUMNS) -> List[Position]:
"""it returns list of all islands roots"""
visited = {}
for position in positions:
visited[(position.row, position.col)] = False
islands = 0
roots = []
for position in positions:
if not visited[(position.row, position.col)]:
dfs(grid, visited, position, rows, cols)
roots.append(position)
islands += 1
return roots
def find_neighbours(grid: npt.NDArray, col: int, row: int) -> List[Position]:
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 0 <= rr < ROWS and 0 <= cc < COLUMNS and grid[rr][cc] == MAP_ALIASES.get('GRASS'):
neighbours.append(Position(row=rr, col=cc))
return neighbours
def get_tiles_positions(grid: npt.NDArray):
sands = []
trees = []
waters = []
monsters = []
for row_num in range(len(grid)):
for col_num in range(len(grid[row_num])):
if grid[row_num][col_num] == MAP_ALIASES.get('WATER'):
waters.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('TREE'):
trees.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('SAND'):
sands.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('MONSTER'):
monsters.append(Position(row=row_num, col=col_num))
return sands, trees, waters, monsters

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# map config
KNIGHTS_PER_TEAM_COUNT = 4
SAND_COUNT = 21
WATER_COUNT = 21
TREE_COUNT = 37
MONSTERS_COUNT = 2
CASTLES_COUNT = 1
ROWS = 19
COLUMNS = 24
KNIGHTS_SPAWN_WIDTH = 4
KNIGHTS_SPAWN_HEIGHT = 7
LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
CASTLE_SPAWN_FIRST_ROW = 7
CASTLE_SPAWN_FIRST_COL = 11
# map aliases
MAP_ALIASES = {
"GRASS": 0,
"SAND": 1,
"WATER": 2,
"TREE": 3,
"MONSTER": 4,
"CASTLE": 5,
"KNIGHT_RED": 6,
"KNIGHT_BLUE": 7,
}

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import math
import random
from copy import deepcopy
from random import randrange
from typing import List
import numpy as np
import numpy.typing as npt
from common import Position, get_islands, AREAS_TO_CROSS, find_neighbours, get_tiles_positions
from const import *
class Genome:
grid: npt.NDArray
knights_red: List[Position]
knights_blue: List[Position]
waters: List[Position]
trees: List[Position]
sands: List[Position]
monsters: List[Position]
fitness: int
sand_islands: List[Position]
tree_islands: List[Position]
water_islands: List[Position]
def __init__(self):
self.grid = np.zeros((ROWS, COLUMNS), dtype=int)
self.fitness = 0
self.knights_red = spawn_objects_in_given_area(
grid=self.grid,
object_alias=MAP_ALIASES.get("KNIGHT_RED"),
objects_count=KNIGHTS_PER_TEAM_COUNT,
spawn_position_start=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW, col=LEFT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=KNIGHTS_SPAWN_HEIGHT
)
self.knights_blue = spawn_objects_in_given_area(
grid=self.grid,
object_alias=MAP_ALIASES.get("KNIGHT_BLUE"),
objects_count=KNIGHTS_PER_TEAM_COUNT,
spawn_position_start=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=KNIGHTS_SPAWN_HEIGHT
)
spawn_objects_in_given_area(
grid=self.grid,
object_alias=MAP_ALIASES.get("CASTLE"),
objects_count=4,
spawn_position_start=Position(row=CASTLE_SPAWN_FIRST_ROW, col=CASTLE_SPAWN_FIRST_COL),
width=2,
height=2
)
self.waters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("WATER"),
objects_count=WATER_COUNT)
self.trees = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("TREE"),
objects_count=TREE_COUNT)
self.sands = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("SAND"),
objects_count=SAND_COUNT)
self.monsters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("MONSTER"),
objects_count=MONSTERS_COUNT)
self.sand_islands = get_islands(self.grid, self.sands)
self.tree_islands = get_islands(self.grid, self.trees)
self.water_islands = get_islands(self.grid, self.waters)
def update_map(self):
self.sands, self.trees, self.waters, self.monsters = get_tiles_positions(self.grid)
self.sand_islands = get_islands(self.grid, self.sands)
self.tree_islands = get_islands(self.grid, self.trees)
self.water_islands = get_islands(self.grid, self.waters)
def calc_fitness(self):
score = SAND_COUNT + TREE_COUNT + WATER_COUNT
score = score - len(self.sand_islands) - len(self.tree_islands) - len(self.water_islands)
sands, trees, waters, monsters = get_tiles_positions(self.grid)
if len(monsters) != MONSTERS_COUNT:
self.fitness = 0
return
if len(sands) < SAND_COUNT or len(trees) < TREE_COUNT or len(waters) < WATER_COUNT:
self.fitness = 5
return
self.fitness = score
def crossover(self, partner):
# replace a randomly selected part of the grid with partner's part
child = Genome()
child.grid = deepcopy(self.grid)
area_to_cross = random.choice(AREAS_TO_CROSS)
for row in range(area_to_cross.position.row, area_to_cross.position.row + area_to_cross.height):
for col in range(area_to_cross.position.col, area_to_cross.position.col + area_to_cross.width):
child.grid[row][col] = partner.grid[row][col]
child.update_map()
return child
def mutate(self, mutation_rate: float):
# remove 1 item from a random island and add a neighbor to another island
if random.random() < mutation_rate:
# select islands of the same, random type
islands_of_same_type = random.choice([self.sand_islands, self.tree_islands, self.water_islands])
random_index = random.randint(0, len(islands_of_same_type) - 1)
island = islands_of_same_type[random_index]
next_island = islands_of_same_type[(random_index + 1) % len(islands_of_same_type)]
free_tiles_nearby = find_neighbours(self.grid, next_island.col, next_island.row)
tile_type = self.grid[island.row][island.col]
self.grid[island.row][island.col] = MAP_ALIASES.get('GRASS')
# todo: if there are no free tiles around then randomize another next_island
if len(free_tiles_nearby) > 0:
random_free_tile = random.choice(free_tiles_nearby)
island.row = random_free_tile.row
island.col = random_free_tile.col
self.grid[island.row][island.col] = tile_type
self.update_map()
def is_empty(grid: npt.NDArray, position: Position) -> bool:
return grid[position.row, position.col] in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND")]
def is_invalid_area(spawn_position_start, height, width) -> bool:
return spawn_position_start.row + height - 1 < 0 or \
spawn_position_start.row + height - 1 >= ROWS or \
spawn_position_start.col + width - 1 < 0 or \
spawn_position_start.col + width - 1 >= COLUMNS
def spawn_objects_in_given_area(grid: npt.NDArray,
object_alias: str,
objects_count: int = 1,
spawn_position_start: Position = Position(row=0, col=0),
width: int = COLUMNS,
height: int = ROWS) -> List[Position]:
if is_invalid_area(spawn_position_start, height, width):
raise ValueError("Invalid spawn area")
objects_remaining = int(objects_count)
positions = []
while objects_remaining > 0:
row = randrange(spawn_position_start.row, spawn_position_start.row + height)
col = randrange(spawn_position_start.col, spawn_position_start.col + width)
position = Position(row=row, col=col)
if is_empty(grid=grid, position=position):
grid[position.row, position.col] = object_alias
positions.append(position)
objects_remaining -= 1
return positions

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from algorithms.genetic.genome import Genome
from algorithms.genetic.map_importer_exporter import export_map
from population import Population
def main() -> None:
population_size = 500
mutation_rate = 0.3
population = Population(mutation_rate, population_size, 55)
while not population.evaluate():
# create next generation
population.generate()
# calc fitness
population.calc_fitness()
print(population.best_genome.grid)
print("Fitness of the best: ", population.best_genome.fitness)
export_map(population.best_genome.grid)
if __name__ == '__main__':
main()

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import json
import random
import string
from datetime import datetime
from pathlib import Path
import numpy
import numpy.typing as npt
from os import listdir
from os.path import isfile, join
# Save map to file
def export_map(grid: npt.NDArray):
json_data = {"map": grid.tolist()}
now = datetime.now()
file_name = "map_" + now.strftime("%Y_%m_%d_%H_%M_%S") + ".json"
path = Path("../../resources/maps/")
file_to_open = path / file_name
with open(file_to_open, "w+") as write_file:
json.dump(json_data, write_file)
print("Saved map to file " + file_name)
def import_random_map() -> object:
path = "resources/maps"
files = [f for f in listdir(path) if isfile(join(path, f))]
random_map_name = random.choice(files)
return import_map(random_map_name)
# Read map from file
def import_map(file_name: string) -> object:
file_to_open = "resources/maps/" + file_name
with open(file_to_open, "r") as read_file:
print("Reading map from file " + file_name)
decoded_json = json.load(read_file)
decoded_grid = numpy.asarray(decoded_json["map"])
print(decoded_grid)
return decoded_grid.tolist()

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import random
from typing import List
import numpy as np
import numpy.typing as npt
from genome import Genome
class Population:
population: List[Genome] = [] # array to hold the current population
mating_pool: List[Genome] = [] # array which we will use for our "mating pool"
generations: int = 0 # number of generations
finished: bool = False # are we finished evolving?
mutation_rate: float
perfect_score: int
best_genome: Genome
def __init__(self, mutation_rate, population_size, perfect_score=20):
self.mutation_rate = mutation_rate
self.perfect_score = perfect_score
for i in range(0, population_size):
new_genome = Genome()
new_genome.calc_fitness()
self.population.append(new_genome)
# create a new generation
def generate(self):
max_fitness = 0
for genome in self.population:
if genome.fitness > max_fitness:
max_fitness = genome.fitness
print("Max fitness of generation " + str(self.generations) + " = " + str(max_fitness))
# refill the population with children from the mating pool
new_population = []
for genome in self.population:
partner_a = self.accept_reject(max_fitness)
partner_b = self.accept_reject(max_fitness)
child = partner_a.crossover(partner_b)
child.mutate(self.mutation_rate)
new_population.append(child)
self.population = new_population
self.generations += 1
# select random with correct probability from population
def accept_reject(self, max_fitness: int):
safe_flag = 0
while safe_flag < 10000:
partner = random.choice(self.population)
r = random.randint(0, max_fitness)
if r < partner.fitness:
return partner
safe_flag += 1
# compute the current "most fit" member of the population
def evaluate(self):
record = 0
best_index = 0
for index in range(len(self.population)):
genome = self.population[index]
if genome.fitness > record:
record = genome.fitness
best_index = index
self.best_genome = self.population[best_index]
if record >= self.perfect_score:
self.finished = True
return self.finished
def calc_fitness(self):
for genome in self.population:
genome.calc_fitness()

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@ -1,64 +0,0 @@
import torch
import pytorch_lightning as pl
import torch.nn as nn
from torch.optim import SGD, Adam, lr_scheduler
import torch.nn.functional as F
from torch.utils.data import DataLoader
from watersandtreegrass import WaterSandTreeGrass
from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
class NeuralNetwork(pl.LightningModule):
def __init__(self, numChannels=3, batch_size=BATCH_SIZE, learning_rate=LEARNING_RATE, num_classes=4):
super(NeuralNetwork, self).__init__()
self.conv1 = nn.Conv2d(numChannels, 24, (3, 3), padding=1)
self.relu1 = nn.ReLU()
self.maxpool1 = nn.MaxPool2d((2, 2), stride=2)
self.conv2 = nn.Conv2d(24, 48, (3, 3), padding=1)
self.relu2 = nn.ReLU()
self.fc1 = nn.Linear(48*18*18, 800)
self.relu3 = nn.ReLU()
self.fc2 = nn.Linear(800, 400)
self.relu4 = nn.ReLU()
self.fc3 = nn.Linear(400, 4)
self.logSoftmax = nn.LogSoftmax(dim=1)
self.batch_size = batch_size
self.learning_rate = learning_rate
def forward(self, x):
x = self.conv1(x)
x = self.relu1(x)
x = self.maxpool1(x)
x = self.conv2(x)
x = self.relu2(x)
x = x.reshape(x.shape[0], -1)
x = self.fc1(x)
x = self.relu3(x)
x = self.fc2(x)
x = self.relu4(x)
x = self.fc3(x)
x = self.logSoftmax(x)
return x
def configure_optimizers(self):
optimizer = Adam(self.parameters(), lr=self.learning_rate)
return optimizer
def training_step(self, batch, batch_idx):
x, y = batch
scores = self(x)
loss = F.nll_loss(scores, y)
return loss
def validation_step(self, batch, batch_idx):
x, y = batch
scores = self(x)
val_loss = F.nll_loss(scores, y)
self.log("val_loss", val_loss, on_step=True, on_epoch=True, sync_dist=True)
def test_step(self, batch, batch_idx):
x, y = batch
scores = self(x)
test_loss = F.nll_loss(scores, y)
self.log("test_loss", test_loss, on_step=True, on_epoch=True, sync_dist=True)

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import torch
import common.helpers
from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
from watersandtreegrass import WaterSandTreeGrass
from torch.utils.data import DataLoader
from neural_network import NeuralNetwork
from torchvision.io import read_image, ImageReadMode
import torch.nn as nn
from torch.optim import Adam
import matplotlib.pyplot as plt
import pytorch_lightning as pl
from pytorch_lightning.callbacks import EarlyStopping
import torchvision.transforms.functional as F
from PIL import Image
def check_accuracy_tiles():
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/grass_with_tree.jpg') == 'tree':
answer = answer + 1
print("Accuracy(%) grass_with_tree.jpg", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/grass2.png') == 'grass':
answer = answer + 1
print("Accuracy(%) grass2.png", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/grass3.png') == 'grass':
answer = answer + 1
print("Accuracy(%) grass3.png", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/grass4.png') == 'grass':
answer = answer + 1
print("Accuracy(%) grass4.png", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/grass1.png') == 'grass':
answer = answer + 1
print("Accuracy(%) grass1.png", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/water.png') == 'water':
answer = answer + 1
print("Accuracy(%) water.png", answer)
answer = 0
for i in range(100):
if what_is_it('../../resources/textures/sand.png') == 'sand':
answer = answer + 1
print("Accuracy(%) sand.png", answer)
def what_is_it(img_path, show_img=False):
image = Image.open(img_path).convert('RGB')
if show_img:
plt.imshow(image)
plt.show()
image = SETUP_PHOTOS(image).unsqueeze(0)
model = NeuralNetwork.load_from_checkpoint('./lightning_logs/version_20/checkpoints/epoch=3-step=324.ckpt')
with torch.no_grad():
model.eval()
idx = int(model(image).argmax(dim=1))
return ID_TO_CLASS[idx]
def check_accuracy(tset):
model = NeuralNetwork.load_from_checkpoint('./lightning_logs/version_23/checkpoints/epoch=3-step=324.ckpt')
num_correct = 0
num_samples = 0
model = model.to(DEVICE)
model.eval()
with torch.no_grad():
for photo, label in tset:
photo = photo.to(DEVICE)
label = label.to(DEVICE)
scores = model(photo)
predictions = scores.argmax(dim=1)
num_correct += (predictions == label).sum()
num_samples += predictions.size(0)
print(f'Got {num_correct} / {num_samples} with accuracy {float(num_correct)/float(num_samples)*100:.2f}%')
def check_accuracy_data():
trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
test_loader = DataLoader(testset, batch_size=BATCH_SIZE)
print("Accuracy of train_set:")
check_accuracy(train_loader)
print("Accuracy of test_set:")
check_accuracy(test_loader)
#CNN = NeuralNetwork()
#common.helpers.createCSV()
#trainer = pl.Trainer(accelerator='gpu', callbacks=EarlyStopping('val_loss'), devices=1, max_epochs=NUM_EPOCHS)
#trainer = pl.Trainer(accelerator='gpu', devices=1, auto_lr_find=True, max_epochs=NUM_EPOCHS)
#trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
#testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
#train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
#test_loader = DataLoader(testset, batch_size=BATCH_SIZE)
#trainer.fit(CNN, train_loader, test_loader)
#trainer.tune(CNN, train_loader, test_loader)
#print(what_is_it('../../resources/textures/grass2.png', True))
#check_accuracy_data()
#check_accuracy_tiles()

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import torch
from torch.utils.data import Dataset
import pandas as pd
from torchvision.io import read_image, ImageReadMode
from common.helpers import createCSV
from PIL import Image
class WaterSandTreeGrass(Dataset):
def __init__(self, annotations_file, transform=None):
createCSV()
self.img_labels = pd.read_csv(annotations_file)
self.transform = transform
def __len__(self):
return len(self.img_labels)
def __getitem__(self, idx):
image = Image.open(self.img_labels.iloc[idx, 0]).convert('RGB')
label = torch.tensor(int(self.img_labels.iloc[idx, 1]))
if self.transform:
image = self.transform(image)
return image, label

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BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
ORANGE = (249, 141, 42)
RED = (255, 58, 58)
GREEN = (0, 255, 0)
FONT_DARK = (37, 37, 37)

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from enum import Enum
import torchvision.transforms as transforms
import torch
GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
FPS_COUNT = 60
TURN_INTERVAL = 200
GRID_CELL_PADDING = 5
GRID_CELL_SIZE = 36
ROWS = 19
COLUMNS = 24
BORDER_WIDTH = 10
BORDER_RADIUS = 5
KNIGHTS_SPAWN_WIDTH = 4
KNIGHTS_SPAWN_HEIGHT = 7
LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
CASTLE_SPAWN_WIDTH = 6
CASTLE_SPAWN_HEIGHT = 5
CASTLE_SPAWN_FIRST_ROW = 7
CASTLE_SPAWN_FIRST_COL = 9
NBR_OF_WATER = 16
NBR_OF_TREES = 20
NBR_OF_MONSTERS = 2
NBR_OF_SANDS = 35
TILES = [
'grass1.png',
'grass2.png',
'grass3.png',
'grass4.png',
'sand.png',
'water.png',
'grass_with_tree.jpg',
]
class Direction(Enum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
def right(self):
v = (self.value + 1) % 4
return Direction(v)
def left(self):
v = (self.value - 1) % 4
return Direction(v)
ACTION = {
"rotate_left": -1,
"rotate_right": 1,
"go": 0,
}
LEFT = 'LEFT'
RIGHT = 'RIGHT'
UP = 'UP'
DOWN = 'DOWN'
# HEALTH_BAR
BAR_ANIMATION_SPEED = 1
BAR_WIDTH_MULTIPLIER = 0.9 # (0;1>
BAR_HEIGHT_MULTIPLIER = 0.1
#NEURAL_NETWORK
LEARNING_RATE = 0.000630957344480193
BATCH_SIZE = 64
NUM_EPOCHS = 9
DEVICE = torch.device('cuda') if torch.cuda.is_available() else torch.device('cpu')
print("Using ", DEVICE)
CLASSES = ['grass', 'sand', 'tree', 'water']
SETUP_PHOTOS = transforms.Compose([
transforms.ToTensor(),
transforms.Resize((36, 36)),
transforms.Normalize([0.5, 0.5, 0.5], [0.5, 0.5, 0.5])
])
ID_TO_CLASS = {i: j for i, j in enumerate(CLASSES)}
CLASS_TO_ID = {value: key for key, value in ID_TO_CLASS.items()}

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from typing import Tuple, List
import pygame
from algorithms.genetic.const import MAP_ALIASES
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
import csv
import os
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)
}
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)
def createCSV():
train_data_path = './data/train'
test_data_path = './data/test'
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"])
for class_name in CLASSES:
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):
writer.writerow([f, CLASS_TO_ID[class_name]])
train_csvfile.close()
else:
print("Brak plików do uczenia")
if os.path.exists(test_data_path):
test_csvfile = open('./data/test_csv_file.csv', 'w', newline="")
writer = csv.writer(test_csvfile)
writer.writerow(["filepath", "type"])
for class_name in CLASSES:
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):
writer.writerow([f, CLASS_TO_ID[class_name]])
test_csvfile.close()
else:
print("Brak plików do testowania")
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
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
def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int, int]]:
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
if grid[rr][cc] not in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND"), '.']: continue
neighbours.append((rr, cc))
return neighbours

31
constants.py Normal file
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GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
GRID_CELL_PADDING = 5
GRID_CELL_WIDTH = 54
GRID_CELL_HEIGHT = 54
ROWS = 13
COLUMNS = 16
BORDER_WIDTH = 15
FPS_COUNT = 60
TILES = [
'grass1.png',
'grass2.png',
'grass3.png',
# 'grass4.png',
# 'grass5.png',
# 'grass6.png',
'sand.png',
'water.png',
# 'grass_with_tree.jpg',
]
OBJECTS = [
{
'name': 'tree',
'location': 'tree1.png'
},
{
'name': 'knight',
'location': 'knight.png'
}
]

4
field.py Normal file
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class Field:
def __init__(self, texture_path, converted_texture):
self.texture_path = texture_path
self.converted_texture = converted_texture

126
game.py Normal file
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import pygame, sys
from glob import glob
from grid import Grid
from constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT, TILES
from stats import Stats
from helpers import draw_text
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
pygame.display.set_icon(pygame.image.load('resources/icons/sword.png'))
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
self.font = pygame.font.SysFont(None, 30)
self.clock = pygame.time.Clock()
self.tiles = []
for tile_path in TILES:
converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
self.tiles.append((tile_path, converted_tile))
self.bg = pygame.image.load("resources/textures/menu_bg2.jpg")
click = False
def main_menu(self):
while True:
self.screen.blit(self.bg, (0, 0))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
draw_text('MAIN MENU', self.font, (0, 0, 0), self.screen, 850, 150)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(850, 250, 300, 50)
button_2 = pygame.Rect(850, 350, 300, 50)
button_3 = pygame.Rect(850, 450, 300, 50)
if button_1.collidepoint((mx, my)):
if click:
self.game()
if button_2.collidepoint((mx, my)):
if click:
self.options()
if button_3.collidepoint((mx, my)):
if click:
self.credits()
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
draw_text('PLAY', self.font, (255, 255, 255), self.screen, 870, 265)
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
draw_text('OPTIONS', self.font, (255, 255, 255), self.screen, 870, 365)
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
draw_text('CREDITS', self.font, (255, 255, 255), self.screen, 870, 465)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
def options(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('options', self.font, (255, 255, 255), self.screen, 20, 20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)
def credits(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('credits', self.font, (255, 255, 255), self.screen, 20, 20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)
def game(self):
running = True
grid = Grid(self.tiles)
stats = Stats()
while running:
self.screen.blit(self.bg, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
grid.draw(self.screen)
stats.draw(self.screen, self.font)
pygame.display.update()
self.clock.tick(FPS_COUNT)

35
grid.py Normal file
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import pygame
import random
from field import Field
from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH
class Grid:
def __init__(self, textures):
self.textures = textures
self.grid = []
for row in range(ROWS):
self.grid.append([])
for _ in range(COLUMNS):
texture_path, converted_texture = self.get_random_texture()
field = Field(texture_path, converted_texture)
self.grid[row].append(field)
def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 1)
return self.textures[texture_index]
def draw(self, screen):
bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(10, 8, bg_width, bg_height))
for row in range(ROWS):
for column in range(COLUMNS):
box_rect = [(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 15,
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 13,
GRID_CELL_WIDTH,
GRID_CELL_HEIGHT]
image = self.grid[row][column].converted_texture
screen.blit(pygame.transform.scale(image, (GRID_CELL_WIDTH, GRID_CELL_HEIGHT)), box_rect)

5
helpers.py Normal file
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def draw_text(text, font, color, surface, x, y):
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)

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File diff suppressed because it is too large Load Diff

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@ -1,302 +0,0 @@
tower_dist;mob1_dist;mob2_dist;opp1_dist;opp2_dist;opp3_dist;opp4_dist;agent_hp;tower_hp;mob1_hp;mob2_hp;opp1_hp;opp2_hp;opp3_hp;opp4_hp;goal
24;37;41;19;37;29;20;3;38;13;3;12;9;0;10;tower
1;35;11;38;37;10;34;4;11;15;7;5;0;6;4;tower
7;10;5;41;17;27;19;8;31;14;2;2;7;4;0;mob2
15;3;12;18;9;25;40;8;44;7;5;10;0;5;9;mob1
18;19;21;12;8;13;10;2;44;5;2;9;7;1;10;opp3
19;30;11;34;17;26;13;3;35;4;2;0;12;2;12;mob2
13;17;10;7;9;30;9;2;40;1;5;10;9;12;3;opp4
14;30;21;11;18;21;7;12;28;5;3;4;0;11;0;tower
7;38;7;21;5;25;15;6;14;1;4;12;10;12;8;tower
40;24;41;39;1;9;38;2;12;6;1;1;1;9;11;opp2
41;2;24;15;17;19;3;10;54;6;6;11;1;2;0;mob1
25;42;32;25;6;19;11;12;25;10;3;8;11;4;6;tower
6;19;38;10;32;17;24;5;67;12;3;8;4;10;2;tower
24;35;32;37;10;7;9;4;75;10;7;11;3;12;10;opp2
16;25;11;23;6;35;30;11;71;9;4;8;9;12;0;mob2
37;38;5;22;23;13;25;7;6;3;0;8;12;10;1;mob2
40;42;34;28;34;8;15;1;54;4;5;10;6;9;1;opp4
6;16;2;4;18;27;5;12;73;8;7;10;12;5;11;mob2
9;1;1;18;40;34;20;6;69;12;5;10;6;1;9;mob1
13;22;4;20;25;29;7;7;27;2;1;9;7;1;3;mob2
34;15;39;5;37;23;1;3;15;2;1;1;9;10;5;opp1
38;20;4;22;43;23;22;6;60;6;3;4;4;8;0;mob1
12;31;5;14;23;15;27;1;50;7;2;6;8;6;3;mob2
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32;32;24;19;13;14;40;12;18;6;1;1;8;11;10;opp1
31;14;16;12;33;25;5;5;8;8;6;8;6;5;2;opp4
38;31;34;27;5;26;27;8;75;3;6;6;10;1;5;mob1
2;7;23;8;24;28;20;2;31;5;7;9;0;11;11;tower
39;43;17;21;31;13;41;8;43;10;5;4;10;6;8;mob1
3;6;17;7;22;23;22;6;40;8;6;7;1;7;11;tower
3;42;13;24;32;1;33;5;68;7;0;4;6;1;10;opp3
12;26;4;18;2;42;29;10;41;11;3;10;10;10;9;mob2
21;26;7;24;31;10;33;4;51;1;2;8;2;8;3;mob2
39;22;7;20;5;29;38;10;8;4;1;9;12;11;0;mob2
20;19;1;22;36;13;5;7;4;3;7;3;9;1;2;mob2
4;7;42;17;6;14;26;11;45;9;4;10;6;11;2;tower
23;27;11;25;38;26;34;10;77;13;7;4;3;5;9;mob1
40;10;29;8;7;32;32;12;32;9;2;10;11;2;4;mob2
37;22;34;17;17;25;40;5;74;9;3;3;8;2;9;opp1
23;10;36;43;31;26;32;5;59;1;1;2;3;8;3;mob1
14;32;8;4;17;33;8;9;74;5;1;7;12;7;3;mob2
8;14;21;26;16;43;10;5;26;1;1;5;0;1;5;tower
7;3;19;7;39;28;12;11;32;9;0;7;12;11;10;tower
11;21;13;31;30;15;43;10;73;6;1;3;11;9;12;mob2
28;10;32;28;26;36;38;4;15;11;0;12;11;12;7;mob1
39;2;25;11;11;25;35;8;36;14;0;9;10;1;7;mob1
43;41;39;38;16;5;35;12;48;14;4;7;3;11;6;opp2
36;31;28;41;40;23;23;11;27;7;2;11;0;6;11;mob1
28;8;38;39;31;3;7;7;47;0;6;8;0;2;6;opp3
5;8;19;26;26;9;1;8;66;15;3;8;11;7;7;opp4
36;28;27;7;25;1;21;10;63;0;6;4;2;10;4;opp1
19;3;6;35;5;29;3;9;63;2;7;3;12;1;3;opp4
27;5;36;31;6;10;27;12;9;8;6;10;9;6;11;mob1
21;21;27;18;26;9;39;1;43;6;3;5;10;0;7;mob1
12;39;15;31;32;9;39;7;26;4;0;12;5;0;12;tower
41;18;22;33;25;6;37;1;77;14;7;12;7;4;8;opp3
8;33;19;22;5;36;28;3;69;15;5;5;0;7;3;mob1
24;8;15;16;21;18;15;9;78;4;0;4;9;5;4;mob2
38;24;26;28;41;21;43;2;65;15;3;1;10;5;4;mob1
33;17;6;4;34;36;25;6;35;4;4;10;9;0;3;mob2
29;25;30;19;35;38;33;6;68;5;1;0;5;11;6;mob1
23;43;41;25;27;26;19;7;12;8;3;4;10;11;9;tower
7;9;18;31;36;21;16;4;23;8;4;9;8;11;5;tower
35;21;39;36;36;37;33;10;41;9;4;1;0;7;0;mob1
1 tower_dist mob1_dist mob2_dist opp1_dist opp2_dist opp3_dist opp4_dist agent_hp tower_hp mob1_hp mob2_hp opp1_hp opp2_hp opp3_hp opp4_hp goal
2 24 37 41 19 37 29 20 3 38 13 3 12 9 0 10 tower
3 1 35 11 38 37 10 34 4 11 15 7 5 0 6 4 tower
4 7 10 5 41 17 27 19 8 31 14 2 2 7 4 0 mob2
5 15 3 12 18 9 25 40 8 44 7 5 10 0 5 9 mob1
6 18 19 21 12 8 13 10 2 44 5 2 9 7 1 10 opp3
7 19 30 11 34 17 26 13 3 35 4 2 0 12 2 12 mob2
8 13 17 10 7 9 30 9 2 40 1 5 10 9 12 3 opp4
9 14 30 21 11 18 21 7 12 28 5 3 4 0 11 0 tower
10 7 38 7 21 5 25 15 6 14 1 4 12 10 12 8 tower
11 40 24 41 39 1 9 38 2 12 6 1 1 1 9 11 opp2
12 41 2 24 15 17 19 3 10 54 6 6 11 1 2 0 mob1
13 25 42 32 25 6 19 11 12 25 10 3 8 11 4 6 tower
14 6 19 38 10 32 17 24 5 67 12 3 8 4 10 2 tower
15 24 35 32 37 10 7 9 4 75 10 7 11 3 12 10 opp2
16 16 25 11 23 6 35 30 11 71 9 4 8 9 12 0 mob2
17 37 38 5 22 23 13 25 7 6 3 0 8 12 10 1 mob2
18 40 42 34 28 34 8 15 1 54 4 5 10 6 9 1 opp4
19 6 16 2 4 18 27 5 12 73 8 7 10 12 5 11 mob2
20 9 1 1 18 40 34 20 6 69 12 5 10 6 1 9 mob1
21 13 22 4 20 25 29 7 7 27 2 1 9 7 1 3 mob2
22 34 15 39 5 37 23 1 3 15 2 1 1 9 10 5 opp1
23 38 20 4 22 43 23 22 6 60 6 3 4 4 8 0 mob1
24 12 31 5 14 23 15 27 1 50 7 2 6 8 6 3 mob2
25 14 37 2 25 23 26 8 4 53 10 0 12 9 9 11 mob2
26 33 8 22 35 42 21 21 8 68 6 6 6 6 7 6 mob1
27 17 11 7 25 6 16 8 5 52 7 7 0 11 2 2 mob2
28 28 12 20 3 7 32 28 12 74 0 6 0 5 12 9 opp2
29 21 9 10 38 1 40 41 1 61 3 5 9 7 9 2 opp2
30 16 1 39 36 7 36 17 1 37 2 6 10 2 7 4 opp2
31 22 15 31 27 3 40 26 9 71 1 0 10 9 5 9 mob1
32 27 26 25 9 13 7 27 2 2 9 4 1 1 3 10 opp1
33 28 43 18 15 21 16 18 3 51 3 4 10 0 5 0 mob2
34 41 8 4 4 6 11 23 12 54 14 5 6 9 8 0 mob2
35 15 34 12 17 18 15 19 1 75 5 4 5 1 1 7 opp3
36 42 36 1 3 28 24 28 2 54 13 3 6 7 11 7 mob2
37 25 22 23 34 8 42 14 9 40 14 5 2 1 7 12 opp2
38 41 14 7 43 15 26 19 4 16 3 0 9 12 1 7 mob1
39 18 40 1 40 38 10 5 2 54 14 4 11 2 11 9 mob2
40 14 35 5 3 5 43 37 3 23 2 1 10 9 11 8 mob2
41 40 10 23 25 33 37 26 1 42 14 6 2 11 5 6 mob1
42 32 9 26 2 39 27 17 1 36 14 0 6 5 9 1 opp4
43 17 12 15 16 29 18 5 9 75 15 0 12 10 1 11 opp3
44 23 19 24 31 37 16 23 1 5 8 1 3 7 1 5 tower
45 16 23 41 24 20 40 29 2 44 11 0 12 7 0 4 tower
46 21 39 26 16 33 17 29 7 53 12 6 11 2 8 9 tower
47 9 28 22 33 10 23 8 7 65 15 0 3 9 11 11 mob1
48 29 9 34 7 14 7 20 5 69 2 5 4 1 4 4 mob1
49 40 39 19 5 14 3 5 11 49 8 1 9 5 1 11 opp3
50 19 22 33 29 24 5 39 2 60 15 4 9 5 2 10 opp3
51 5 28 7 34 12 6 7 6 42 5 0 8 1 11 2 opp4
52 31 36 11 5 34 7 2 7 57 8 7 3 11 2 4 opp3
53 20 37 9 38 29 33 14 9 69 0 1 7 0 10 10 mob2
54 27 5 9 13 26 8 42 7 0 15 5 3 9 10 4 opp1
55 17 38 5 23 34 42 21 2 7 2 6 5 11 12 7 mob2
56 37 14 33 32 7 31 41 8 72 1 0 3 6 1 1 opp2
57 13 35 21 35 33 7 42 9 57 7 7 4 4 12 9 mob2
58 16 40 35 15 19 35 21 8 53 10 3 10 4 0 10 mob1
59 25 11 39 2 9 7 18 6 13 0 6 9 4 1 2 mob1
60 16 2 41 6 20 21 30 7 45 1 4 9 8 0 2 mob1
61 29 33 23 36 38 27 34 6 76 10 4 6 3 8 8 mob2
62 15 40 7 41 5 11 14 6 69 6 0 7 11 4 7 mob2
63 3 33 35 3 29 20 25 12 22 12 7 4 2 1 7 tower
64 12 14 27 30 18 6 35 10 21 1 1 9 4 3 10 tower
65 27 21 21 7 10 17 34 5 77 4 5 3 4 0 12 opp1
66 29 9 9 18 22 1 13 3 78 12 2 5 1 2 7 opp3
67 4 8 6 1 20 38 39 7 50 14 2 10 11 2 2 mob2
68 29 10 20 25 24 9 13 11 16 11 6 10 5 5 1 opp4
69 35 28 30 42 32 28 29 1 32 11 0 10 2 9 3 mob1
70 22 25 1 4 40 18 26 9 80 4 5 8 4 10 2 mob1
71 19 29 21 17 35 17 10 9 49 3 0 4 2 9 11 tower
72 19 40 5 2 10 5 15 2 14 13 0 6 1 2 0 opp3
73 21 33 13 32 15 15 40 6 66 3 0 4 12 8 2 mob1
74 14 5 32 32 25 27 1 7 24 8 1 5 5 1 3 opp4
75 19 15 24 31 31 40 20 3 54 8 2 8 6 2 0 mob2
76 38 15 1 35 14 15 27 4 33 11 2 1 6 7 11 mob2
77 1 24 25 23 37 25 19 6 2 12 6 10 0 10 2 tower
78 37 19 29 19 2 33 20 12 29 3 6 5 7 8 0 opp2
79 5 16 28 42 16 15 30 8 11 0 6 6 5 12 11 tower
80 23 2 37 42 40 3 15 7 28 11 2 3 7 0 8 mob1
81 11 10 31 11 20 18 9 10 76 5 7 7 5 3 8 mob1
82 11 4 16 7 1 39 25 4 66 12 1 2 3 3 7 opp2
83 28 2 31 26 43 29 30 9 23 6 7 7 11 9 1 mob1
84 9 40 12 13 10 41 29 8 27 2 0 5 3 3 6 tower
85 26 37 23 14 23 17 6 4 56 0 7 9 6 5 2 opp4
86 26 14 35 13 11 4 38 8 49 3 6 1 11 0 9 mob1
87 5 42 19 22 36 16 37 9 46 9 7 2 11 4 10 tower
88 20 24 34 29 24 16 2 3 23 0 1 2 10 2 12 tower
89 32 40 7 41 38 43 25 8 5 0 0 4 6 10 12 mob2
90 28 15 25 14 13 7 30 7 37 11 0 6 10 11 1 mob1
91 40 24 28 10 35 38 23 1 40 11 7 0 11 3 12 mob1
92 10 6 5 6 20 20 37 12 13 9 0 6 1 10 7 mob1
93 36 15 39 28 28 17 14 7 37 6 5 12 12 8 11 mob1
94 12 12 30 43 36 42 35 5 41 12 6 0 3 0 2 tower
95 37 21 17 8 18 13 33 11 59 4 2 0 0 0 9 mob2
96 43 6 20 21 17 29 30 1 55 2 7 5 10 6 4 mob1
97 28 27 28 40 12 39 20 9 71 13 5 12 6 7 10 opp2
98 3 17 24 31 12 34 43 6 16 11 5 10 1 6 12 tower
99 17 35 37 15 16 15 29 5 69 3 2 3 4 7 10 opp1
100 30 19 24 1 12 21 32 6 57 12 2 5 7 0 10 mob1
101 35 38 20 7 21 38 41 12 66 1 3 4 2 7 8 opp1
102 25 13 7 39 18 17 7 12 46 0 1 9 2 10 11 mob2
103 35 19 33 11 13 32 15 1 48 3 3 4 4 5 10 opp1
104 24 37 36 7 30 32 10 4 5 8 0 7 0 12 7 tower
105 18 10 11 35 34 9 39 12 44 6 5 1 0 11 6 mob1
106 1 12 33 5 27 3 18 5 75 8 5 10 11 1 10 opp3
107 17 34 39 25 35 31 9 5 75 12 5 11 6 6 3 opp4
108 35 22 3 24 12 18 32 11 76 5 7 5 10 10 8 mob2
109 27 14 42 4 22 29 20 12 50 1 1 9 8 3 8 mob1
110 31 30 34 19 35 36 13 6 26 7 5 1 9 11 12 opp1
111 29 9 3 27 12 11 25 7 68 13 1 10 11 1 2 opp3
112 40 14 35 23 2 26 29 7 69 8 6 0 3 1 10 opp2
113 3 33 40 24 34 39 41 3 11 5 1 4 5 0 7 tower
114 4 14 35 5 5 1 17 3 37 8 0 5 2 8 0 opp2
115 28 35 25 18 21 12 3 4 20 4 4 6 12 7 1 opp4
116 42 23 4 26 37 34 35 3 2 15 2 8 12 5 12 mob2
117 28 43 9 27 23 5 30 2 48 7 5 5 7 12 6 mob2
118 1 42 1 39 12 8 12 3 6 11 4 4 0 11 0 tower
119 17 20 15 2 26 11 25 4 62 1 2 1 6 7 5 opp1
120 23 5 23 22 11 31 23 11 64 4 7 10 1 11 10 opp2
121 18 41 29 22 12 14 29 1 17 3 0 12 9 8 9 tower
122 32 11 22 27 27 22 21 6 27 10 4 10 11 11 9 tower
123 37 10 39 34 7 4 1 4 72 8 7 7 10 5 5 opp4
124 29 6 26 21 37 34 18 3 65 8 4 0 9 12 9 mob1
125 9 25 36 39 37 9 20 3 80 11 5 3 11 8 11 tower
126 34 23 40 25 23 22 40 6 13 14 0 4 9 12 0 tower
127 5 1 40 21 11 42 30 4 56 0 2 6 10 2 0 mob1
128 13 20 17 5 35 17 11 5 20 8 0 0 11 2 6 mob1
129 35 41 7 14 37 33 25 4 15 1 3 6 1 12 12 mob2
130 19 35 37 29 11 20 26 12 38 3 2 11 8 10 9 tower
131 32 8 39 14 5 3 9 5 23 12 4 5 1 12 7 opp2
132 7 20 1 31 35 15 5 3 72 4 4 12 1 7 1 opp4
133 7 41 39 30 1 32 22 4 36 13 6 3 0 9 9 tower
134 17 3 40 22 38 40 23 8 43 13 2 5 3 2 4 mob1
135 35 34 34 42 35 34 33 8 12 11 7 12 10 11 2 tower
136 42 29 10 22 30 36 27 8 25 3 7 0 2 1 9 mob2
137 12 2 9 38 13 15 1 7 63 9 4 0 10 1 0 mob1
138 23 23 43 24 15 20 36 3 19 4 0 8 8 9 11 tower
139 30 18 16 32 20 41 8 10 58 0 0 6 7 3 1 opp4
140 7 25 2 31 26 34 15 4 6 11 0 2 5 11 2 tower
141 38 20 32 30 37 15 8 7 5 9 6 12 1 4 2 opp4
142 34 37 9 11 2 7 32 7 79 13 4 9 9 5 6 opp3
143 33 5 14 34 40 21 26 5 31 5 0 4 11 12 1 mob2
144 30 36 41 19 9 10 9 7 41 1 6 2 4 4 6 opp2
145 6 35 28 8 25 3 21 2 79 11 0 6 10 2 4 opp3
146 42 11 27 28 34 14 37 1 10 6 0 5 11 6 4 mob1
147 36 38 23 21 15 32 25 2 50 10 0 10 5 2 2 mob1
148 4 26 31 19 18 32 40 5 25 12 7 7 2 8 9 tower
149 18 29 38 42 4 13 36 9 61 12 5 3 4 7 7 opp2
150 5 37 22 24 27 26 32 5 65 4 2 1 6 8 7 tower
151 7 32 10 37 23 43 18 12 54 15 1 6 5 4 5 mob2
152 21 36 30 41 29 31 2 3 58 9 0 9 6 8 12 mob1
153 14 17 5 19 16 39 20 5 43 13 1 2 4 3 4 mob2
154 16 28 7 12 28 40 9 8 69 13 1 11 0 1 1 opp4
155 33 25 5 18 12 24 24 12 29 11 1 12 7 3 10 mob2
156 16 2 31 43 29 16 14 9 25 5 5 6 10 5 1 opp4
157 32 18 36 13 29 40 20 12 13 14 2 10 10 11 11 tower
158 23 22 23 3 27 24 2 8 62 1 1 3 5 5 8 opp1
159 15 2 20 16 10 41 18 2 29 4 3 2 11 7 6 mob1
160 19 13 20 8 4 29 15 12 32 10 1 9 11 9 9 mob1
161 13 32 41 1 33 33 11 1 28 5 1 10 5 9 6 tower
162 27 18 5 2 34 27 17 8 66 9 5 8 2 2 12 mob2
163 24 21 17 3 24 4 17 12 52 5 5 6 3 9 0 opp1
164 3 5 29 23 27 24 38 1 62 4 4 1 3 0 11 tower
165 35 3 28 33 31 6 36 11 69 1 7 4 5 5 0 mob1
166 2 15 17 39 6 29 39 3 43 4 2 11 6 1 3 tower
167 17 35 10 36 18 4 27 11 5 0 3 5 1 4 3 mob2
168 18 15 11 40 24 31 10 7 58 7 0 3 8 4 1 opp4
169 11 23 8 20 7 38 6 3 51 12 0 11 10 10 2 opp4
170 7 16 13 27 41 1 13 10 25 9 4 11 10 11 5 mob1
171 1 37 22 9 20 24 36 10 53 12 0 3 9 10 2 tower
172 10 27 42 42 19 26 39 7 35 0 5 9 2 2 10 tower
173 10 1 28 12 9 10 7 9 5 2 4 6 0 9 7 mob1
174 28 19 27 8 3 37 34 11 25 7 1 11 0 1 3 mob1
175 39 15 23 9 7 32 1 3 52 8 1 6 7 0 2 opp4
176 11 9 5 16 17 8 29 4 45 3 6 2 12 6 1 mob2
177 42 40 37 31 37 37 30 4 6 11 3 9 6 2 4 mob1
178 39 6 12 16 32 13 20 7 52 4 5 0 4 9 3 mob1
179 18 8 42 26 27 15 13 6 41 11 1 2 4 7 12 mob1
180 25 32 15 24 31 18 7 12 24 0 4 12 9 3 2 opp4
181 38 34 32 6 18 27 30 6 8 12 7 12 11 10 9 tower
182 39 29 10 29 12 42 10 7 15 6 2 3 8 10 5 mob2
183 26 9 18 24 1 23 27 2 78 8 2 3 6 0 2 opp2
184 16 30 13 4 10 29 8 4 78 4 1 7 3 5 10 opp2
185 2 36 22 20 42 1 15 10 30 11 6 2 4 12 11 tower
186 21 24 25 17 32 4 10 9 31 14 3 11 7 0 5 mob1
187 37 10 14 10 2 38 23 1 39 10 5 2 10 12 1 opp1
188 11 34 26 20 26 30 6 4 50 3 4 4 3 1 12 tower
189 14 8 30 29 17 41 3 4 77 8 6 8 4 3 9 mob1
190 16 25 10 14 23 15 41 11 24 1 7 8 9 11 8 mob2
191 36 16 16 24 25 34 17 1 51 13 5 9 11 0 5 mob2
192 35 17 2 18 29 38 39 12 31 5 5 3 0 2 11 mob2
193 11 39 41 5 5 27 17 11 30 6 0 0 8 11 11 tower
194 14 21 13 17 7 21 16 5 48 8 6 10 11 10 0 mob2
195 9 23 19 33 12 15 34 11 36 10 1 12 11 7 0 tower
196 32 2 43 38 28 3 27 9 67 9 3 7 8 8 7 opp3
197 32 2 32 21 13 6 16 10 37 3 7 9 5 12 2 opp4
198 5 6 43 9 31 15 15 2 75 11 7 4 12 12 11 mob1
199 26 20 27 28 40 32 17 2 56 6 2 8 7 3 10 mob1
200 24 10 25 25 25 38 35 5 47 14 0 6 0 2 11 mob1
201 26 39 26 33 14 39 14 2 24 12 7 3 2 7 12 opp2
202 3 32 20 38 40 39 25 2 66 8 3 11 10 3 2 tower
203 40 6 41 21 1 4 25 3 79 10 2 12 8 5 9 mob1
204 8 39 19 4 14 15 5 10 52 9 0 3 7 12 4 opp1
205 18 12 29 42 33 43 23 9 69 12 1 5 1 11 2 mob1
206 4 26 28 23 20 34 14 8 7 0 0 10 1 12 12 tower
207 25 24 29 40 25 37 33 1 64 8 0 3 0 6 5 mob1
208 29 12 41 37 3 42 16 11 43 7 3 10 1 0 0 opp2
209 19 4 8 34 34 1 7 10 62 5 4 10 1 3 1 opp4
210 11 24 27 43 10 9 32 12 43 10 2 1 0 11 2 tower
211 30 42 34 12 41 6 6 8 57 6 5 6 8 11 9 opp1
212 21 25 26 10 18 19 15 8 13 14 4 8 11 0 8 tower
213 36 24 25 6 10 30 13 1 64 9 3 5 9 4 6 opp1
214 18 29 20 19 30 21 3 11 36 1 7 4 12 8 0 tower
215 32 23 3 40 14 8 19 8 77 13 5 10 5 11 5 mob1
216 30 31 27 13 8 35 35 8 75 0 7 4 1 1 4 opp2
217 30 43 1 5 3 2 20 2 33 1 2 6 0 10 1 mob2
218 33 40 5 36 7 25 40 9 72 5 0 6 6 5 6 mob1
219 42 32 16 30 7 6 14 2 64 1 5 8 0 6 8 mob2
220 13 25 6 38 26 23 30 2 5 2 7 9 0 10 8 tower
221 5 24 10 7 15 1 37 6 69 10 6 0 7 2 11 opp3
222 13 38 12 18 42 23 16 8 21 12 0 6 12 1 10 tower
223 15 6 32 40 12 26 11 1 1 3 7 7 4 0 8 mob1
224 9 38 29 26 19 22 28 6 52 8 5 11 2 5 3 tower
225 18 19 23 43 21 28 19 8 42 14 4 11 0 5 6 tower
226 6 37 4 35 10 4 26 11 44 6 1 2 5 4 12 mob2
227 4 26 36 9 34 11 38 10 18 4 7 6 9 12 5 tower
228 10 36 8 16 8 42 9 11 67 6 4 1 10 9 3 opp1
229 15 7 22 13 19 16 28 2 20 7 5 0 3 7 8 mob1
230 16 22 8 35 10 12 32 5 33 0 3 6 10 4 5 mob2
231 27 4 3 9 29 26 22 1 1 9 1 3 0 8 6 mob2
232 31 5 29 5 41 17 5 4 12 12 7 8 0 12 4 opp4
233 29 42 10 39 5 40 43 12 3 15 4 11 2 12 9 opp2
234 19 22 17 14 36 11 2 9 69 8 0 12 8 8 12 mob1
235 11 5 3 34 37 37 20 7 37 15 7 4 4 9 12 mob1
236 5 12 10 4 34 26 30 3 5 3 5 0 8 11 9 tower
237 31 9 42 22 10 8 32 9 16 6 7 10 5 1 0 opp3
238 22 27 31 10 21 18 41 3 39 4 6 5 1 12 11 opp2
239 5 19 26 28 37 26 22 1 31 4 6 10 7 5 11 tower
240 3 7 2 8 3 26 24 9 12 10 4 7 6 4 7 tower
241 41 30 13 25 36 41 7 12 11 2 3 7 12 8 3 opp4
242 23 26 24 13 17 21 24 9 29 15 5 8 0 4 11 tower
243 36 6 7 18 6 1 15 1 12 14 6 4 1 11 9 opp2
244 5 23 43 2 5 6 11 10 75 15 2 0 12 11 4 opp4
245 17 39 8 7 41 14 16 7 45 8 1 2 2 2 8 opp1
246 37 26 34 5 9 20 18 12 41 13 6 0 0 6 6 tower
247 40 35 12 6 10 10 18 10 29 14 1 2 11 0 11 opp1
248 2 35 18 2 9 34 10 4 42 0 0 2 3 10 6 opp1
249 1 14 1 3 17 8 39 8 56 3 4 2 1 5 4 mob2
250 40 28 8 20 37 2 42 10 19 8 1 3 7 8 0 mob2
251 31 28 14 3 6 17 1 7 45 2 3 2 9 3 0 opp1
252 24 13 15 11 38 28 13 12 51 3 4 6 4 2 12 mob2
253 30 38 6 26 11 11 30 4 40 15 2 6 4 1 8 opp3
254 42 37 32 2 5 19 35 2 64 9 5 12 3 8 3 opp2
255 23 24 32 40 4 24 1 3 78 14 4 5 9 10 2 opp4
256 5 22 19 22 41 3 34 11 50 5 2 6 10 1 3 opp3
257 3 38 20 2 25 6 25 6 59 15 3 3 0 10 8 opp1
258 33 41 39 42 38 29 27 5 33 14 5 5 2 1 12 opp3
259 20 10 27 16 14 7 35 1 24 13 6 7 11 4 4 opp3
260 6 8 4 35 12 40 15 10 38 12 7 0 10 6 5 mob2
261 18 41 35 8 13 14 4 1 70 6 1 0 7 11 6 opp4
262 39 42 12 28 11 40 7 3 71 3 7 5 2 1 10 opp2
263 32 32 24 19 13 14 40 12 18 6 1 1 8 11 10 opp1
264 31 14 16 12 33 25 5 5 8 8 6 8 6 5 2 opp4
265 38 31 34 27 5 26 27 8 75 3 6 6 10 1 5 mob1
266 2 7 23 8 24 28 20 2 31 5 7 9 0 11 11 tower
267 39 43 17 21 31 13 41 8 43 10 5 4 10 6 8 mob1
268 3 6 17 7 22 23 22 6 40 8 6 7 1 7 11 tower
269 3 42 13 24 32 1 33 5 68 7 0 4 6 1 10 opp3
270 12 26 4 18 2 42 29 10 41 11 3 10 10 10 9 mob2
271 21 26 7 24 31 10 33 4 51 1 2 8 2 8 3 mob2
272 39 22 7 20 5 29 38 10 8 4 1 9 12 11 0 mob2
273 20 19 1 22 36 13 5 7 4 3 7 3 9 1 2 mob2
274 4 7 42 17 6 14 26 11 45 9 4 10 6 11 2 tower
275 23 27 11 25 38 26 34 10 77 13 7 4 3 5 9 mob1
276 40 10 29 8 7 32 32 12 32 9 2 10 11 2 4 mob2
277 37 22 34 17 17 25 40 5 74 9 3 3 8 2 9 opp1
278 23 10 36 43 31 26 32 5 59 1 1 2 3 8 3 mob1
279 14 32 8 4 17 33 8 9 74 5 1 7 12 7 3 mob2
280 8 14 21 26 16 43 10 5 26 1 1 5 0 1 5 tower
281 7 3 19 7 39 28 12 11 32 9 0 7 12 11 10 tower
282 11 21 13 31 30 15 43 10 73 6 1 3 11 9 12 mob2
283 28 10 32 28 26 36 38 4 15 11 0 12 11 12 7 mob1
284 39 2 25 11 11 25 35 8 36 14 0 9 10 1 7 mob1
285 43 41 39 38 16 5 35 12 48 14 4 7 3 11 6 opp2
286 36 31 28 41 40 23 23 11 27 7 2 11 0 6 11 mob1
287 28 8 38 39 31 3 7 7 47 0 6 8 0 2 6 opp3
288 5 8 19 26 26 9 1 8 66 15 3 8 11 7 7 opp4
289 36 28 27 7 25 1 21 10 63 0 6 4 2 10 4 opp1
290 19 3 6 35 5 29 3 9 63 2 7 3 12 1 3 opp4
291 27 5 36 31 6 10 27 12 9 8 6 10 9 6 11 mob1
292 21 21 27 18 26 9 39 1 43 6 3 5 10 0 7 mob1
293 12 39 15 31 32 9 39 7 26 4 0 12 5 0 12 tower
294 41 18 22 33 25 6 37 1 77 14 7 12 7 4 8 opp3
295 8 33 19 22 5 36 28 3 69 15 5 5 0 7 3 mob1
296 24 8 15 16 21 18 15 9 78 4 0 4 9 5 4 mob2
297 38 24 26 28 41 21 43 2 65 15 3 1 10 5 4 mob1
298 33 17 6 4 34 36 25 6 35 4 4 10 9 0 3 mob2
299 29 25 30 19 35 38 33 6 68 5 1 0 5 11 6 mob1
300 23 43 41 25 27 26 19 7 12 8 3 4 10 11 9 tower
301 7 9 18 31 36 21 16 4 23 8 4 9 8 11 5 tower
302 35 21 39 36 36 37 33 10 41 9 4 1 0 7 0 mob1

View File

@ -1,78 +0,0 @@
from typing import List, Tuple
import pandas as pd
from sklearn.preprocessing import LabelEncoder
from sklearn.tree import DecisionTreeClassifier
from common.helpers import castle_neighbors, find_neighbours
from models.castle import Castle
from models.knight import Knight
from models.monster import Monster
def manhattan_distance(p1: Tuple[int, int], p2: Tuple[int, int]) -> int:
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
def parse_hp(hp: int) -> int:
return max(0, hp)
def parse_idx_of_opp_or_monster(s: str) -> int:
return int(s[-1]) - 1
class DecisionTree:
def __init__(self) -> None:
data_frame = pd.read_csv('learning/dataset_tree_1000.csv', delimiter=';')
unlabeled_goals = data_frame['goal']
self.goals_label_encoder = LabelEncoder()
self.goals = self.goals_label_encoder.fit_transform(unlabeled_goals)
self.train_set = data_frame.drop('goal', axis='columns')
self.model = DecisionTreeClassifier(criterion='entropy')
self.model.fit(self.train_set.values, self.goals)
def predict_move(self, grid: List[List[int]], current_knight: Knight, castle: Castle, monsters: List[Monster],
opponents: List[Knight]) -> \
List[Tuple[int, int]]:
distance_to_castle = manhattan_distance(current_knight.position, castle.position)
monsters_parsed = []
for monster in monsters:
monsters_parsed.append((manhattan_distance(current_knight.position, monster.position), parse_hp(
monster.health_bar.current_hp)))
opponents_parsed = []
for opponent in opponents:
opponents_parsed.append(
(manhattan_distance(current_knight.position, opponent.position),
parse_hp(opponent.health_bar.current_hp)))
prediction = self.get_prediction(tower_dist=distance_to_castle, tower_hp=castle.health_bar.current_hp,
mob1_dist=monsters_parsed[0][0], mob1_hp=monsters_parsed[0][1],
mob2_dist=monsters_parsed[1][0], mob2_hp=monsters_parsed[1][1],
opp1_dist=opponents_parsed[0][0], opp1_hp=opponents_parsed[0][1],
opp2_dist=opponents_parsed[1][0], opp2_hp=opponents_parsed[1][1],
opp3_dist=opponents_parsed[2][0], opp3_hp=opponents_parsed[2][1],
opp4_dist=opponents_parsed[3][0], opp4_hp=opponents_parsed[3][1],
agent_hp=current_knight.health_bar.current_hp)
print(f'Prediction = {prediction}')
if prediction == 'tower': # castle...
return castle_neighbors(grid, castle_bottom_right_row=castle.position[0],
castle_bottom_right_col=castle.position[1])
elif prediction.startswith('opp'):
idx = parse_idx_of_opp_or_monster(prediction)
return find_neighbours(grid, opponents[idx].position[1], opponents[idx].position[0])
else:
idx = parse_idx_of_opp_or_monster(prediction)
return find_neighbours(grid, monsters[idx].position[1], monsters[idx].position[0])
def get_prediction(self, tower_dist: int, mob1_dist: int, mob2_dist: int, opp1_dist: int, opp2_dist: int,
opp3_dist: int, opp4_dist: int, agent_hp: int, tower_hp: int, mob1_hp: int, mob2_hp: int,
opp1_hp: int, opp2_hp: int, opp3_hp: int, opp4_hp) -> str:
prediction = self.model.predict(
[[tower_dist, mob1_dist, mob2_dist, opp1_dist, opp2_dist, opp3_dist, opp4_dist, agent_hp,
tower_hp, mob1_hp, mob2_hp, opp1_hp, opp2_hp, opp3_hp, opp4_hp]])
return self.goals_label_encoder.inverse_transform(prediction)[0]

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import unittest
from logic.knights_queue import KnightsQueue
from models.knight import Knight
class KnightsQueueTest(unittest.TestCase):
def test_should_skip_dead_knights(self):
knight1 = Knight(None)
knight1.max_hp = 0
knight2 = Knight(None)
knight2.max_hp = 0
knight3 = Knight(None)
knight3.max_hp = 1
knight4 = Knight(None)
knight4.max_hp = 0
knight5 = Knight(None)
knight5.max_hp = 0
knight6 = Knight(None)
knight6.max_hp = 1
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6])
res1 = knights_queue.dequeue_knight()
res2 = knights_queue.dequeue_knight()
self.assertEqual(res1.max_hp, 1)
self.assertEqual(res2.max_hp, 1)
def test_should_return_first_alive_knight(self):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = -1
knight3 = Knight(None)
knight3.max_hp = 1
knights_queue = KnightsQueue([knight1, knight2], [knight3])
res1 = knights_queue.dequeue_knight()
res2 = knights_queue.dequeue_knight()
res3 = knights_queue.dequeue_knight()
res4 = knights_queue.dequeue_knight()
self.assertEqual(res1, res3)
self.assertEqual(res2, res4)
def test_should_raise_when_knight_died_and_whole_team_dead(self):
with self.assertRaises(Exception):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2])
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
knight2.max_hp = -2
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
def test_should_make_valid_next_turn(self):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2])
previous_turn = knights_queue.team_idx_turn
knights_queue.dequeue_knight()
current_turn = knights_queue.team_idx_turn
self.assertNotEqual(previous_turn, current_turn)
def test_should_raise_when_team_has_dead_knights(self):
with self.assertRaises(Exception):
knight1 = Knight(None)
knight1.max_hp = 0
knight2 = Knight(None)
knight2.max_hp = -1
knight3 = Knight(None)
knight3.max_hp = -2
knight4 = Knight(None)
knight4.max_hp = 20
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4])
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
knight1 = Knight(None)
knight1.max_hp = 10
knight2 = Knight(None)
knight2.max_hp = 20
knights_queue = KnightsQueue([knight1], [knight2])
result1 = knights_queue.dequeue_knight()
result2 = knights_queue.dequeue_knight()
result3 = knights_queue.dequeue_knight()
self.assertIsNotNone(result1)
self.assertIsNotNone(result2)
self.assertIsNotNone(result3)
self.assertTrue(result1.max_hp == result3.max_hp)
def test_should_raise_when_only_one_team_alive(self):
with self.assertRaises(Exception):
knight = Knight(None)
knight.max_hp = 21
knights_queue = KnightsQueue([knight], [])
knights_queue.dequeue_knight()
def test_should_raise_when_no_team_alive(self):
with self.assertRaises(Exception):
knights_queue = KnightsQueue([], [])
knights_queue.dequeue_knight()
if __name__ == '__main__':
unittest.main()

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class FieldNotWalkable(Exception):
pass

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import sys
import pygame
from common.constants import *
from common.helpers import print_numbers
from logic.level import Level
from ui.logs import Logs
from ui.screens.credits import Credits
from ui.screens.main_menu import MainMenu
from ui.screens.options import Options
from ui.stats import Stats
from logic.health_bar import HealthBar
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.bg = pygame.image.load("./resources/textures/bg.jpg")
self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
def main_menu(self):
menu = MainMenu(self.screen, self.clock, self.bg,
self.game,
self.screens['options'].display_screen,
self.screens['credits'].display_screen)
menu.display_screen()
def game(self):
logs = Logs(self.screen)
level = Level(self.screen, logs)
# setup clock for rounds
NEXT_TURN = pygame.USEREVENT + 1
pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
# create level
level.create_map()
stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
level.setup_stats(stats)
print_numbers_flag = False
running = True
while running:
self.screen.blit(self.bg, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.key == pygame.K_n:
print_numbers_flag = not print_numbers_flag
if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
level.handle_turn()
stats.update()
logs.draw()
level.update()
if print_numbers_flag:
print_numbers()
pygame.display.update()
self.clock.tick(FPS_COUNT)

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import pygame
from common.constants import BAR_ANIMATION_SPEED, BAR_WIDTH_MULTIPLIER, BAR_HEIGHT_MULTIPLIER
from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK
class HealthBar:
def __init__(self, screen, rect: pygame.rect, current_hp, max_hp, calculate_xy=False, calculate_size=False):
self.health_ratio = None
self.rect = rect
self.screen = screen
self.current_hp = current_hp
self.max_hp = max_hp
self.x = self.rect.x
self.y = self.rect.y
self.calculate_xy = calculate_xy
if calculate_size:
self.width = int(self.rect.width * BAR_WIDTH_MULTIPLIER) - 2
self.height = int(self.rect.width * BAR_HEIGHT_MULTIPLIER) - 2
else:
self.width = self.rect.width - 2
self.height = self.rect.height - 2
self.update_stats()
def update(self):
self.update_stats()
self.show()
def update_stats(self):
if self.calculate_xy:
self.x = int(self.rect.width * (1 - BAR_WIDTH_MULTIPLIER)/2) + self.rect.x + 1
self.y = int(self.rect.height * BAR_HEIGHT_MULTIPLIER/2) + self.rect.y + 1
else:
self.x = self.rect.x + 1
self.y = self.rect.y + 1
self.health_ratio = self.max_hp / self.width
def take_dmg(self, amount):
if self.current_hp - amount > 0:
self.current_hp -= amount
elif self.current_hp - amount <= 0:
self.current_hp = 0
def heal(self, amount):
if self.current_hp + amount < self.max_hp:
self.current_hp += amount
elif self.current_hp + amount >= self.max_hp:
self.current_hp = self.max_hp
def show(self):
pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.current_hp / self.health_ratio), self.height))

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import random
from collections import deque
class KnightsQueue:
def __init__(self, blue_team, red_team):
self.queues = deque(blue_team), deque(red_team)
self.team_idx_turn = random.randint(0, 1)
def dequeue_knight(self):
if self.both_teams_alive():
knight = self.queues[self.team_idx_turn].popleft()
if knight.health_bar.current_hp <= 0:
return self.dequeue_knight()
else:
self.queues[self.team_idx_turn].append(knight)
self.next_turn()
return knight
raise Exception('Game has just ended')
def both_teams_alive(self):
return len(self.queues[0]) > 0 and len(self.queues[1]) > 0
def next_turn(self):
self.team_idx_turn = (self.team_idx_turn + 1) % 2

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import random
import pygame
from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD
from algorithms.genetic.const import MAP_ALIASES
from algorithms.genetic.map_importer_exporter import import_random_map
from common.constants import *
from learning.decision_tree import DecisionTree
from logic.knights_queue import KnightsQueue
from models.castle import Castle
from models.knight import Knight
from models.monster import Monster
from models.tile import Tile
class Level:
def __init__(self, screen, logs):
self.screen = screen
self.logs = logs
self.decision_tree = DecisionTree()
# sprite group setup
self.sprites = pygame.sprite.LayeredUpdates()
self.map = []
self.list_knights_blue = []
self.list_knights_red = []
self.list_monsters = []
self.list_castles = []
self.knights_queue = None
self.stats = None
def setup_stats(self, stats):
self.stats = stats
def add_points(self, team, points_to_add):
if self.stats is not None:
self.stats.add_points(team, points_to_add)
def create_map(self):
self.map = import_random_map()
self.setup_base_tiles()
self.setup_objects()
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
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))
for row_index, row in enumerate(self.map):
for col_index, col in enumerate(row):
# add base tiles, e.g. water, tree, grass
if col == MAP_ALIASES.get('WATER'):
texture_index = 5
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites, 'w')
elif col == MAP_ALIASES.get('TREE'):
texture_index = 6
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites, 't')
elif col == MAP_ALIASES.get('SAND'):
texture_index = 4
texture_surface = textures[texture_index][1]
Tile((col_index, row_index), texture_surface, self.sprites)
else:
texture_index = random.randint(0, 3)
texture_surface = textures[texture_index][1]
Tile((col_index, row_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 == MAP_ALIASES.get('KNIGHT_BLUE'):
knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue")
self.map[row_index][col_index] = knight
self.list_knights_blue.append(knight)
elif col == MAP_ALIASES.get('KNIGHT_RED'):
knight = Knight(self.screen, (col_index, row_index), self.sprites, "red")
self.map[row_index][col_index] = knight
self.list_knights_red.append(knight)
elif col == MAP_ALIASES.get('MONSTER'):
monster = Monster(self.screen, (col_index, row_index), self.sprites)
self.map[row_index][col_index] = monster
self.list_monsters.append(monster)
elif col == MAP_ALIASES.get('CASTLE'):
castle_count += 1
if castle_count == 4:
castle = Castle(self.screen, (col_index, row_index), self.sprites)
self.map[row_index][col_index] = castle
self.list_castles.append(castle)
#def attack_knight(self, knights_list, positions, current_knight):
# op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
# positions.append(op_pos_1)
# op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
# positions.append(op_pos_2)
# op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
# positions.append(op_pos_3)
# op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
# positions.append(op_pos_4)
# for some_knight in knights_list:
# for some_position in positions:
# if (some_knight.position == some_position and some_knight.team != current_knight.team):
# some_knight.health_bar.take_dmg(current_knight.attack)
# if some_knight.health_bar.current_hp == 0:
# some_knight.kill()
# positions.clear()
def attack_knight_left(self, knights_list, current_knight):
position_left = current_knight.position[0] - 1, current_knight.position[1]
for some_knight in knights_list:
if (some_knight.position == position_left and some_knight.team != current_knight.team):
some_knight.health_bar.take_dmg(current_knight.attack)
if some_knight.health_bar.current_hp <= 0:
some_knight.kill()
self.add_points(current_knight.team, 5)
for monster in self.list_monsters:
if monster.position == position_left:
monster.health_bar.take_dmg(current_knight.attack)
if monster.health_bar.current_hp <= 0:
monster.kill()
self.add_points(current_knight.team, monster.points)
else:
current_knight.health_bar.take_dmg(monster.attack)
if current_knight.health_bar.current_hp <= 0:
current_knight.kill()
for castle in self.list_castles:
if castle.position == position_left:
castle.health_bar.take_dmg(current_knight.attack)
def attack_knight_right(self, knights_list, current_knight):
position_right = current_knight.position[0] + 1, current_knight.position[1]
for some_knight in knights_list:
if (some_knight.position == position_right and some_knight.team != current_knight.team):
some_knight.health_bar.take_dmg(current_knight.attack)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
self.add_points(current_knight.team, 5)
for monster in self.list_monsters:
if monster.position == position_right:
monster.health_bar.take_dmg(current_knight.attack)
if monster.health_bar.current_hp <= 0:
monster.kill()
self.add_points(current_knight.team, monster.points)
else:
current_knight.health_bar.take_dmg(monster.attack)
if current_knight.health_bar.current_hp <= 0:
current_knight.kill()
for castle in self.list_castles:
if castle.position == position_right:
castle.health_bar.take_dmg(current_knight.attack)
def attack_knight_up(self, knights_list, current_knight):
position_up = current_knight.position[0], current_knight.position[1] - 1
for some_knight in knights_list:
if (some_knight.position == position_up and some_knight.team != current_knight.team):
some_knight.health_bar.take_dmg(current_knight.attack)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
self.add_points(current_knight.team, 5)
for monster in self.list_monsters:
if monster.position == position_up:
monster.health_bar.take_dmg(current_knight.attack)
if monster.health_bar.current_hp <= 0:
monster.kill()
self.add_points(current_knight.team, monster.points)
else:
current_knight.health_bar.take_dmg(monster.attack)
if current_knight.health_bar.current_hp <= 0:
current_knight.kill()
for castle in self.list_castles:
if castle.position == position_up:
castle.health_bar.take_dmg(current_knight.attack)
def attack_knight_down(self, knights_list, current_knight):
position_down = current_knight.position[0], current_knight.position[1] + 1
for some_knight in knights_list:
if (some_knight.position == position_down and some_knight.team != current_knight.team):
some_knight.health_bar.take_dmg(current_knight.attack)
if some_knight.health_bar.current_hp == 0:
some_knight.kill()
self.add_points(current_knight.team, 5)
for monster in self.list_monsters:
if monster.position == position_down:
monster.health_bar.take_dmg(current_knight.attack)
if monster.health_bar.current_hp <= 0:
monster.kill()
self.add_points(current_knight.team, monster.points)
else:
current_knight.health_bar.take_dmg(monster.attack)
if current_knight.health_bar.current_hp <= 0:
current_knight.kill()
for castle in self.list_castles:
if castle.position == position_down:
castle.health_bar.take_dmg(current_knight.attack)
def handle_turn(self):
current_knight = self.knights_queue.dequeue_knight()
knights_list = self.list_knights_red + self.list_knights_blue
print("next turn " + current_knight.team)
knight_pos_x = current_knight.position[0]
knight_pos_y = current_knight.position[1]
positions = []
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
monsters=self.list_monsters,
opponents=self.list_knights_blue
if current_knight.team_alias() == 'k_r' else self.list_knights_red,
castle=self.list_castles[0])
if (len(self.list_knights_blue) == 0 or len(self.list_knights_red) == 0):
pygame.quit()
if len(goal_list) == 0:
return
state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
action_list = a_star(state, self.map, goal_list)
print(action_list)
print(goal_list)
if len(action_list) == 0:
return
next_action = action_list.pop(0)
#if current_knight.health_bar.current_hp != 0:
#self.attack_knight(knights_list, positions, current_knight)
if current_knight.direction.name == UP:
self.attack_knight_up(knights_list, current_knight)
elif current_knight.direction.name == DOWN:
self.attack_knight_down(knights_list, current_knight)
elif current_knight.direction.name == RIGHT:
self.attack_knight_right(knights_list, current_knight)
elif current_knight.direction.name == LEFT:
self.attack_knight_left(knights_list, current_knight)
if next_action == TURN_LEFT:
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
current_knight.rotate_left()
elif next_action == TURN_RIGHT:
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.')
current_knight.rotate_right()
elif next_action == FORWARD:
current_knight.step_forward()
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
# update knight on map
if current_knight.direction.name == UP:
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
elif current_knight.direction.name == RIGHT:
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.')
self.map[knight_pos_y][knight_pos_x + 1] = current_knight.team_alias()
elif current_knight.direction.name == DOWN:
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w dół.')
self.map[knight_pos_y + 1][knight_pos_x] = current_knight.team_alias()
elif current_knight.direction.name == LEFT:
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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)
# update and draw the game
self.sprites.draw(self.screen)
self.sprites.update()

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import random
from common.constants import COLUMNS, ROWS
class Spawner:
def __init__(self, map):
self.map = map
def __is_free_field(self, field):
return field in ['g', 's', ' ']
def spawn_in_area(self, objects: list, spawn_area_pos_row=0, spawn_area_pos_column=0, spawn_area_width=0,
spawn_area_height=0, size=1):
spawned_objects_count = 0
while spawned_objects_count != len(objects):
x = random.randint(0, spawn_area_height) + spawn_area_pos_row
y = random.randint(0, spawn_area_width) + spawn_area_pos_column
if x < ROWS - 1 and y < COLUMNS - 1 and self.__is_free_field(self.map[x][y]):
for i in range(size):
for j in range(size):
self.map[x - i][y - j] = objects[spawned_objects_count]
spawned_objects_count += 1
def spawn_where_possible(self, objects: list):
spawned_objects_count = 0
while spawned_objects_count != len(objects):
x = random.randint(0, ROWS - 1)
y = random.randint(0, COLUMNS - 1)
if self.__is_free_field(self.map[x][y]):
self.map[x][y] = objects[spawned_objects_count]
spawned_objects_count += 1

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from logic.game import Game
from game import Game
if __name__ == '__main__':
game = Game()

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import random
import pygame.image
from common.helpers import parse_cord
from logic.health_bar import HealthBar
class Castle(pygame.sprite.Sprite):
def __init__(self, screen, position, group):
super().__init__(group)
self._layer = 1
self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (78, 78))
self.position = position
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(center=position_in_px)
self.max_hp = 80
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
def update(self):
self.health_bar.update()

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@ -1,83 +0,0 @@
import random
import pygame.image
from common.constants import GRID_CELL_SIZE, Direction
from common.helpers import parse_cord
from logic.health_bar import HealthBar
def load_knight_textures(team):
if team == "blue":
random_index = 3
else:
random_index = 4
states = [
pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
pygame.image.load(f'resources/textures/knight_{random_index}_down.png').convert_alpha(), # down = 2
pygame.image.load(f'resources/textures/knight_{random_index}_left.png').convert_alpha(), # left = 3
]
return states
class Knight(pygame.sprite.Sprite):
def __init__(self, screen, position, group, team):
super().__init__(group)
self.direction = Direction.DOWN
self.states = load_knight_textures(team)
self.image = self.states[self.direction.value]
self.position = position
self._layer = 1
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.team = team
self.max_hp = random.randint(9, 13)
self.attack = random.randint(2, 4)
self.defense = random.randint(1, 4)
self.points = 1
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
def rotate_left(self):
self.direction = self.direction.left()
self.image = self.states[self.direction.value]
def update(self):
self.health_bar.update()
def rotate_right(self):
self.direction = self.direction.right()
self.image = self.states[self.direction.value]
def take_dmg(self, amount):
self.health_bar.take_dmg(amount)
def heal(self, amount):
self.health_bar.heal(amount)
def get_current_hp(self):
return self.health_bar.current_hp
def get_max_hp(self):
return self.health_bar.max_hp
def step_forward(self):
if self.direction.name == 'UP':
self.position = (self.position[0], self.position[1] - 1)
self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
elif self.direction.name == 'RIGHT':
self.position = (self.position[0] + 1, self.position[1])
self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
elif self.direction.name == 'DOWN':
self.position = (self.position[0], self.position[1] + 1)
self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
elif self.direction.name == 'LEFT':
self.position = (self.position[0] - 1, self.position[1])
self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
def team_alias(self) -> str:
return "k_b" if self.team == "blue" else "k_r"

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@ -1,47 +0,0 @@
import random
import pygame.image
from common.helpers import parse_cord
from logic.health_bar import HealthBar
monster_images = [
pygame.image.load("./resources/textures/dragon2.png"),
pygame.image.load("./resources/textures/birb.png"),
pygame.image.load("./resources/textures/wolfart.png"),
pygame.image.load("./resources/textures/goblin.png"),
]
class Monster(pygame.sprite.Sprite):
def __init__(self, screen, position, group):
super().__init__(group)
self._layer = 1
self.image = random.choice(monster_images)
self.image = pygame.transform.scale(self.image, (40, 40))
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.position = position
self.max_hp = random.randrange(15, 20)
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp,
calculate_xy=True, calculate_size=True)
self.attack = random.randrange(4, 6)
if self.image == monster_images[0]:
self.max_hp = 20
self.attack = 6
self.points = 10
elif self.image == monster_images[1]:
self.max_hp = 15
self.attack = 7
self.points = 7
elif self.image == monster_images[2]:
self.max_hp = 10
self.attack = 4
self.points = 4
elif self.image == monster_images[3]:
self.max_hp = 7
self.attack = 2
self.points = 2
def update(self):
self.health_bar.update()

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@ -1,13 +0,0 @@
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._layer = 0
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
self.rect = self.image.get_rect(topleft=position_in_px)
self.tile_type = tile_type

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@ -1,93 +0,0 @@
Copyright 2020 The Poppins Project Authors (https://github.com/itfoundry/Poppins)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -1 +0,0 @@
{"map": [[0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1], [0, 0, 0, 0, 3, 3, 0, 0, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 3], [0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 3], [0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 4, 0, 0, 0, 2, 0, 3], [0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2], [0, 0, 3, 3, 3, 0, 0, 0, 3, 3, 3, 3, 0, 2, 2, 2, 0, 0, 0, 0, 0, 7, 2, 0], [0, 0, 0, 6, 0, 0, 0, 2, 2, 2, 0, 5, 5, 0, 2, 0, 0, 2, 2, 2, 2, 1, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 5, 5, 0, 2, 0, 0, 0, 0, 2, 2, 1, 1, 7], [0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 3, 1, 7], [6, 0, 0, 6, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 1, 1, 0], [6, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 0, 1, 1, 7, 0], [0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 3, 1, 1, 1, 0], [0, 3, 3, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 1, 0, 0], [0, 3, 3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [1, 0, 0, 0, 0, 4, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}

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@ -1 +0,0 @@
{"map": [[0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0], [0, 3, 3, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 3, 3, 3, 0, 0, 0, 2, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 2, 2, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 2, 2, 3, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 6, 3, 3, 0, 0, 0, 0, 0, 3, 0, 4, 0, 3, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 7, 7, 0, 0], [6, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 3, 7, 0, 0, 0], [0, 0, 6, 6, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0], [0, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0], [2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [2, 0, 2, 0, 0, 0, 0, 0, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}

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@ -1 +0,0 @@
{"map": [[0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 3], [0, 0, 0, 0, 2, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 3, 0], [0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 2, 0], [0, 0, 3, 3, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 2, 0], [0, 0, 3, 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0], [0, 0, 3, 3, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0], [0, 0, 0, 6, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0], [0, 6, 0, 0, 0, 0, 3, 0, 0, 0, 0, 5, 5, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 5, 5, 1, 2, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 0, 0, 0, 4, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 3, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 4], [6, 0, 0, 6, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 1, 0, 7, 0, 7, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0, 0, 0, 0, 0], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 3, 2, 0, 0, 0, 0, 0, 0], [0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0], [0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}

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@ -1,45 +0,0 @@
IMPORTANT NOTICE: This license only applies if you downloaded this content as
an unsubscribed user. If you are a premium user (ie, you pay a subscription)
you are bound to the license terms described in the accompanying file
"License premium.txt".
---------------------
You must attribute the image to its author:
In order to use a content or a part of it, you must attribute it to vectorpocket / Freepik,
so we will be able to continue creating new graphic resources every day.
How to attribute it?
For websites:
Please, copy this code on your website to accredit the author:
<a href="http://www.freepik.com">Designed by vectorpocket / Freepik</a>
For printing:
Paste this text on the final work so the authorship is known.
- For example, in the acknowledgements chapter of a book:
"Designed by vectorpocket / Freepik"
You are free to use this image:
- For both personal and commercial projects and to modify it.
- In a website or presentation template or application or as part of your design.
You are not allowed to:
- Sub-license, resell or rent it.
- Include it in any online or offline archive or database.
The full terms of the license are described in section 7 of the Freepik
terms of use, available online in the following link:
http://www.freepik.com/terms_of_use
The terms described in the above link have precedence over the terms described
in the present document. In case of disagreement, the Freepik Terms of Use
will prevail.

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@ -1,30 +0,0 @@
IMPORTANT NOTICE: This license only applies if you downloaded this content as
a subscribed (or "premium") user. If you are an unsubscribed user (or "free"
user) you are bound to the license terms described in the accompanying file
"License free.txt".
---------------------
You can download from your profile in Freepik a personalized license stating
your right to use this content as a "premium" user:
https://profile.freepik.com/my_downloads
You are free to use this image:
- For both personal and commercial projects and to modify it.
- In a website or presentation template or application or as part of your design.
You are not allowed to:
- Sub-license, resell or rent it.
- Include it in any online or offline archive or database.
The full terms of the license are described in sections 7 and 8 of the Freepik
terms of use, available online in the following link:
http://www.freepik.com/terms_of_use
The terms described in the above link have precedence over the terms described
in the present document. In case of disagreement, the Freepik Terms of Use
will prevail.

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.P......................
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15
stats.py Normal file
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import pygame
from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH
from helpers import draw_text
class Stats:
def __init__(self):
self.grid = []
def draw(self, screen, font):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 20
y = 8
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(x, y, 370, 782))
draw_text('GAME STATS', font, (0, 0, 0), screen, x + 120, y + 30)

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