Exemple #1
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def test_wind():
    grid = Grid()
    grid.step(Action.RIGHT)
    grid.step(Action.RIGHT)
    grid.step(Action.RIGHT)
    grid.step(Action.RIGHT)
    assert grid.position == Position(row=2, column=4)
    grid.step(Action.RIGHT)
    assert grid.position == Position(row=1, column=5)
Exemple #2
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def generate_new_room(generator: Random):
    width = generator.randint(MIN_SIZE, MAX_SIZE)
    height = generator.randint(MIN_SIZE, MAX_SIZE)
    room_grid = SquareGrid(width, height)
    entities = {}
    for y in range(0, height):
        for x in range(0, width):
            if y == 0 or x == 0 or y == height - 1 or x == width - 1:
                wall_pos = Position(x, y)
                entities[wall_pos] = [Entity(WALL)]
                room_grid.walls.append(wall_pos)
            else:
                entities[Position(x, y)] = [Entity(FLOOR)]
    return Room(width, height, entities, room_grid)
Exemple #3
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 def to_room_position(self, room: Room, generator: Random):
     position = Position()
     if self == Wall.WEST:
         position.x = 0
         position.y = generator.randint(1, room.height - 2)
     elif self == Wall.NORTH:
         position.x = generator.randint(1, room.width - 2)
         position.y = 0
     elif self == Wall.EAST:
         position.x = room.width - 1
         position.y = generator.randint(1, room.height - 2)
     elif self == Wall.SOUTH:
         position.x = generator.randint(1, room.width - 2)
         position.y = room.height - 1
     return position
Exemple #4
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def print_greedy_policy(q: dict[Position, dict[int]]):
    for row in range(0, NUM_ROWS):
        for col in range(0, NUM_COLS):
            action_values = q[Position(row=row, column=col)]
            best_action = max(action_values, key=action_values.get)
            print(f'{best_action}', end=',')
        print()
Exemple #5
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def test_reward():
    grid = Grid()
    reward = grid.step(Action.RIGHT)
    assert reward == -1

    grid = Grid()
    grid.position = Position(row=4, column=8)
    reward = grid.step(Action.LEFT)
    assert reward == 1
Exemple #6
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def initialize_policy() -> dict[Position, dict[int]]:
    result = {}
    for row in range(0, NUM_ROWS):
        for column in range(0, NUM_COLS):
            action_values = {}
            for action in Action:
                action_values[action.value] = 0
            result[Position(row=row, column=column)] = action_values
    return result
Exemple #7
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def test_border():
    grid = Grid()
    grid.step(Action.LEFT)
    assert grid.position == Position(row=3, column=0)

    grid.step(Action.UP)
    grid.step(Action.UP)
    grid.step(Action.UP)
    grid.step(Action.UP)
    assert grid.position == Position(row=0, column=0)

    grid = Grid()
    grid.step(Action.DOWN)
    grid.step(Action.DOWN)
    grid.step(Action.DOWN)
    grid.step(Action.DOWN)
    assert grid.position == Position(row=6, column=0)

    grid = Grid()
    grid.position = Position(row=3, column=9)
    grid.step(Action.RIGHT)
    assert grid.position == Position(row=3, column=9)
Exemple #8
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def place_stairs(room: Room, generator: Random):
    room_half_width = int(room.width / 2)
    room_half_height = int(room.height / 2)
    stairs_x = generator.randint(room_half_width - 1, room_half_width + 1)
    stairs_y = generator.randint(room_half_height - 1, room_half_height + 1)
    room.entities[Position(stairs_x, stairs_y)].append(Entity(STAIRS_UP))
Exemple #9
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    walls = [wall for wall in Wall]
    walls.remove(entrance)
    place_doors(2, walls, room, generator)
    return room


def generate_path(room: Room, generator: Random):
    doors_list = find_entities(DOOR_CLOSED, room)
    the_door = generator.choice(doors_list)
    hero = find_entities(HERO, room)[0]
    (came_from, cost_so_far) = a_star_search(room.grid, hero, the_door)
    return reconstruct_path(came_from, hero, the_door)


DIRECTIONS = {
    Position(-1, 0): 'west',
    Position(0, -1): 'north',
    Position(1, 0): 'east',
    Position(0, 1): 'south'
}


def move_hero(hero_path: List[Position], room: Room):
    current_position = hero_path[0]
    next_position = hero_path[1]
    hero = room.entities[current_position].pop(len(room.entities[current_position]) - 1)
    room.entities[next_position].append(hero)
    hero_path.pop(0)
    return DIRECTIONS[next_position - current_position]

Exemple #10
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def test_right():
    grid = Grid()
    grid.step(Action.RIGHT)
    assert grid.position == Position(row=3, column=1)
Exemple #11
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def test_is_terminal():
    grid = Grid()
    grid.position = Position(row=4, column=8)
    assert grid.is_terminal() is False
    grid.step(Action.LEFT)
    assert grid.is_terminal() is True
Exemple #12
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def test_up():
    grid = Grid()
    grid.step(Action.UP)
    assert grid.position == Position(row=2, column=0)
Exemple #13
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def test_left():
    grid = Grid()
    grid.step(Action.RIGHT)
    grid.step(Action.LEFT)
    assert grid.position == Position(row=3, column=0)
Exemple #14
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def test_down():
    grid = Grid()
    grid.step(Action.DOWN)
    assert grid.position == Position(row=4, column=0)