genetic_alg #34
@ -4,10 +4,11 @@ import heapq
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from dataclasses import dataclass, field
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from dataclasses import dataclass, field
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from typing import Tuple, Optional, List
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from typing import Tuple, Optional, List
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from algorithms.genetic.const import MAP_ALIASES
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from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
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from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
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from common.helpers import directions
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from common.helpers import directions
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EMPTY_FIELDS = ['s', 'g', ' ']
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EMPTY_FIELDS = [MAP_ALIASES.get("SAND"), MAP_ALIASES.get("GRASS"), ' ']
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TURN_LEFT = 'TURN_LEFT'
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TURN_LEFT = 'TURN_LEFT'
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TURN_RIGHT = 'TURN_RIGHT'
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TURN_RIGHT = 'TURN_RIGHT'
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@ -14,12 +14,14 @@ LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
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RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
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RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
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# aliases
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# map aliases
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GRASS = 0
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MAP_ALIASES = {
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SAND = 1
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"GRASS": 0,
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WATER = 2
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"SAND": 1,
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TREE = 3
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"WATER": 2,
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MONSTER = 4
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"TREE": 3,
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CASTLE = 5
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"MONSTER": 4,
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KNIGHT_RED = 6
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"CASTLE": 5,
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KNIGHT_BLUE = 7
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"KNIGHT_RED": 6,
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"KNIGHT_BLUE": 7,
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}
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@ -1,3 +1,4 @@
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import string
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from random import randrange
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from random import randrange
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from typing import List
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from typing import List
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@ -19,7 +20,7 @@ class Genome:
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# todo: spawning castle, monsters, sand, trees in the same way as bellow
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# todo: spawning castle, monsters, sand, trees in the same way as bellow
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self.knights_red = spawn_objects_in_given_area(
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self.knights_red = spawn_objects_in_given_area(
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grid=self.grid,
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grid=self.grid,
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object_alias=KNIGHT_RED,
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object_alias=MAP_ALIASES.get("KNIGHT_RED"),
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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spawn_position_start=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW, col=LEFT_KNIGHTS_SPAWN_FIRST_COL),
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spawn_position_start=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW, col=LEFT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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width=KNIGHTS_SPAWN_WIDTH,
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@ -28,16 +29,30 @@ class Genome:
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self.knights_blue = spawn_objects_in_given_area(
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self.knights_blue = spawn_objects_in_given_area(
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grid=self.grid,
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grid=self.grid,
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object_alias=KNIGHT_BLUE,
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object_alias=MAP_ALIASES.get("KNIGHT_BLUE"),
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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spawn_position_start=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
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spawn_position_start=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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width=KNIGHTS_SPAWN_WIDTH,
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height=KNIGHTS_SPAWN_HEIGHT
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height=KNIGHTS_SPAWN_HEIGHT
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)
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)
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spawn_objects_in_given_area(
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grid=self.grid,
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object_alias=MAP_ALIASES.get("CASTLE"),
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objects_count=4,
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spawn_position_start=Position(row=7, col=9),
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width=2,
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height=2
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)
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spawn_where_possible(grid=self.grid, object_alias=MAP_ALIASES.get("WATER"), objects_count=WATER_COUNT)
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spawn_where_possible(grid=self.grid, object_alias=MAP_ALIASES.get("TREE"), objects_count=TREE_COUNT)
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spawn_where_possible(grid=self.grid, object_alias=MAP_ALIASES.get("SAND"), objects_count=SAND_COUNT)
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spawn_where_possible(grid=self.grid, object_alias=MAP_ALIASES.get("MONSTER"), objects_count=MONSTERS_COUNT)
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def is_empty(grid: npt.NDArray, position: Position) -> bool:
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def is_empty(grid: npt.NDArray, position: Position) -> bool:
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return grid[position.row, position.col] in [GRASS, SAND]
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return grid[position.row, position.col] in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND")]
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def is_invalid_area(spawn_position_start, height, width) -> bool:
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def is_invalid_area(spawn_position_start, height, width) -> bool:
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@ -47,7 +62,8 @@ def is_invalid_area(spawn_position_start, height, width) -> bool:
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spawn_position_start.col + width - 1 >= COLUMNS
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spawn_position_start.col + width - 1 >= COLUMNS
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def spawn_objects_in_given_area(grid: npt.NDArray, object_alias: KNIGHT_RED | KNIGHT_BLUE | CASTLE | MONSTER,
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def spawn_objects_in_given_area(grid: npt.NDArray,
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object_alias: MAP_ALIASES.get("KNIGHT_RED") | MAP_ALIASES.get("KNIGHT_BLUE") | MAP_ALIASES.get("CASTLE") | MAP_ALIASES.get("MONSTER"),
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objects_count: int = 1,
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objects_count: int = 1,
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spawn_position_start: Position = Position(row=0, col=0),
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spawn_position_start: Position = Position(row=0, col=0),
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width: int = 1,
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width: int = 1,
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@ -69,3 +85,16 @@ def spawn_objects_in_given_area(grid: npt.NDArray, object_alias: KNIGHT_RED | KN
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objects_remaining -= 1
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objects_remaining -= 1
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return positions
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return positions
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# temporary function to spawn castle, monsters, sand, trees
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def spawn_where_possible(grid: npt.NDArray, object_alias: string, objects_count: int = 1):
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objects_remaining = int(objects_count)
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while objects_remaining > 0:
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row = randrange(0, ROWS - 1)
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col = randrange(0, COLUMNS - 1)
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position = Position(row=row, col=col)
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if is_empty(grid, position):
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grid[position.row, position.col] = object_alias
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objects_remaining -= 1
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@ -1,3 +1,4 @@
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from map_importer_exporter import export_map
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from genome import Genome
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from genome import Genome
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@ -6,6 +7,7 @@ def main() -> None:
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print(example_genome.knights_red)
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print(example_genome.knights_red)
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print(example_genome.knights_blue)
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print(example_genome.knights_blue)
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print(example_genome.grid)
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print(example_genome.grid)
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export_map(example_genome.grid)
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if __name__ == '__main__':
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if __name__ == '__main__':
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40
algorithms/genetic/map_importer_exporter.py
Normal file
40
algorithms/genetic/map_importer_exporter.py
Normal file
@ -0,0 +1,40 @@
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import json
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import random
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import string
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from datetime import datetime
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import numpy
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import numpy.typing as npt
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from os import listdir
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from os.path import isfile, join
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# Save map to file
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def export_map(grid: npt.NDArray):
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json_data = {"map": grid.tolist()}
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now = datetime.now()
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file_name = "map_" + now.strftime("%Y_%m_%d_%H_%M_%S") + ".json"
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with open("resources/maps/" + file_name, "w") as write_file:
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json.dump(json_data, write_file)
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print("Saved map to file " + file_name)
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def import_random_map() -> object:
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path = "resources/maps"
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files = [f for f in listdir(path) if isfile(join(path, f))]
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random_map_name = random.choice(files)
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return import_map(random_map_name)
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# Read map from file
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def import_map(file: string) -> object:
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with open("resources/maps/" + file, "r") as read_file:
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print("Reading map from file " + file)
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decoded_json = json.load(read_file)
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decoded_grid = numpy.asarray(decoded_json["map"])
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print(decoded_grid)
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return decoded_grid.tolist()
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@ -6,7 +6,7 @@ GAME_TITLE = 'WMICraft'
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WINDOW_HEIGHT = 800
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WINDOW_HEIGHT = 800
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WINDOW_WIDTH = 1360
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WINDOW_WIDTH = 1360
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FPS_COUNT = 60
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FPS_COUNT = 60
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TURN_INTERVAL = 300
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TURN_INTERVAL = 500
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GRID_CELL_PADDING = 5
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GRID_CELL_PADDING = 5
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GRID_CELL_SIZE = 36
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GRID_CELL_SIZE = 36
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@ -1,6 +1,8 @@
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from typing import Tuple, List
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from typing import Tuple, List
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import pygame
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import pygame
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from algorithms.genetic.const import MAP_ALIASES
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
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import csv
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import csv
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import os
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import os
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@ -99,7 +101,7 @@ def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
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return neighbors
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return neighbors
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def find_neighbours(grid: List[List[str]], col: int, row: int) -> List[Tuple[int, int]]:
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def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int, int]]:
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dr = [-1, 1, 0, 0]
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dr = [-1, 1, 0, 0]
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dc = [0, 0, -1, 1]
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dc = [0, 0, -1, 1]
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@ -111,7 +113,7 @@ def find_neighbours(grid: List[List[str]], col: int, row: int) -> List[Tuple[int
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if rr < 0 or cc < 0: continue
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if rr < 0 or cc < 0: continue
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if rr >= ROWS or cc >= COLUMNS: continue
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if rr >= ROWS or cc >= COLUMNS: continue
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if grid[rr][cc] not in ['g', 's', '.']: continue
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if grid[rr][cc] not in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND"), '.']: continue
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neighbours.append((rr, cc))
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neighbours.append((rr, cc))
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return neighbours
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return neighbours
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@ -3,10 +3,11 @@ import random
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import pygame
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import pygame
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from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD
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from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD
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from algorithms.genetic.const import MAP_ALIASES
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from algorithms.genetic.map_importer_exporter import import_random_map
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from common.constants import *
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from common.constants import *
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from learning.decision_tree import DecisionTree
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from learning.decision_tree import DecisionTree
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from logic.knights_queue import KnightsQueue
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from logic.knights_queue import KnightsQueue
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from logic.spawner import Spawner
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from models.castle import Castle
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from models.castle import Castle
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from models.knight import Knight
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from models.knight import Knight
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from models.monster import Monster
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from models.monster import Monster
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@ -21,7 +22,7 @@ class Level:
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# sprite group setup
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# sprite group setup
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self.sprites = pygame.sprite.LayeredUpdates()
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self.sprites = pygame.sprite.LayeredUpdates()
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self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)]
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self.map = []
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self.list_knights_blue = []
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self.list_knights_blue = []
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self.list_knights_red = []
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self.list_knights_red = []
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@ -31,27 +32,11 @@ class Level:
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self.knights_queue = None
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self.knights_queue = None
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def create_map(self):
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def create_map(self):
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self.generate_map()
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self.map = import_random_map()
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self.setup_base_tiles()
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self.setup_base_tiles()
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self.setup_objects()
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self.setup_objects()
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self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
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self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
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def generate_map(self):
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spawner = Spawner(self.map)
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spawner.spawn_where_possible(['w' for _ in range(NBR_OF_WATER)])
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spawner.spawn_where_possible(['t' for _ in range(NBR_OF_TREES)])
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spawner.spawn_where_possible(['s' for _ in range(NBR_OF_SANDS)])
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spawner.spawn_in_area(['k_b' for _ in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
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spawner.spawn_in_area(['k_r' for _ in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
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spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
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CASTLE_SPAWN_HEIGHT, 2)
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spawner.spawn_where_possible(['m' for _ in range(NBR_OF_MONSTERS)])
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def setup_base_tiles(self):
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def setup_base_tiles(self):
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textures = []
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textures = []
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for texture_path in TILES:
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for texture_path in TILES:
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@ -63,15 +48,15 @@ class Level:
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for col_index, col in enumerate(row):
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for col_index, col in enumerate(row):
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# add base tiles, e.g. water, tree, grass
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# add base tiles, e.g. water, tree, grass
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if col == "w":
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if col == MAP_ALIASES.get('WATER'):
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texture_index = 5
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texture_index = 5
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites, 'w')
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Tile((col_index, row_index), texture_surface, self.sprites, 'w')
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elif col == "t":
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elif col == MAP_ALIASES.get('TREE'):
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texture_index = 6
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texture_index = 6
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites, 't')
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Tile((col_index, row_index), texture_surface, self.sprites, 't')
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elif col == "s":
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elif col == MAP_ALIASES.get('SAND'):
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texture_index = 4
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texture_index = 4
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texture_surface = textures[texture_index][1]
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites)
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Tile((col_index, row_index), texture_surface, self.sprites)
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@ -88,19 +73,19 @@ class Level:
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for col_index, col in enumerate(row):
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for col_index, col in enumerate(row):
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# add objects, e.g. knights, monsters, castle
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# add objects, e.g. knights, monsters, castle
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if col == "k_b":
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if col == MAP_ALIASES.get('KNIGHT_BLUE'):
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knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue")
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knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue")
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self.map[row_index][col_index] = knight
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self.map[row_index][col_index] = knight
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self.list_knights_blue.append(knight)
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self.list_knights_blue.append(knight)
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elif col == "k_r":
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elif col == MAP_ALIASES.get('KNIGHT_RED'):
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knight = Knight(self.screen, (col_index, row_index), self.sprites, "red")
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knight = Knight(self.screen, (col_index, row_index), self.sprites, "red")
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self.map[row_index][col_index] = knight
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self.map[row_index][col_index] = knight
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self.list_knights_red.append(knight)
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self.list_knights_red.append(knight)
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elif col == "m":
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elif col == MAP_ALIASES.get('MONSTER'):
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monster = Monster(self.screen, (col_index, row_index), self.sprites)
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monster = Monster(self.screen, (col_index, row_index), self.sprites)
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self.map[row_index][col_index] = monster
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self.map[row_index][col_index] = monster
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self.list_monsters.append(monster)
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self.list_monsters.append(monster)
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elif col == "c":
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elif col == MAP_ALIASES.get('CASTLE'):
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castle_count += 1
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castle_count += 1
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if castle_count == 4:
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if castle_count == 4:
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castle = Castle(self.screen, (col_index, row_index), self.sprites)
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castle = Castle(self.screen, (col_index, row_index), self.sprites)
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@ -108,15 +93,15 @@ class Level:
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self.list_castles.append(castle)
|
self.list_castles.append(castle)
|
||||||
|
|
||||||
def handle_turn(self):
|
def handle_turn(self):
|
||||||
print("next turn")
|
|
||||||
current_knight = self.knights_queue.dequeue_knight()
|
current_knight = self.knights_queue.dequeue_knight()
|
||||||
|
print("next turn " + current_knight.team)
|
||||||
knight_pos_x = current_knight.position[0]
|
knight_pos_x = current_knight.position[0]
|
||||||
knight_pos_y = current_knight.position[1]
|
knight_pos_y = current_knight.position[1]
|
||||||
|
|
||||||
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
|
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
|
||||||
monsters=self.list_monsters,
|
monsters=self.list_monsters,
|
||||||
opponents=self.list_knights_red
|
opponents=self.list_knights_red
|
||||||
if current_knight.team_alias == 'k_r' else self.list_knights_blue,
|
if current_knight.team_alias() == 'k_r' else self.list_knights_blue,
|
||||||
castle=self.list_castles[0])
|
castle=self.list_castles[0])
|
||||||
|
|
||||||
if len(goal_list) == 0:
|
if len(goal_list) == 0:
|
||||||
@ -139,7 +124,7 @@ class Level:
|
|||||||
current_knight.rotate_right()
|
current_knight.rotate_right()
|
||||||
elif next_action == FORWARD:
|
elif next_action == FORWARD:
|
||||||
current_knight.step_forward()
|
current_knight.step_forward()
|
||||||
self.map[knight_pos_y][knight_pos_x] = 'g'
|
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
|
||||||
|
|
||||||
# update knight on map
|
# update knight on map
|
||||||
if current_knight.direction.name == UP:
|
if current_knight.direction.name == UP:
|
||||||
|
1
resources/maps/map_2022_05_31_00_41_36.json
Normal file
1
resources/maps/map_2022_05_31_00_41_36.json
Normal file
@ -0,0 +1 @@
|
|||||||
|
{"map": [[0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 4, 2, 3, 0, 0, 3, 3, 0, 3, 4, 0, 0], [0, 3, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 2, 0, 0, 0, 0, 0], [0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [3, 1, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 2, 0, 1, 2, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 3, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 6, 0, 0, 0, 0, 3, 5, 5, 0, 0, 0, 0, 1, 0, 1, 3, 0, 0, 7, 0, 0], [2, 0, 3, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0], [6, 6, 1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 6, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 2, 2, 0, 2, 0, 3, 0, 0, 7, 0], [0, 0, 3, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0], [1, 0, 3, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0], [0, 2, 2, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0]]}
|
1
resources/maps/map_2022_05_31_00_41_47.json
Normal file
1
resources/maps/map_2022_05_31_00_41_47.json
Normal file
@ -0,0 +1 @@
|
|||||||
|
{"map": [[0, 0, 0, 2, 0, 0, 0, 0, 3, 0, 0, 0, 0, 3, 3, 0, 0, 0, 3, 0, 0, 3, 0, 0], [0, 0, 0, 1, 0, 0, 0, 1, 0, 4, 0, 0, 0, 0, 2, 1, 2, 3, 0, 3, 0, 0, 0, 0], [3, 1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 3, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0], [0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 0, 0, 3, 0, 0], [0, 6, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 3, 0, 0, 7, 7], [0, 0, 3, 2, 0, 0, 0, 0, 0, 5, 5, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 6, 0, 0, 0, 0, 1, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0], [0, 0, 6, 1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 2, 2, 0, 0, 0, 3, 0, 7, 0], [0, 6, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 2, 0, 1, 0, 0, 0], [0, 3, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0, 0, 3, 0, 2, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0], [0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 2, 0, 0, 0, 0], [0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 3, 0, 3, 0, 0, 0, 0, 0, 0, 2, 0, 0, 3, 0, 0, 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, 0, 0]]}
|
1
resources/maps/map_2022_05_31_00_41_51.json
Normal file
1
resources/maps/map_2022_05_31_00_41_51.json
Normal file
@ -0,0 +1 @@
|
|||||||
|
{"map": [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0], [0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0, 0, 0], [2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0], [1, 0, 1, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 3, 0, 0, 0, 0, 3, 0, 0, 0, 0], [0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 2, 0], [0, 1, 0, 0, 3, 0, 0, 1, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0], [6, 0, 0, 0, 1, 2, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 0, 0, 0, 3, 0, 0, 0, 5, 5, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 2, 2, 0, 2, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 7, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0], [6, 2, 6, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 7, 0, 7], [0, 3, 6, 2, 0, 3, 0, 0, 0, 1, 0, 0, 3, 0, 0, 0, 2, 0, 0, 3, 0, 0, 0, 0], [0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 3, 3, 0, 0, 0, 4, 0, 0, 0, 3, 1, 0, 0, 0], [0, 3, 2, 3, 0, 2, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0], [0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0], [0, 0, 0, 0, 0, 1, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0], [0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 3, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}
|
Loading…
Reference in New Issue
Block a user