Beispiel #1
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def main():
    n_ids = 3242
    ids_to_score_path = '../static/numpy/ids_to_score.npy'
    board = generate_board(n_ids)
    invalid_guesses = set([picture['pic_id'] for picture in board])
    predictor = Predictor(board, ids_to_score_path, invalid_guesses)
    best_guess, best_scores = predictor.get_best_guess_and_scores()

    round_scores = [round(s) for s in best_scores]
    board_types = [b['type'] for b in board]
    for t, s in zip(board_types, round_scores):
        print(f'Type:{t} || Score:{s}')
    predictor.display_board(best_guess, round_scores, shape=(5, 5))
Beispiel #2
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def index():
    """
    Homepage for the website.
    Create a random board.
    """
    n_ids = 3242
    board = generate_board(n_ids)
    invalid_guesses = [picture['pic_id'] for picture in board]
    board.insert(
        0, {
            "difficulty": "easy",
            "invalid_guesses": invalid_guesses,
            'blue': 1.0,
            'red': 1.0,
            'neutral': 1.0
        })
    return render_template('html/page.html', board=board)
Beispiel #3
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def main():
    parser = argparse.ArgumentParser()
    parser.add_argument("--text",
                        action="store_true",
                        default=False,
                        help="Run in text mode")
    args = parser.parse_args()
    board = utils.generate_board()

    if args.text:
        solver = Solver(board)
        solver.print_board()
        print('*' * 60, "SOLUTION", '*' * 60)
        solver.solve()
        solver.print_board()
        return

    GraphicalGame(board).game_loop()
Beispiel #4
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    # draws the flooded cells
    def draw_flooded(self, cell):
        cell.color = self.current_color
        cell.flooded = True
        cell.draw()

    # GAME LOOP
    def game_loop(self, done):
        while not self.done:
            for event in pygame.event.get():
                # if you quit
                if event.type == pygame.QUIT:
                    self.done = True

                # if you click
                if event.type == pygame.MOUSEBUTTONUP:
                    if len(self.to_flood) == 0:
                        pos = pygame.mouse.get_pos()
                        self.current_color = self.find_color(pos)
                        self.to_flood = [self.board[0]]
                self.update_flooded()

                pygame.display.update()
                self.clock.tick(10)


board = utils.generate_board()
game1 = Game(board)
game1.game_loop(False)
pygame.quit()
Beispiel #5
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def fight(player_board):
    PLAYER_BOARD = copy.deepcopy(player_board)
    COMPUTER_BOARD = make_computer_board()
    COMPUTER_BOARD_STATIC = copy.deepcopy(COMPUTER_BOARD)
    COMP = generate_board()
    Fight = True
    FOUND_SHIP = None
    turn = False
    count = 0
    START_NEW_GAME_POS = (SCREEN_LENGTH / 2 - 100, BANNER_y + 300)
    myfont = pygame.font.SysFont('Comic Sans MS', 30)
    counter_title = myfont.render('Step counts', True, WHITE)

    while Fight:
        screen.blit(picture, (0, 0))
        draw_board(PLAYER_BOARD)
        draw_board(COMPUTER_BOARD)
        counter = myfont.render('{0}'.format(count), True, WHITE)

        screen.blit(new_game, START_NEW_GAME_POS)
        screen.blit(counter_title, (SCREEN_LENGTH / 2 - 50, BANNER_y + 100))
        screen.blit(counter, (SCREEN_LENGTH / 2, BANNER_y + 150))
        pygame.display.flip()

        for event in pygame.event.get():
            if event.type is QUIT:
                pygame.quit()
            elif event.type is MOUSEBUTTONDOWN:
                if button_selector(event.pos, [START_NEW_GAME_POS],
                                   [new_game.get_rect()[2:]]) is not None:
                    start_new_game()
                elif check_on_board(
                        event.pos, COMPUTER_BOARD, PARTICLE_HEIGHT,
                        PARTICLE_WIDTH
                ) is not None and event.button == 1 and turn is False:
                    brd = check_on_board(event.pos, COMPUTER_BOARD,
                                         PARTICLE_HEIGHT, PARTICLE_WIDTH)
                    if turn is False:
                        if COMP[brd[0]][brd[1]] == 1:
                            friend = False
                            show_blowup_animation(
                                COMPUTER_BOARD[brd[0]][brd[1]][1:])
                            COMPUTER_BOARD[brd[0]][brd[1]][0] = 3
                            COMP[brd[0]][brd[1]] = 0
                            positions, diagonals = find_neighboor_computer(
                                COMPUTER_BOARD, brd)
                            for p in positions:
                                if COMP[p[0]][p[1]] == 1:
                                    friend = True
                                    draw_invalid_places(
                                        COMPUTER_BOARD, diagonals)
                                    break
                            if friend is False:
                                draw_invalid_places(COMPUTER_BOARD,
                                                    diagonals + positions)
                            if check_finish_computer(COMP):
                                finish(player=False)
                            count += 1
                            COMPUTER_BOARD_STATIC = copy.deepcopy(
                                COMPUTER_BOARD)

                        elif COMPUTER_BOARD_STATIC[brd[0]][brd[1]][0] is 0:
                            show_fail_animation(
                                COMPUTER_BOARD[brd[0]][brd[1]][1:])
                            turn = True
                            pygame.display.flip()
                            COMPUTER_BOARD[brd[0]][brd[1]][0] = 1
                            COMPUTER_BOARD_STATIC = copy.deepcopy(
                                COMPUTER_BOARD)

                            step = ai_turn(PLAYER_BOARD)
                            while step is not None:
                                draw_board(PLAYER_BOARD)
                                pygame.display.flip()
                                FPSCLOCK.tick(60)
                                if check_finish_player(PLAYER_BOARD):
                                    finish(player=True)
                                step = ai_turn(PLAYER_BOARD)

                            if check_finish_player(PLAYER_BOARD):
                                finish(player=True)
                            draw_board(PLAYER_BOARD)
                            pygame.display.flip()
                            turn = False

            elif event.type == MOUSEMOTION:
                brd = check_on_board(event.pos, COMPUTER_BOARD,
                                     PARTICLE_HEIGHT, PARTICLE_WIDTH)
                if brd is not None and COMPUTER_BOARD[brd[0]][
                        brd[1]][0] is not 3:
                    COMPUTER_BOARD = copy.deepcopy(COMPUTER_BOARD_STATIC)
                    COMPUTER_BOARD[brd[0]][brd[1]][0] = 1
                else:
                    COMPUTER_BOARD = copy.deepcopy(COMPUTER_BOARD_STATIC)
Beispiel #6
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 def test_generate_board(self):
     self.assertEqual(len(utils.generate_board()), consts.BOARD_SIZE**2)
Beispiel #7
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 def test_fix_links(self):
     board = utils.generate_board()
     self.assertEqual(board[0].right, board[1])
     self.assertEqual(board[1].left, board[0])
     self.assertEqual(board[9].right, None)
     self.assertEqual(board[99].right, None)
Beispiel #8
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def post_game():
    """
    Create a new game
    ---
    tags:
      - game
    definitions:
      - schema:
          id: Game
          properties:
            id:
             type: string
             description: Unique identifier of the game
            status:
             type: string
             description: Any of playing, win or lost.
            board:
             type: array
             items:
              type: object
              properties:
                has_mine:
                  type: boolean
                  description: Indicates if there is a mine in this cell
                exploded:
                  type: boolean
                  description: Indicates if there is this cell has exploded.
                revealed:
                  type: boolean
                  description: Indicates if there is this cell has revealed.
                flagged:
                  type: boolean
                  description: Indicates if there is this cell has been flagged.
                value:
                  type: integer
                  description: After its revealed, it indicates the number of adjacent mines.
             description: 2D array of the game cells
    parameters:
      - in: body
        name: body
        schema:
          id: GameRequest
          properties:
            rows:
              type: integer
              description: Number of rows
            cols:
              type: integer
              description: Number of cols
            mines:
              type: integer
              description: Number of mines (not to exceed 50% ratio)
    responses:
      200:
        description: Game created
        schema:
          $ref: '#/definitions/Game'
    """
    params = request.json
    check_create_params(params)
    new_game = {
        'rows': params.get('rows', DEFAULT_ROWS) if params else DEFAULT_ROWS,
        'cols': params.get('cols', DEFAULT_COLS) if params else DEFAULT_COLS,
        'mines':
        params.get('mines', DEFAULT_MINES) if params else DEFAULT_MINES,
        'status': 'playing'
    }
    validate_game(new_game)
    generate_board(new_game)
    add_mines(new_game)
    calculate_value(new_game)
    games_col.insert_one(new_game)
    return dumps(create_view(new_game))