feat: update field generation and load layouts in main program
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@ -1,3 +1,4 @@
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__pycache__/
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.DS_Store
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.env
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src/field
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@ -37,9 +37,12 @@ Uruchom środowisko używając komend:
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```
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cd src
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python generate_field.py
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python main.py
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```
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Skrypt `generate_field.py` musi zostać przy pierwszym uruchomieniu, aby wygenerować pole. Kolejne wykonania skryptu nie są wymagane.
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## 🧑🌾 Członkowie grupy
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- Wojciech Kubicki (483780)
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@ -1,13 +1,16 @@
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import pygame
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from tile import Tile
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from tractor import Tractor
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from ast import literal_eval
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class Field:
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def __init__(self):
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self.tiles = pygame.sprite.Group()
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# TODO: enable resizing field grid from 16x16 to any size
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for x in range(256):
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self.tiles.add(Tile(x, self))
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with open('./field', 'r', encoding='UTF-8') as file:
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content = file.read()
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tiles = literal_eval(content)
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for x in range(len(tiles)):
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self.tiles.add(Tile(x, self, tiles[x]))
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self.tractor = Tractor(self)
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@ -1,6 +1,7 @@
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from random import randint, choices, random
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from kb import tractor_kb, multi_sasiedzi
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import pytholog as pl
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from numpy.random import choice as npchoice
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def score_field(field):
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@ -17,33 +18,32 @@ def score_field(field):
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if index % 16 != 0 and field[index-1] != 'water':
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neighbours.append(field[index-1])
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score += multi_sasiedzi(field[index], neighbours)[0]["Mul"]
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mod = multi_sasiedzi(field[index], neighbours)[0]["Mul"]
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if mod > 10:
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print(mod, '= multi(', field[index], ', ', neighbours, ')')
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score += mod
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score = score / 256
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return score
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def choose_parents(population):
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weights = [x[0] for x in population]
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weights_sum = 0
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for weight in weights:
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weights_sum += weight
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total_weights = sum(entity[0] for entity in population)
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weights = [weight/weights_sum for weight in weights]
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weights = [entity[0] / total_weights for entity in population]
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mom = choices(population, cum_weights=weights, k=1)[0]
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remaining_elements = [el for el in population if el != mom]
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remaining_weights = [weights[population.index(el)] for el in remaining_elements]
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dad = choices(remaining_elements, weights=remaining_weights, k=1)[0]
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selection = npchoice(len(population), size=2, replace=False, p=weights)
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return mom, dad
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parents = [population[i] for i in selection]
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return parents[0], parents[1]
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def breed_and_mutate(mom, dad):
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crossover_point = randint(1, len(mom[1]) - 2)
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offspring = mom[1][:crossover_point] + dad[1][crossover_point:]
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if len(offspring) != len(mom):
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ValueError("offspring lenght is not equal to mom length")
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ValueError("offspring length is not equal to mom length")
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if random() < 0.1:
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mutation_index = randint(0, len(offspring) - 1)
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@ -57,6 +57,7 @@ def breed_and_mutate(mom, dad):
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offspring[mutation_index] = mutation
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offspring_score = score_field(offspring)
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# print('offspring score', offspring_score, 'for parents', mom[0], 'and', dad[0])
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return [offspring_score, offspring]
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@ -73,9 +74,10 @@ def genetic_algorithm(population, iterations):
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for entity in population:
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entity[0] = score_field(entity[1])
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for _ in range(iterations):
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for iteration in range(iterations):
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population.sort(key=lambda x: x[0], reverse=True)
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population = population[:5]
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print('\n=====\n\n💪 Best individual in iteration', iteration, 'has a score of', population[0][0])
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population = population[:population_size//2]
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new_offspring = []
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while len(population) + len(new_offspring) < population_size:
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@ -88,36 +90,27 @@ def genetic_algorithm(population, iterations):
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return population[0]
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vegetables = [x['Nazwa_warzywa'] for x in tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))]
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# water tiles locations
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# _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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# _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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# _ _ X X _ _ _ _ _ _ X X X _ _ _
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# _ X X X _ _ _ _ _ X X X _ _ _ _
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# _ _ X _ _ _ _ _ _ _ _ _ _ _ _ _
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# _ _ X _ _ _ _ X X _ X X _ _ _ _
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# _ _ _ _ _ _ X X X X X X _ _ _ _
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# _ _ _ _ _ _ X X _ _ _ _ _ _ _ _
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# _ _ _ _ _ _ _ X X _ _ _ _ _ _ _
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# _ _ _ _ X _ _ _ _ _ _ _ _ _ _ _
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# _ _ _ _ X X _ _ _ _ _ _ _ _ _ _
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# _ _ _ _ X _ _ _ _ _ X _ _ _ _ _
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# _ _ _ _ _ _ _ _ X X X X _ _ _ _
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# _ _ _ X _ _ _ _ _ X X X _ _ _ _
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# _ X _ _ _ _ _ _ _ _ _ _ _ _ _ _
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# _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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water_tile_indexes = [37, 38, 45, 46, 47, 53, 54, 55, 61, 62, 63, 71, 88, 93, 94, 96, 97, 109, 110, 111, 112, 113, 114, 126, 127, 144, 145, 158, 175, 176, 192, 198, 213, 214, 215, 216, 225, 231, 232, 233, 240]
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population = []
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# each field has unmutable locations of water and grass tiles
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water_tile_indexes = [1, 2, 3, 34, 37, 44, 45, 53, 60, 61, 69, 81, 82, 83, 84, 119, 120, 121, 136, 152, 187, 194, 202, 203, 204, 210, 219, 226, 227, 228]
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grass_tile_indexes = [0, 39, 40, 56, 71, 72, 73, 86, 88, 114, 115, 130, 146, 147, 163, 164, 166, 167, 180, 181, 182, 231, 232, 233]
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vegetables = [x['Nazwa_warzywa'] for x in tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))]
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for _ in range(10):
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for _ in range(100):
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field = [vegetables[randint(0, 24)] for _ in range(256)]
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for index in water_tile_indexes:
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field[index] = "water"
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for index in grass_tile_indexes:
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field[index] = "grass"
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# entities of the population are stored with two properties
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# the first being the average score of the field
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# and the second being the layout of the field
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population.append([0, field])
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best = genetic_algorithm(population, 10)
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print('final field layout', best[1])
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print('final field multiplier score', best[0])
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best = genetic_algorithm(population, 20)
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print('\n=====\n\nfinal field multiplier score is', best[0])
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with open('field', 'w', encoding='utf-8') as file:
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file.write(str(best[1]))
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file.close
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print('final field layout saved to file "field" in the current working directory\n')
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@ -370,7 +370,7 @@ tractor_kb([
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"przeszkadza(burak, szpinak, 0.85)",
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"przeszkadza(burak, ziemniak, 0.85)",
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"przeszkadza(cebula, fasola, 0.80)",
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"przeszkadza(cebula, groch, 85)",
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"przeszkadza(cebula, groch, 0.85)",
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"przeszkadza(cebula, kalafior, 0.70)",
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"przeszkadza(cebula, kapusta, 0.75)",
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"przeszkadza(cebula, marchew, 0.85)",
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29
src/tile.py
29
src/tile.py
@ -7,35 +7,22 @@ from config import TILE_SIZE, FREE_TILES
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class Tile(pygame.sprite.Sprite):
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def __init__(self, id, field):
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def __init__(self, id, field, tile_type):
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super().__init__()
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self.id = id
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x = id%16
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y = id//16
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self.field = field
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# temporary solution to have vegetables act as obstacles
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if random.randint(1, 10) % FREE_TILES == 0:
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vegetables = tractor_kb.query(pl.Expr("warzywo(Nazwa_warzywa)"))
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random_vegetable = vegetables[random.randint(0, len(vegetables)-1)]['Nazwa_warzywa']
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if random_vegetable in {'cebula','pietruszka','bób', 'dynia','ziemniak'}:
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random_vegetable = 'marchew'
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self.set_type(random_vegetable)
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self.set_type(tile_type)
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if self.type == 'water':
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self.stage = 'no_plant'
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self.water_level = 100
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elif self.type == 'grass':
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self.stage = 'no_plant'
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self.water_level = random.randint(1, 5) * 10
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self.stage = 'planted' # wczesniej to była self.faza = 'posadzono' ale stwierdzilem ze lepiej po angielsku???
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else:
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if random.randint(1, 10) % 3 == 0:
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self.set_type('water')
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self.water_level = 100
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self.stage = 'no_plant'
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else:
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self.set_type('grass')
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self.water_level = random.randint(1, 5) * 10
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self.stage = 'no_plant'
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self.stage = 'planted'
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self.rect = self.image.get_rect()
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self.rect.topleft = (x * TILE_SIZE, y * TILE_SIZE)
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