Esempio n. 1
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 def set_perk(self, element: Element):
     if element == Element('BOMB_BLAST_RADIUS_INCREASE'):
         self.radius_value += RADIUS_PERK_INCREASE
         self.radius_time += PERK_TIME
     if element == Element('BOMB_COUNT_INCREASE'):
         self.count_time = PERK_TIME
     if element == Element('BOMB_IMMUNE'):
         self.immune_time = PERK_TIME
     if element == Element('BOMB_REMOTE_CONTROL'):
         self.remote_value = REMOTE_PERK_COUNT
    def select(self, value):
        self._element.click()
        if ("@" in value):
            value = value.lower()

        input_elem = Element(
            self._element.wrapped_element.find_element(
                By.XPATH, "../following-sibling::input[1]"), self._driver)
        input_elem.send_keys(value)
        self._driver.find_element(
            By.XPATH,
            u"//a/span[contains(text(), '{}')]".format(value)).click()
Esempio n. 3
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 def test_get_candidates(self):
     helium = Element(4, 1, 1, ElementType.HELIUM)
     hidro1 = Element(1, 1, 1, ElementType.HIDROGEN)
     hidro2 = Element(1, 1, 1, ElementType.HIDROGEN)
     hidro3 = Element(1, 1, 1, ElementType.HIDROGEN)
     elements = [
         hidro1,
         hidro2,
         hidro3,
         helium,
     ]
     candidates = Helper.get_candidates(elements, ElementType.HELIUM)
     self.assertListEqual(candidates, [helium])
     self.assertNotEqual(candidates, [hidro1])
Esempio n. 4
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File: star.py Progetto: cleve/afn
 def _ignition(self, base_elements):
     '''Elements creation, at the begining every element
     is hidrogen.
     '''
     for item in base_elements:
         self._elements.append(
             Element(item[0], item[1], item[2], ElementType.HIDROGEN))
Esempio n. 5
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File: star.py Progetto: cleve/afn
 def _fusion(self, elem_0, elem_1):
     '''Fusion two elements
     '''
     mid_point = Helper.get_mid_point(elem_0, elem_1)
     new_element_type = self._get_next_element_type(elem_0.element_type)
     new_element = Element(1, mid_point[0], mid_point[1], new_element_type)
     # Id for the new element
     new_element.node_id = str(id(new_element))
     # Optimal internal structure
     Helper.set_internal_structure(elem_0, elem_1, self.distance_matrix)
     # Tracking elements
     new_element.nodes = [elem_0, elem_1]
     new_elements = set(self._elements)
     # Elements to remove
     fusioned = {elem_0, elem_1}
     self._elements = list(new_elements - fusioned)
     self._elements.append(new_element)
Esempio n. 6
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    def find_elements(self, by=By.ID, value=None, timeout=None):
        found_elems = []
        elems = self._find_elements(by, value, timeout)

        if (elems != None):
            for elem in elems:
                found_elems.append(Element(elem))

        return found_elems
Esempio n. 7
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 def estimate_act(self, point: tuple, radius: int) -> float:
     x, y = point
     estimate = 0
     forward = backward = True
     for xi in range(1, radius + 1):
         if forward:
             forward = self.board.get_at((x + xi, y)) != Element('WALL')
             estimate += self._estimate_act(x + xi, y)
         if backward:
             backward = self.board.get_at((x + xi, y)) != Element('WALL')
             estimate += self._estimate_act(x - xi, y)
     for yi in range(1, 4):
         if forward:
             forward = self.board.get_at((x, y + yi)) != Element('WALL')
             estimate += self._estimate_act(x, y + yi)
         if backward:
             backward = self.board.get_at((x, y - yi)) != Element('WALL')
             estimate += self._estimate_act(x, y - yi)
     return estimate
Esempio n. 8
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 def init(self, board_string: str):
     for element in ELEMENTS:
         self.grouped[element] = []
     x = y = 0
     for char in board_string:
         element = Element(char)
         self.field[x][y] = element
         self.grouped[element].append((x, y))
         x += 1
         if x == self.size:
             x = 0
             y += 1
Esempio n. 9
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 def act_analyzer(self, act: Act, next_point: tuple, board: Board) -> Act:
     if self.remote_act:
         d = self.explosion_radius
         points = {self.last_act}
         add_empties_around(board, self.last_act, points, dx=d, dy=d)
         if self.immune_time <= 1 and self.point in points:
             return Act.none
         for point in points:
             if board.get_at(point) in [
                     Element('OTHER_BOMBERMAN'),
                     Element('MEAT_CHOPPER'),
                     Element('OTHER_BOMB_BOMBERMAN')
             ]:
                 self.act_of_remove_act()
                 return Act.before
         if self.last_act_time > 5:
             self.act_of_remove_act()
             return Act.before
         return Act.none
     if act != Act.none:
         # can place bomb
         if self.count_time == 0:
             if self.last_act is not None:
                 return Act.none
         # remote
         if self.remote_value > 0:
             self.remote_value -= 1
             self.remote_act = True
         # setup last_act
         if act == Act.before:
             self.last_act = self.point
         if act == Act.after:
             self.last_act = next_point
         self.last_act_time = 0
         return act
     else:
         return Act.none
Esempio n. 10
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 def act_logic(self):
     before = self.estimation.estimate_act(self.me.point,
                                           self.me.explosion_radius)
     after = self.estimation.estimate_act(self.next_point,
                                          self.me.explosion_radius)
     if before >= after and before >= ESTIMATION_ACK_MIN_SCORE:
         self.act = Act.before
     elif after >= ESTIMATION_ACK_MIN_SCORE:
         self.act = Act.after
     # act check with predictor
     if self.act != Act.none:
         act_point = self.me.point if self.act == Act.before else self.next_point
         board = self.board.copy()
         board.set_at(act_point, Element('BOMB_TIMER_4'))
         # self.graphic = Graphic(board)
         act_predictor = Predictor(board, self.me)
         act_predictor.run(self.next_point, meat_chopper_d=2)
         if len(act_predictor.tree[PREDICTOR_DEEP]) == 0:
             self.act = Act.none
         if self.act == Act.before:
             proposal = act_predictor.proposal()
             if self.next_point not in proposal.keys():
                 self.act = Act.none
Esempio n. 11
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 def find_element(self, by=By.ID, value=None, timeout=None):
     elem = self._find_element(by, value, timeout)
     return Element(elem, self)
Esempio n. 12
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 def find_bomberman(self) -> tuple:
     points = self.find(Element('BOMBERMAN'), Element('BOMB_BOMBERMAN'), Element('DEAD_BOMBERMAN'))
     return points[0]
Esempio n. 13
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
# 
# You should have received a copy of the GNU General Public
# License along with this program.  If not, see
# <http://www.gnu.org/licenses/gpl-3.0.html>.
# #L%
###

from math import sqrt
from typing import Dict, List

from core.element import Element, ELEMENTS

DEFAULT_ELEMENT = Element('WALL')


class Board:
    def __init__(self, board_string: str):
        board_string = board_string.replace('\n', '')
        self.size = int(sqrt(len(board_string)))
        self.field: List[List[Element]] = self.create_2d_array(self.size, self.size, DEFAULT_ELEMENT)
        self.grouped: Dict[Element, list] = {}
        self.init(board_string)

    def init(self, board_string: str):
        for element in ELEMENTS:
            self.grouped[element] = []
        x = y = 0
        for char in board_string:
Esempio n. 14
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 def die_check(self):
     state = self.board.get_at(self.me.point)
     if state == Element('DEAD_BOMBERMAN'):
         self.me = Me()
Esempio n. 15
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from core.board import Board
from core.element import Element

ALL_EMPTY = [
    Element('BOMBERMAN'),
    Element('BOMB_BOMBERMAN'),
    Element('OTHER_BOMBERMAN'),
    Element('OTHER_DEAD_BOMBERMAN'),
    Element('OTHER_BOMB_BOMBERMAN'),
    Element('DESTROYED_WALL'),
    Element('MEAT_CHOPPER'),
    Element('DEAD_MEAT_CHOPPER'),
    Element('BOMB_BLAST_RADIUS_INCREASE'),
    Element('BOMB_COUNT_INCREASE'),
    Element('BOMB_IMMUNE'),
    Element('BOMB_REMOTE_CONTROL'),
    Element('BOOM'),
    Element('NONE')
]


def add_empties_around(board: Board, point: tuple, points: set, *, dx=1, dy=1):
    x, y = point
    forward = backward = True
    for xi in range(1, dx + 1):
        if forward:
            forward = _add_if_empty(board, x + xi, y, points)
        if backward:
            backward = _add_if_empty(board, x - xi, y, points)
    forward = backward = True
    for yi in range(1, dy + 1):
Esempio n. 16
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 def setUp(self) -> None:
     self.element = Element(1, 0, 0, ElementType.HIDROGEN)
     self.elements = [(1, 0, 0)]
     self.star = Star([(1, 0, 0)], [[0]])
     return super().setUp()