def get_actions(state):
    actions = []
    pos = find_empty_position(state.matrix)

    if pos.x - 1 >= 0:
        actions.append(
            Action(swap_values,
                   matrix=state.matrix,
                   first_pos=pos,
                   second_pos=Position(pos.x - 1, pos.y)))
    if pos.x + 1 < len(state.matrix):
        actions.append(
            Action(swap_values,
                   matrix=state.matrix,
                   first_pos=pos,
                   second_pos=Position(pos.x + 1, pos.y)))
    if pos.y - 1 >= 0:
        actions.append(
            Action(swap_values,
                   matrix=state.matrix,
                   first_pos=pos,
                   second_pos=Position(pos.x, pos.y - 1)))
    if pos.y + 1 < len(state.matrix[0]):
        actions.append(
            Action(swap_values,
                   matrix=state.matrix,
                   first_pos=pos,
                   second_pos=Position(pos.x, pos.y + 1)))

    return actions
Exemple #2
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    def is_valid_move(self, move: Move, rubrics):
        """given a move and the rubrics, returns True if the move is valid for this piece or throws exception"""
        # rook can move in straight lines: either up, down, left or right.
        # it cant jump over other pieces.

        source_x, source_y = move.from_pos.x, move.from_pos.y
        dest_x, dest_y = move.to_pos.x, move.to_pos.y

        if source_x != dest_x and source_y != dest_y:
            raise InvalidMoveException("rook cant move on both axes at once")

        # calculate the actual path taken to ensure we're not jumping over other pieces, which is illegal
        path = []
        if dest_x > source_x:  # move right
            for i in range(source_x + 1, dest_x, 1):
                path.append(Position(i, source_y))
        elif dest_x < source_x:  # move left
            for i in range(source_x - 1, dest_x, -1):
                path.append(Position(i, source_y))
        elif dest_y > source_y:  # move up
            for i in range(source_y + 1, dest_y, 1):
                path.append(Position(dest_x, i))
        else:  # move down
            for i in range(source_y - 1, dest_y, -1):
                path.append(Position(dest_x, i))

        # ensure there's nothing in our path:
        for rubric in path:
            if rubrics[rubric.x][rubric.y].piece_type != PieceType.PLACEHOLDER:
                raise InvalidMoveException(
                    "cant jump over piece in position %s,%s" %
                    (rubric.x, rubric.y))
        return True
Exemple #3
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class Robot:
    def __init__(self, x, y, theta, std_actuators):
        self._std_actuators = std_actuators
        self._position = Position(x, y, theta)
        self._noisy_position = Position(x, y, theta)
        self._delta_w = .3
        self._delta_v = 1
        self._w = 0
        self._v = 0

    def move(self, direction):
        """
            Get the robot's direction from key arrows and move the robot accordingly
        """
        self._v = self._delta_v if direction else -self._delta_v
        self._position.predict_position(self._v, self._w)
        self._noisy_position.predict_position(self._v, self._w,
                                              self._std_actuators)

    def change_orientation(self, orientation):
        """
            Get the robot's angular velocity from key arrows and orient the robot accordingly
        """
        delta_w = self._delta_w if orientation else -self._delta_w
        self._w = self._w + delta_w
    def initialize(self, height, width, treasure_number, traps, start_pos):
        """
        Initializes DungeonMap

        param: height (int) height of the map
        param: width (int) width of the map
        param: treasure_number (int) number of treasures on map
        param: traps (iterateble) traps to put on map
        param: start_pos (Position) player starting position on map
        """
        try:
            is_input_valid = width * height > treasure_number + len(traps)
        except TypeError as error:
            raise DungeonMapInitializationError(
                "Incorrect parameter type in "
                "DungeonMap initialize. \n {}".fromat(str(error)))
        else:
            if not is_input_valid:
                try:
                    raise DungeonMapInitializationError(
                        "Incorrect parameters in "
                        "DungeonMap initialize. Map can't fit all of the cells."
                    )
                #made because try daoesn't work without exept
                except DungeonMapInitializationError:
                    raise

        self.width = width
        self.height = height

        self.cells = [[empty_cell.legend for i in range(height)]
                      for j in range(width)]

        logger.debug("empty map generated")

        try:
            self.cells[start_pos.x][start_pos.y] = entrance_cell.legend
        except IndexError:
            raise DungeonMapInitializationError(
                "Incorrect parameters in "
                "DungeonMap initialize. Strating position is out of DungeonMap "
                "boundaries")

        while treasure_number > 0:
            pos = Position.generate_random_position(width, height)

            if self.cell(pos) == empty_cell.legend:
                self.cells[pos.x][pos.y] = treasure_cell.legend
                treasure_number -= 1

        logger.debug("treasures generated")

        while traps:
            pos = Position.generate_random_position(width, height)

            if self.cell(pos) == empty_cell.legend:
                self.cells[pos.x][pos.y] = traps.pop()

        logger.debug("traps generated")
Exemple #5
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 def __init__(self, x, y, theta, std_actuators):
     self._std_actuators = std_actuators
     self._position = Position(x, y, theta)
     self._noisy_position = Position(x, y, theta)
     self._delta_w = .3
     self._delta_v = 1
     self._w = 0
     self._v = 0
    def setUp(self):

        self.dungeonGame = DungeonGame()
        #initializing map with 2 cells
        DungeonGame.dmap.initialize(2, 1, 0, [], Position(0, 0))

        #setting enemy and player position to be the same
        DungeonGame.player.position = Position(0, 0)
        DungeonGame.enemy.position = Position(0, 0)
Exemple #7
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    def list_next_potential_positions(self, rubrics):
        """returns a list of potential and valid next positions for this piece, ignoring Check-semantics"""
        valid_positions = []
        x = self.position.x
        y = self.position.y

        coordinates = [(x + 1, y), (x - 1, y), (x, y - 1), (x, y + 1),
                       (x + 1, y + 1), (x - 1, y + 1), (x + 1, y - 1),
                       (x - 1, y - 1)]

        positions_on_board = []
        # filter out off-board positions (for pieces on the edge of the board)
        for coordinate in coordinates:
            try:
                positions_on_board.append(
                    Position(coordinate[0], coordinate[1]))
            except Position.InvalidPositionError:
                pass
        # filter in vacant positions and positions belonging to the other side
        for position in positions_on_board:
            target_piece = rubrics[position.x][position.y]
            if target_piece.piece_type == PieceType.PLACEHOLDER:
                valid_positions.append(target_piece.position)
            elif target_piece.color != self.color:
                valid_positions.append(target_piece.position)

        return valid_positions
Exemple #8
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 def __init__(self):
     self._rubrics = [[PlaceHolder(Position(y, x)) for x in range(8)]
                      for y in range(8)]
     self._pieces = {PieceColor.WHITE: {}, PieceColor.BLACK: {}}
     self._removed_pieces = {PieceColor.WHITE: {}, PieceColor.BLACK: {}}
     self._current_side_color = PieceColor.WHITE
     self._other_side_color = PieceColor.BLACK
Exemple #9
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    def __init__(self, map_name="level1", spawn_name="spawn1"):
        pygame.init()

        self.FPS = 60
        self.BG_COLOR = pygame.Color("black")
        self.GAME_AREA_POS = Position(96, 32)
        self.GAME_AREA_SIZE = (15, 15)
        self.GAME_AREA_SIZE_PIXELS = (self.GAME_AREA_SIZE[0] * 16,
                                      self.GAME_AREA_SIZE[1] * 16)
        self.screen = pygame.display.set_mode(
            (self.GAME_AREA_SIZE_PIXELS[0] + self.GAME_AREA_POS.x,
             self.GAME_AREA_SIZE_PIXELS[1] + self.GAME_AREA_POS.y),
            pygame.SCALED)
        self.clock = pygame.time.Clock()

        self.hero = Hero()

        self.wait = False  # Wait for something to end, stop character updates
        self.actions = []

        # Map data
        self.map_surface = pygame.Surface(self.GAME_AREA_SIZE_PIXELS)
        self.tmx_data = None
        self.map_data = None
        self.map_layer = None
        self.map_sprite_group = None
        self.spawns = None
        self.impassables = None
        self.doors = None

        self.load_map(map_name, spawn_name)
Exemple #10
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    def __init__(self, x, y, color):
        self._alife = True
        self._color = color
        self._direction = (
            Vector(1, 1) if self._color is TOP_COLOR else Vector(-1, 1)
        )

        self._pos = Position(x, y)
        self._or_pos = Position(x, y)
        self._moves_n = 0

        self._moves = None
        self.init_moves()

        Piece.count += 1
        self._id = Piece.count
        Piece.pieces[color].append(self)
Exemple #11
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 def intepret(self, code):
     stat = FractalStat(position=Position(0.0, 0.0), angle=0.0)
     self.drawer.move_to(stat.position)
     for ch in code:
         try:
             self.action_map[ch](stat)
         except KeyError:
             pass
     self.drawer.draw_end()
Exemple #12
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	def list_to_chunks(l):
		chunks = {}
		
		for item in l:
			pos = Position(item[0], item[1])
			chunk = Chunk.from_string(item[2])
			chunks[pos] = chunk
		
		return chunks
    def respawn_enemy(self):
        """
        Respawns enemy at random not occupied by Player cell.
        """

        DungeonMap.enemy = choice(enemies_list)

        enemy_position = Position.generate_random_position(DungeonGame.dmap.width,\
        DungeonGame.dmap.height)

        while enemy_position == DungeonGame.player.position:
            enemy_position = Position.generate_random_position(DungeonGame.dmap.width,\
            DungeonGame.dmap.height)

        DungeonMap.enemy.position = enemy_position

        logger.debug("enemy spawned at {},{}".format(DungeonGame.enemy.position.x,\
        DungeonGame.enemy.position.y))
Exemple #14
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 def board_str(self):
     """Return board representation."""
     board = BOARD_FORMAT
     for x, y in Position.iter(8, 8):
         piece = self._board[x][y]
         r = " - " if (x + y) % 2 else "   "
         board = board.replace("%s %s" % (x, y),
                               piece.repr() if piece else r)
     return board
Exemple #15
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    def move(self, pos, npos):
        """Move piece at pos to npos if possible."""
        pos = Position(*pos)
        npos = Position(*npos)

        # Check square contains piece of right color
        piece = self.get(pos)
        if piece is None:
            raise InvalidMove("No piece on that position")
        elif piece.color is not self._playing_color:
            raise InvalidMove("You must move piece of your color")

        # Check whether move is possible
        move = piece.get_move(npos - pos)
        move.check(self)
        action_batch = move.create_batch(self)
        self._apply(action_batch)
        self.change_player()
Exemple #16
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    def write(self, char):
        with self.chunkpool as pool:
            chunk = pool.get(
                Position(chunkx(self.cursorx), chunky(self.cursory)))

            if chunk:
                chunk.set(inchunkx(self.cursorx), inchunky(self.cursory), char)
                pool.save_changes_delayed()

                self.move_cursor(1, 0, False)
Exemple #17
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    def delete(self):
        with self.chunkpool as pool:
            chunk = pool.get(
                Position(chunkx(self.cursorx - 1), chunky(self.cursory)))

            if chunk:
                chunk.delete(inchunkx(self.cursorx - 1),
                             inchunky(self.cursory))
                pool.save_changes_delayed()

                self.move_cursor(-1, 0, False)
    def initialize(self, height, width, treasure_number, traps, start_pos):
        """
        Initializes DungeonMap

        param: height (int) height of the map
        param: width (int) width of the map
        param: treasure_number (int) number of treasures on map
        param: traps (iterateble) traps to put on map
        param: start_pos (Position) player starting position on map
        """
        if width * height < treasure_number + len(traps) + 1:
            logger.debug("Incorrect parameters in DungeonMap initialize."
            " Map can't fit all of the cells")
            return

        self.width = width
        self.height = height

        self.cells = [[empty_cell.legend for i in range(height)]
         for j in range(width)]

        logger.debug("empty map generated")

        self.cells[start_pos.x][start_pos.y] = entrance_cell.legend

        while treasure_number > 0:
            pos = Position.generate_random_position(width, height)

            if self.cell(pos) == empty_cell.legend:
                self.cells[pos.x][pos.y] = treasure_cell.legend
                treasure_number -= 1

        logger.debug("treasures generated")

        while traps:
            pos = Position.generate_random_position(width, height)

            if self.cell(pos) == empty_cell.legend:
                self.cells[pos.x][pos.y] = traps.pop()

        logger.debug("traps generated")
Exemple #19
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    def set_pieces(self, board_layout_filename):
        """parse the given file into the state of the board"""
        def get_ctor(piece_type_str: str):
            """gets the ctor function for the given piece type string"""
            if piece_type_str == "PAWN":
                return Pawn
            if piece_type_str == "ROOK":
                return Rook
            if piece_type_str == "HORSE":
                return Horse
            if piece_type_str == "BISHOP":
                return Bishop
            if piece_type_str == "KING":
                return King
            if piece_type_str == "QUEEN":
                return Queen

        def get_instance(klass, *args):
            return klass(*args)

        board_json = json.loads(open(board_layout_filename).read())

        white_pieces = self._pieces[PieceColor.WHITE]
        black_pieces = self._pieces[PieceColor.BLACK]

        for piece_json in board_json['WHITE']:
            x, y, name, piece_type = int(piece_json['x']), int(
                piece_json['y']), piece_json['name'], piece_json['piece_type']
            ctor = get_ctor(piece_type)
            piece = get_instance(get_ctor(piece_type), PieceColor.WHITE,
                                 Position(x, y), name)
            white_pieces[name] = piece
            self._rubrics[x][y] = piece

        for piece_json in board_json['BLACK']:
            x, y, name, piece_type = int(piece_json['x']), int(
                piece_json['y']), piece_json['name'], piece_json['piece_type']
            piece = get_ctor(piece_type)(PieceColor.BLACK, Position(x, y),
                                         name)
            black_pieces[name] = piece
            self._rubrics[x][y] = piece
Exemple #20
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class Character():
    representation = None
    position = None
    size = None

    def __init__(self, x, y, width, height):
        self.position = Position(x, y)
        self.size = Size(width, height)

    def update_position(self, x, y):
        self.position.x = x
        self.position.y = y
        self.representation.pos = self.position.get_tuple()
    def estimate_position(self):
        """
            Compute the barycenter of all the particles
            Return its position and the covariance in x and y
        """
        N = self._nb_of_particles

        x_array = [p._position._x for p in self._particles]
        y_array = [p._position._y for p in self._particles]

        covariance = np.cov(x_array,y_array)

        return(Position(np.sum(x_array)/N,np.sum(y_array)/N,0),covariance)
Exemple #22
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    def visible_chunk_coords(self):
        coords = []

        xstart = chunkx(self.worldx) - self.chunkpreload
        ystart = chunky(self.worldy) - self.chunkpreload
        xend = xstart + chunkx(self.width) + 2 + 2 * self.chunkpreload
        yend = ystart + chunky(self.height) + 2 + 2 * self.chunkpreload

        for x in range(xstart, xend):
            for y in range(ystart, yend):
                coords.append(Position(x, y))

        return coords
Exemple #23
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    def is_valid_move(self, move: Move, rubrics):
        """given a move and the rubrics, returns True if the move is valid for this piece or throws exception"""
        # bishop can move in one of the four diagonals
        # it cant jump over other pieces.

        source_x, source_y = move.from_pos.x, move.from_pos.y
        dest_x, dest_y = move.to_pos.x, move.to_pos.y

        if abs(dest_x - source_x) != abs(dest_y - source_y):
            raise InvalidMoveException("bishop can only move diagonally")

        # calculate the actual path taken to ensure we're not jumping over other pieces, which is illegal
        path = []

        distance = abs(dest_x - source_x + 1)
        if dest_x > source_x:  # moving right
            if dest_y > source_y:  # moving up
                for i in range(1, distance):
                    path.append(Position(source_x + i, source_y + i))
            else:  # moving down
                for i in range(1, distance):
                    path.append(Position(source_x + i, source_y - i))
        else:  # moving left
            if dest_y > source_y:  # moving up
                for i in range(1, distance):
                    path.append(Position(source_x - i, source_y + i))
            else:  # moving down
                for i in range(1, distance):
                    path.append(Position(source_x - i, source_y - i))

        # ensure there's nothing in our path:
        for rubric in path:
            if rubrics[rubric.x][rubric.y].piece_type != PieceType.PLACEHOLDER:
                raise InvalidMoveException(
                    "cant jump over piece in position %s,%s" %
                    (rubric.x, rubric.y))

        return True
Exemple #24
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    def handle_request_chunks(self, coords):
        diffs = {}
        coords = [Position(coor[0], coor[1]) for coor in coords]

        with self.pool as pool:
            pool.load_list(coords)

            for pos in coords:
                chunk = pool.get(pos)
                diff = chunk.as_diff()
                diffs[pos] = diff

                self.loaded_chunks.add(pos)

        ddiffs = jsonify_diffs(diffs)
        message = {"type": "apply-changes", "data": ddiffs}
        self.sendMessage(json.dumps(message))
Exemple #25
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    def draw(self):
        with self.chunkpool as pool:
            for x in range(chunkx(self.width) +
                           2):  # +2, not +1, or there will be empty gaps
                for y in range(chunky(self.height) +
                               2):  # in the bottom and right borders
                    pos = Position(x + chunkx(self.worldx),
                                   y + chunky(self.worldy))
                    chunk = pool.get(pos)
                    if chunk:
                        self.draw_chunk_to(x * CHUNK_WIDTH, y * CHUNK_HEIGHT,
                                           chunk, (pos.x + pos.y) % 2)
                    else:
                        self.draw_empty_to(x * CHUNK_WIDTH, y * CHUNK_HEIGHT)

        self.update_cursor()
        self.noutrefresh()
Exemple #26
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 def load(self, path):
     print('Loading \'' + path + '\'')
     with open(path, newline='\n') as csvfile:
         reader = csv.reader(csvfile, delimiter=' ', quotechar='|')
         rows = list(reader)
         self.i = rows[0][0]
         self.nbVehicles = int(rows[1][0])
         self.nbPoints = int(rows[2][0])
         self.warehouse = Position(int(rows[3][0]), int(rows[3][1]))
         for i in range(4, 4 + self.nbVehicles):
             self.vehicles.append(
                 Vehicle(float(rows[i][0]), float(rows[i][1]),
                         self.warehouse))
         for i in range(4 + self.nbVehicles,
                        4 + self.nbVehicles + self.nbPoints):
             self.points.append(
                 Point(float(rows[i][0]), float(rows[i][1]),
                       float(rows[i][2]), float(rows[i][3]),
                       float(rows[i][4])))
    def init_new_game(self):
        """
        Initializes new games
        """
        logger.info(text.new_game_start)
        input()
        logger.info(text.administration)
        input()
        logger.info(text.enter_proficiency_prompt)
        user_input = input().lower()

        if user_input in DungeonGame.player.proficiencies:
            DungeonGame.player.proficiency = user_input
        else:
            DungeonGame.player.proficiency = "none"

        logger.info(text.enter_dungeon_width_prompt)
        width = input_number_from_boundaries(DungeonGame.MIN_MAP_WIDTH,\
         DungeonGame.MAX_MAP_WIDTH)

        logger.info(text.enter_dungeon_height_prompt)
        height = input_number_from_boundaries(DungeonGame.MIN_MAP_HEIGHT,\
         DungeonGame.MAX_MAP_HEIGHT)

        size = width * height

        number_of_treasures = max (size * DungeonGame.treasure_rarity,\
         DungeonGame.treasure_to_win)
        number_of_traps = min (size - number_of_treasures - 1, size * DungeonGame.trap_rarity)

        traps = Trap.generate_traps(number_of_traps)

        starting_position = Position.generate_random_position(width, height)

        DungeonGame.dmap.initialize(height, width, number_of_treasures, traps, starting_position)

        DungeonGame.player.health = DungeonGame.default_health
        DungeonGame.player.bag = 0
        DungeonGame.player.position = starting_position
        DungeonGame.player.discovered_map.initialize_discovered_map(height, width,\
         starting_position)

        self.respawn_enemy()
def draw_fractal(axiom='X', angle=angle, length=length, num_iters=5):
    stack = []
    sticks, num_iters = create_turtle()
    screen = sticks.getscreen()
    if num_iters>=8:
        length = 2
        sticks._tracer(0)
    elif num_iters >= 6:
        length = 7
        sticks._delay(0)
    else:
        length = 20
        sticks._delay(2)

    # sticks._tracer(0)
    
    sticks.hideturtle()
    sticks.left(90)

    generated_string = create_lsystem(axiom=axiom, num_iters=num_iters)
    print('Generated string: {}'.format(generated_string))

    for i, char in enumerate(generated_string):
        if char == 'F':
            sticks.forward(length)
        elif char == '+':
            sticks.left(angle)
        elif char == '-':
            sticks.right(angle)
        elif char == '[':
            position = sticks.pos()
            state = Position(position[0], position[1], sticks.heading())
            stack.append(state)
        elif char == ']':
            state = stack.pop()
            position = (state.x, state.y)
            ang = state.angle
            sticks.up()
            sticks.goto(position)
            sticks.setheading(ang)
            sticks.down()

    screen.exitonclick()
Exemple #29
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	def _print_chunks(self):
		"""
		Meant for debugging.
		"""
		
		if self._chunks:
			minx, maxx, miny, maxy = self._get_min_max()
			sizex, sizey = maxx - minx + 1, maxy - miny + 1
			print("┌" + "─"*sizex*2 + "┐")
			for y in range(miny, maxy + 1):
				line = []
				for x in range(minx, maxx + 1):
					chunk = self._chunks.get(Position(x, y))
					if chunk:
						if chunk.empty():
							line.append("()")
						else:
							line.append("[]")
					else:
						line.append("  ")
				line = "".join(line)
				print("│" + line + "│")
			print("└" + "─"*sizex*2 + "┘")
Exemple #30
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 def process(self, target, vertices):
     """
     PURPOSE
         calculate mouse pointer position, on Target monitor, from Target monitor location on `camera` sensor
     PARAMETERS
         * vertices : vertices of Target monitor on `camera` sensor (a `Quadrilateral` instance)
     RETURNS
         * nothing
     NOTES
         * Upon (successful) completion of this procedure, `self.position` ia the `Position`
             instance the mouse pointer should be (moved to) on the Target monitor.
     """
     self.target = target
     self.vertices = vertices
     self.position = None
     vertices = numpy.float32([
         vertices.upperleft, vertices.upperright, vertices.lowerleft,
         vertices.lowerright
     ])  # vertices orderd as expected by cv2.getPerspectiveTransform
     transform = cv2.getPerspectiveTransform(vertices, self.monitor)
     xy = cv2.perspectiveTransform(self.center[None, None, :], transform)
     self.position = Position(x=int(xy[0, 0, 0]), y=int(xy[0, 0, 1]))
     self.log.debug(' computed position is: %s', str(self.position))