Example #1
0
 def __init__(self, width, height):
     self.width = width
     self.height = height
     self.cells = dict()  # type: Dict[Coord, Cell]
     for y in range(height):
         for x in range(width):
             coord = Coord(x, y)
             cell = Cell()
             cell.celltype = Cell.CellType.FLOOR
             self.cells[coord] = cell
Example #2
0
    def generateDiamondGrid(self, size):
        grid = []
        prevRow = []
        for i in range(size):
            row = []
            currentRow = []
            for j in range(size):
                cell = Cell(pos=(i, j),
                            isOccupied=(i, j) not in self.openCells)
                if (i > 0):
                    cell.addNeighbor((0, -1), prevRow[j])  # Add top neighbor

                if (i > 0 and j < size - 1):
                    cell.addNeighbor((1, -1),
                                     prevRow[j + 1])  # Add top-right neighbor

                if (j > 0):
                    cell.addNeighbor((-1, 0),
                                     currentRow[-1])  # Add left neighbor

                row.append(cell)
                currentRow.append(cell)
            prevRow = currentRow
            currentRow = []
            grid.append(row)
        return grid
Example #3
0
    def __init__(self, player_map):
        self.win = QMainWindow()
        self.game_ui.setupUi(self.win)
        self.win.setWindowTitle("Battleship Game")

        # Set player map
        self.player_map = player_map

        # Generate AI Map and add cells to the grid pane
        for row in range(10):
            ai_map_row = []
            for column in range(10):
                # Create AI cell
                aiButton = Cell(row, column, self)
                ai_map_row.append(aiButton)
                self.game_ui.aiGrid.addWidget(aiButton, row, column)

                # Get player cell from player map
                playerButton = player_map[row][column]
                playerButton.setNeutral()
                self.game_ui.playerGrid.addWidget(playerButton, row, column)

            self.ai_map.append(ai_map_row)

        # Init game
        self.game = BattleShipGame(self.player_map, self.ai_map)

        # Init AI
        self.ai = BattleshipAI(self.game)
        self.ai.placeShips()
Example #4
0
    def test_cell_constructor_parameters(self):
        my_cell_default = Cell(True, State.DEFAULT)
        my_cell_flagged = Cell(False, State.FLAGGED)
        my_cell_open = Cell(True, State.OPEN)

        self.assertEqual(my_cell_default.state, State.DEFAULT,
                         "Cell should have state of State.DEFAULT.")
        self.assertEqual(my_cell_flagged.state, State.FLAGGED,
                         "Cell should have state of State.FLAGGED.")
        self.assertEqual(my_cell_open.state, State.OPEN,
                         "Cell should have state of State.OPEN.")

        self.assertEqual(my_cell_default.is_bomb, True,
                         "Cell did not keep value set for is_bomb.")
        self.assertEqual(my_cell_flagged.is_bomb, False,
                         "Cell did not keep value set for is_bomb.")
Example #5
0
    def create_cell_grid(grid_size: Coordinates2D) -> T.List[T.List[Cell]]:
        cells: T.List[T.List[Cell]] = [[Cell() for _ in range(grid_size.x)] for _ in range(grid_size.y)]

        for y in range(grid_size.y):
            for x in range(grid_size.x):
                cells[y][x].set_neighbor(
                    Direction2D.NORTH, cells[y - 1][x]
                )
                cells[y][x].set_neighbor(
                    Direction2D.NORTH_WEST, cells[y - 1][x - 1]
                )
                cells[y][x].set_neighbor(
                    Direction2D.WEST, cells[y][x - 1]
                )
                cells[y][x].set_neighbor(
                    Direction2D.SOUTH_WEST, cells[y + 1 if y < grid_size.y - 1 else 0][x - 1]
                )
                cells[y][x].set_neighbor(
                    Direction2D.SOUTH, cells[y + 1 if y < grid_size.y - 1 else 0][x]
                )
                cells[y][x].set_neighbor(
                    Direction2D.SOUTH_EAST, cells[y + 1 if y < grid_size.y - 1 else 0][x + 1 if x < grid_size.x - 1 else 0]
                )
                cells[y][x].set_neighbor(
                    Direction2D.EAST, cells[y][x + 1 if x < grid_size.x - 1 else 0]
                )
                cells[y][x].set_neighbor(
                    Direction2D.NORTH_EAST, cells[y - 1][x + 1 if x < grid_size.x - 1 else 0]
                )

        return cells
Example #6
0
 def test_cell_clear(self):
     my_cell = Cell()
     my_cell.is_bomb = True
     my_cell.state = State.FLAGGED
     # Before clear should not be equivalen to a new cell.
     self.assertNotEqual(my_cell, Cell())
     my_cell.clear()
     # After clear should be equivalent to a new cell.
     self.assertEqual(my_cell, Cell())
Example #7
0
 def __init__(self, width, height):
     """Intialize the grid and set it up for the desired width and height"""
     self._width = width
     self._height = height
     self._cells = [[Cell() for i in range(self._width)]
                    for j in range(self._height)]
     self._state = GameState.PLAYING
     self.clear()
Example #8
0
    def __init__(self, n, m, points):
        self.rows = n
        self.columns = m
        
        self.board = []
        for i in range(self.rows):
            board_rows = [Cell() for i in range(self.columns)]
            self.board.append(board_rows)

        for point in points:
            self.set_status_of_cell_at_position(point, Status.ALIVE)
Example #9
0
 def __init__(self, root):
     self.cellarray = []
     self.touched = False
     self.touched_location = []
     #self.algo = AlphaBeta(self)
     self.algo = MiniMax(self)
 
     self.is_white_move = True
     flag = True
     for i in range(8):
         self.cellarray.append([])
         
         for j in range(8):
             b = Cell(root)
             if(flag == True):
                 b.config(location=[i , j], color="white", command = self.cellcallback)
                 b.grid(row=i, column=j)
             else:
                 b.config(location=[i , j], color="black", command = self.cellcallback)
                 b.grid(row=i, column=j)
                 
             self.cellarray[i].append(b)
             flag = not flag
         flag = not flag
Example #10
0
 def parseCells(self, setup=True, **kwargs):
     if not setup:
         grid = kwargs.get('grid', self.grid)
         for y, row in enumerate(grid):
             for x, cell in enumerate(row):
                 cell.parseState()
     else:
         for y, row in enumerate(self.grid):
             self.grid[y] = []
             for x, state in enumerate(row[0]):
                 cell = Cell(x,
                             y,
                             state,
                             columns=self.columns,
                             rows=self.rows)
                 self.grid[y].append(cell)
Example #11
0
    def __init__(self, name, size_x, size_y, step, max_population):
        metadata = WorldData()
        self._name = metadata.name = name
        self._size_x = metadata.size_x = size_x
        self._size_y = metadata.size_y = size_y
        self._step = metadata.world_step = step
        self._max_population = metadata.max_population = max_population

        self.temp = []
        self._board = []
        for i in range(size_x * size_y):
            self._board.append(Cell(i))

        self._free_ids = range(1, 9)
        self._users = {}

        self._raw_metadata = metadata.encode_self()
Example #12
0
  def generateBoard(self, size):
    grid, prevRow = ([], [])
    for i in range(size):
      row, currentRow = ([], [])
      for j in range(size):
        cell = Cell(pos=(i, j), value=(0))
        if (i > 0): cell.addNeighbor((0, -1), prevRow[j]) # Add top neighbor

        if (i > 0 and j < size-1):
          cell.addNeighbor((1, -1), prevRow[j+1]) # Add top-right neighbor

        if (j > 0):
          cell.addNeighbor((-1, 0), currentRow[-1]) # Add left neighbor

        row.append(cell)
        currentRow.append(cell)
      prevRow = currentRow
      currentRow = []
      grid.append(row)
    return grid
Example #13
0
    def __init__(self):
        self.win = QMainWindow()
        self.setup_ui.setupUi(self.win)
        self.win.setWindowTitle("Battleship Game")
        self.setup_ui.readyButton.clicked.connect(self.actionReadyButton)
        self.setup_ui.carrierButton.clicked.connect(self.actionCarrierButton)
        self.setup_ui.battleshipButton.clicked.connect(
            self.actionBattleshipButton)
        self.setup_ui.cruiserButton.clicked.connect(self.actionCruiserButton)
        self.setup_ui.submarineButton.clicked.connect(
            self.actionSubmarineButton)
        self.setup_ui.destroyerButton.clicked.connect(
            self.actionDestroyerButton)
        self.setup_ui.rotateButton.clicked.connect(self.actionRotateButton)

        # Fill setup grid with cells
        for row in range(10):
            cells_row = []
            for column in range(10):
                setup_cell = Cell(row, column, self)
                cells_row.append(setup_cell)
                self.setup_ui.setupGrid.addWidget(setup_cell, row, column)
            self.player_map.append(cells_row)
 def test_initialized_cell_is_dead(self):
     new_cell = Cell()
     self.assertEqual(Status.DEAD, new_cell.get_state())
 def test_setting_up_cell_state_as_false(self):
     new_cell = Cell()
     new_cell.set_state(False)
     self.assertFalse(new_cell.get_state())
Example #16
0
 def test_cell_default_values(self):
     my_cell = Cell()
     self.assertEqual(my_cell.state, State.DEFAULT,
                      "Cell should have State.Default for default state.")
     self.assertEqual(my_cell.is_bomb, False,
                      "Cell should have is_bomb set to False by default.")
Example #17
0
 def test_cell_toggle_flag(self):
     my_cell = Cell()
     # should not change.
     my_cell.state = State.OPEN
     my_cell.toggle_flag()
     self.assertEqual(my_cell.state, State.OPEN)
     # should change to default.
     my_cell.state = State.FLAGGED
     my_cell.toggle_flag()
     self.assertEqual(my_cell.state, State.DEFAULT)
     # should change to flagged.
     my_cell.state = State.DEFAULT
     my_cell.toggle_flag()
     self.assertEqual(my_cell.state, State.FLAGGED)
Example #18
0
 def test_cell_can_be_created(self):
     my_cell = Cell()
     self.assertEqual(type(my_cell), Cell,
                      'Could not create variable of type Cell.')
Example #19
0
 def fill_cells(self, cell_count):
     for i in range(cell_count):
         self.add_cell(Cell.random_cell(self.bounds))
 def test_setting_up_cell_state_as_alive(self):
     new_cell = Cell()
     new_cell.set_state(Status.ALIVE)
     self.assertEqual(Status.ALIVE, new_cell.get_state())