Esempio n. 1
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def test_1():
    map = Map("ressource/map01.txt")
    assert len(map.start) == 1
    assert len(map.goal) == 1
    toto = Hero(map)
    toto.position = map.start[0]
    assert toto.position.getx == 0
    assert toto.position.gety == 0
    toto.move('left')  # outside the map
    assert toto.position.getx == 0
    assert toto.position.gety == 0
    toto.move('up')  # outside the map
    assert toto.position.getx == 0
    assert toto.position.gety == 0
    toto.move('right')  # in the wall
    assert toto.position.getx == 0
    assert toto.position.gety == 0
    toto.move('down')  # OK
    assert toto.position.getx == 1  # new x
    assert toto.position.gety == 0

    map.items.append(Position(5, 5))  # put an Item in the list
    len_items = len(map.items)
    toto.position = Position(4, 5)  # put the hero near the item
    toto.move('down')  # move onto the new items
    print('coucou {}'.format(toto.position))
    assert len_items == len(
        map.items) + 1  # the item  has been removed from the list
Esempio n. 2
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    def load_structure(self):
        # e = Event()
        # switched = e.setval
        # switched = Event.setval
        print(self.switched)

        with open("data/levels/" + self.file) as levels:
            for line in levels:
                self._coord_let.append(line.strip('\n'))
        for i in range(15):
            for k, v in enumerate(self._coord_let[i]):
                if v == constants.WALL_CHAR:
                    self.coords_wall.append(
                        (k * self.switched, i * self.switched))
                elif v == constants.ROAD_CHAR:
                    self.coords_road.append(
                        Position(k * self.switched, i * self.switched))
                elif v == constants.START_CHAR:
                    self._coords_start.append(
                        Position(k * self.switched, i * self.switched))
                    self.coords_road.append(
                        Position(k * self.switched, i * self.switched))
                elif v == constants.FINNISH_CHAR:
                    self.coords_road.append(
                        Position(k * self.switched, i * self.switched))
                    self.coords_finnish.append(
                        Position(k * self.switched, i * self.switched))
                    print(self.switched)
Esempio n. 3
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def show():
    # get current_user location to show at center of map
    post_data = request.get_json()
    print(post_data)
    user = User.get_or_none(id=post_data.get('id'))
    current_location = Position.get(Position.user == user.id)
    locations = []
    # positions = (Position.select()
    #             .where(
    #                 Position.user!=user.id,
    #                 Position.updated_at+datetime.timedelta(minutes=180) > datetime.datetime.now()
    #             ))
    positions = (Position.select().where(
        Position.updated_at +
        datetime.timedelta(minutes=180) > datetime.datetime.now()))
    for position in positions:
        locations.append({
            'user': position.user.username,
            'position': {
                'lat': float(position.lat),
                'lng': float(position.lng)
            }
        })
    return jsonify({
        'ok': True,
        'locations': locations,
        'current_user': user.username,
        'current_location_lat': float(current_location.lat),
        'current_location_lng': float(current_location.lng)
    })
Esempio n. 4
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def play_game(args):
    assert isinstance(args.field_paths, list) or isinstance(
        args.field_paths, str)
    if isinstance(args.field_paths, str):
        args.field_paths = [args.field_paths]
    fields = read_fields(args.field_paths)
    if args.players is None:
        args.players = int(input('How many players will play? — '))
    positions = []
    if args.start_positions is not None:
        for position in args.start_positions:
            x, y = map(int, position[1:-1].split(','))
            positions.append(Position(x, y))
    if not args.random_positions:
        if args.players - len(positions) > 0:
            print('Field size: {}x{}'.format(fields[0].x_size,
                                             fields[0].y_size))
            for i in range(len(positions), args.players):
                position = input(
                    'Start position as x,y or "random" for Player {}: '.format(
                        i))
                if position == 'random':
                    positions.append(random_position_on_field(fields[0]))
                else:
                    x, y = position.split(',')
                    positions.append(Position(int(x), int(y)))
    game = Game(fields, args.players, positions)
    game.start_game()
Esempio n. 5
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def bypass_field(game_field, bypass: Bypass):
    for x in range(game_field.x_size):
        for y in range(game_field.y_size):
            exit_is_reachable, bypass = player_bypass_from(game_field, bypass, Position(x, y))
            if not exit_is_reachable:
                return Position(x, y)
            bypass.reset_except_exit_ways()
    return None
Esempio n. 6
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    def start(self):
        """This function starts the game, moves the player to a direction
        inputed if authorized, calls the exit function, catches items."""

        self.running = True
        while self.running:
            initial_position = copy(self.player.position)
            print("\nYour position is : " + str(initial_position))
            direction = str(
                input("Where do you want to go ? \n Type 'u' 'd' 'l' ou 'r' ")
            )
            self.player.position.update(direction)
            print("Objects are here : " + str(self.items_positions))

            if self.player.position == Position(14, 14):
                self.exit()
            else:
                if self.player.position in self.items_positions:
                    self.player.bag += 1
                    print(
                        "Well done, you go "
                        + str(self.player.bag)
                        + " object(s)."
                    )
                else:
                    pass
                if self.player.position in self.labyrinth._paths:
                    print("\nYou're one step ahead !")
                else:
                    print("\nThis step is forbidden !")
                    self.player.position = initial_position
                print("Your position is now : " + str(self.player.position))
Esempio n. 7
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    def start(self):
        self.running = True
        while self.running:
            position_initiale = copy(self.player.position)
            print("\nVotre position est : " + str(position_initiale))
            direction = str(
                input("Où voulez-vous aller ? \n Tapez 'u' 'd' 'l' ou 'r' "))
            self.player.position.update(direction)
            print("Les objets sont ici : " + str(self.items_positions))

            #Voyons si nous sommes sur la case de sortie
            if self.player.position == Position(14, 14):
                self.exit()
            else:
                # Voyons s'il y a un objet sur cette position
                if self.player.position in self.items_positions:
                    self.player.bag += 1
                    print("Bravo, vous avez " + str(self.player.bag) +
                          " objet(s).")
                else:
                    pass

                # Voyons si la direction invite à une position valide
                if self.player.position in self.labyrinth._paths:
                    print("\nVous avez avancé d'une case !")
                else:
                    print("\nCe chemin n'est pas autorisé !")
                    self.player.position = position_initiale
                print("Votre position est maintenant : " +
                      str(self.player.position))
Esempio n. 8
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def generate_walls(game_field):
    player = Player()
    current_position = Position(0, 0)
    game_field.add_player_at(player, current_position)

    visited = [[False for _ in range(game_field.y_size)]
               for _ in range(game_field.x_size)]

    while True:
        visited[current_position.x][current_position.y] = True
        random_direction = calc_random_direction()
        new_position = current_position + random_direction
        if not game_field.field.is_out_of_field(new_position) and \
                not visited[new_position.x][new_position.y]:
            game_field.field.remove_wall_at(current_position, random_direction)
            game_field.player_go_to(player, new_position)
            current_position = new_position
            continue
        if game_field.field.has_wall_at(current_position, random_direction):
            game_field.field.remove_wall_at(current_position, random_direction)
        there_are_unvisited_positions = False
        for direction in Direction:
            new_position = current_position + direction
            if not game_field.field.is_out_of_field(new_position) and \
                    not visited[new_position.x][new_position.y]:
                there_are_unvisited_positions = True
                break
        if not there_are_unvisited_positions:
            current_position = try_place_player_somewhere(
                game_field, player, visited)
            if current_position is None:
                break
Esempio n. 9
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 def __init__(self, duration: int, coords: tuple):
     assert duration >= 0
     assert isinstance(coords, tuple) and len(coords) == 3
     super().__init__()
     self.duration = duration
     self.destination_field_id = coords[0]
     self.destination_position = Position(coords[1], coords[2])
Esempio n. 10
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 def update(self):
     """
     The same loop as the console display : loop on the x and y and display the right stripe on each position.
     Args:
     Returns:
     """
     self.screen.blit(self.hero.hero_img, self.hero.rect)
     item = 0
     for x in range(NB_LINES + 1):
         for y in range(NB_COLS + 1):
             myposx = x * SPRITE_WIDTH
             myposy = y * SPRITE_HEIGTH
             mypos = Position(x, y)
             if self.map.is_path_position(mypos):
                 if self.hero.position == mypos:
                     self.screen.blit(self.hero.hero_img, self.hero.rect)
                 elif self.map.get_goal == mypos:
                     self.screen.blit(self.goal_img, (myposx, myposy))
                 elif self.map.get_start == mypos:
                     self.screen.blit(self.start_img, (myposx, myposy))
                 elif mypos in self.map.items:
                     self.screen.blit(self.items[item], (myposx, myposy))
                     item += 1
                 else:
                     self.screen.blit(self.path_img, (myposx, myposy))
             else:
                 self.screen.blit(self.wall_img, (myposx, myposy))
     pygame.display.update()
Esempio n. 11
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 def __repr__(self):
     """
     print the map !
     loop on x,y and at each position we look for the model (wall, path, Item Hero...) and add it
     onto the current line
     Args:
     Returns:
     """
     clear()
     for x in range(NB_LINES + 1):
         line = ''
         for y in range(NB_COLS + 1):
             mypos = Position(x, y)
             # test si chemin --> si ok peut aussi etre le debut ou la sortie ou un Item
             if self.map.is_path_position(mypos):
                 if self.hero.position == mypos:
                     line += MC_GYVER
                 elif self.map.get_goal == mypos:
                     line += 'G'
                 elif self.map.get_start == mypos:
                     line += 'S'
                 elif mypos in self.map.items:
                     line += 'I'
                 else:
                     line += ' '
             else:
                 line += 'W'
         self.display_line(line)
     return '\n'
Esempio n. 12
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def generate_sym_field(field, teleport_sleep_count, unique_cells):
    empty_sym = Empty().to_symbol()
    empty_wall_sym = ' '

    sym_field = [[] for _ in range(field.x_size * 2 - 1)]
    for i in range(field.x_size * 2 - 1):
        for j in range(field.y_size * 2 - 1):
            cell_position = Position(i // 2, j // 2)
            cell = field[cell_position]
            if i % 2 == 0:
                if j % 2 == 0:
                    cell_symbol = cell.to_symbol()
                    if isinstance(cell, Teleport) or isinstance(cell, Sleep):
                        teleport_sleep_count += 1
                        cell_symbol = str(teleport_sleep_count)
                    sym_field[i].append(cell_symbol)
                    unique_cells[cell_symbol] = deepcopy(cell)
                else:
                    wall_sym = RIGHT.to_symbol() if field.has_wall_at(
                        cell_position, RIGHT) else empty_wall_sym
                    sym_field[i].append(wall_sym)
            else:
                if j % 2 == 0:
                    cell_sym = DOWN.to_symbol() if field.has_wall_at(
                        cell_position, DOWN) else empty_sym
                    sym_field[i].append(cell_sym)
                else:
                    sym_field[i].append(empty_wall_sym)
    return sym_field, teleport_sleep_count
Esempio n. 13
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    def __init__(self, board, init_position):
        super().__init__()

        self.image = board.py.images["path"]
        self.rect = self.image.get_rect()
        self.rect.topleft = init_position.position[1], init_position.position[0]
        self.position = Position(self.rect.topleft[0], self.rect.topleft[1])
        self.order = None
Esempio n. 14
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def create():
    lat = request.form.get('lat')
    lng = request.form.get('lng')
    position = Position.get_or_none(Position.user == current_user.id)

    if position == None:
        Position.create(user=current_user.id, lat=lat, lng=lng)
        return jsonify({'ok': True, 'message': 'Position has been saved'})

    else:
        position.lat = lat
        position.lng = lng
        if not position.save():
            resp = jsonify({'message': 'Unable to save position'})
            resp.status_code = 400
            return resp
        return jsonify({'ok': True, 'message': 'Position has been saved'})
Esempio n. 15
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def new():
    post_data = request.get_json()
    lat = post_data.get('lat')
    lng = post_data.get('lng')
    user = User.get_or_none(id=post_data.get('id'))
    position = Position.get_or_none(Position.user == user.id)

    if position == None:
        Position.create(user=user.id, lat=lat, lng=lng)
        return jsonify({'ok': True, 'message': 'Position has been saved'})

    else:
        position.lat = lat
        position.lng = lng
        if not position.save():
            resp = jsonify({'message': 'Unable to save position'})
            resp.status_code = 400
            return resp
        return jsonify({'ok': True, 'message': 'Position has been saved'})
Esempio n. 16
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 def catch_item(self):
     if self.position.xy in self.jeu.labyrinth.item_positions:
         self.bag += 1
         print("Bravo, vous avez " + str(self.bag) + " objet(s).")
         print(self.jeu.labyrinth.item_positions)
         item = self.jeu.labyrinth.item_positions[self.position.xy]
         item.status = "catched"
         item.position = Position(self.bag - 1, 15)
         del self.jeu.labyrinth.item_positions[self.position.xy]
         self.jeu.labyrinth.item_positions[(self.bag - 1, 15)] = item
Esempio n. 17
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 def __init__(self, start_position=Position()):
     global total_ids
     self.id = total_ids
     total_ids += 1
     self.inventory = Inventory()
     self.sleep_inventories = []
     self.stun = 0
     self.sleep_times = []
     self.field_id = [0]
     self.start_position = start_position
Esempio n. 18
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 def catch_item(self):
     """This function verifies if there is an object on the position of the
     player, changes its status and position if so, and deletes it from the
     objects list."""
     if self.position.xy in self.jeu.labyrinth.item_positions:
         print("Well done, you got " + str(self.bag) + " object(s).")
         self.bag += 1
         self.jeu.labyrinth.item_positions[self.position.xy].status = "catched"
         self.jeu.labyrinth.item_positions[self.position.xy].position = Position(
             self.bag, 15)
         del self.jeu.labyrinth.item_positions[self.position.xy]
Esempio n. 19
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 def load_from_file(self):
     """load datafile containing the shape of the map"""
     with open(self.filename) as file:
         for y, line in enumerate(file):
             # y axis
             for x, col in enumerate(line):
                 #  x axis
                 if col == constants.PATH_CHAR:
                     # if character correspond to PATH_CHAR constant defined in settings
                     # add a Position instance in the attribute paths
                     self.paths.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
                 elif col == constants.START_GAME:
                     # if character correspond to START_GAME constant defined in settings
                     # add a Position instance in the attribute start
                     # and add a Position instance in the attribute path
                     # cause you always can come back by this position
                     self.paths.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
                     self.start.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
                 elif col == constants.GOAL_CHAR:
                     # if character correspond to GOAL_CHAR constant defined in settings
                     # add a Position instance in the attribute goal
                     # and add a Position instance in the attribute path
                     # cause you always can path again by this position
                     self.paths.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
                     self.goal.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
                 elif col == constants.WALL_CHAR:
                     # if character correspond to WALL_CHAR constant defined in settings
                     # add a Position instance in the attribute walls
                     self.walls.append\
                         (Position(x*constants.SPRITES_SIZE, y*constants.SPRITES_SIZE))
Esempio n. 20
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 def run(self):
     stat, vac_skills = self.get_st.get_statistics()
     Position.save_positions(stat.positions)
     Statistic.save_statistics(stat.skill_percent, stat.skills)
     Way.save_ways(stat.ways)
     Vacancy.save_vacancies(stat.total_info, vac_skills)
     clear_cached_data()
     stat.positions = {}
     stat.ways = {}
     stat.skill_percent = {}
     stat.skills = {}
     stat.total_info = []
     iloop = asyncio.new_event_loop()
     asyncio.set_event_loop(iloop)
     tasks = [
         Task(self.task_id).complete_task(),
         Statistic.delete_stats_older_than_month(),
         Vacancy.delete_vacancies_older_than_month(),
         Way.delete_ways_older_than_month(),
         Position.delete_positions_older_than_month()
     ]
     iloop.run_until_complete(asyncio.wait(tasks))
Esempio n. 21
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    def define_path(self, filename):
        """This function creates the labyrinth's path from the text file
        map.txt."""
        with open(filename) as file:
            content = file.readlines()
            for num_line, line in enumerate(content):
                for num_c, c in enumerate(line):
                    if c == "P":
                        self.paths.append(Position(num_c, num_line))
                    elif c == "D":
                        self.start = Position(num_c, num_line)
                    elif c == "A":
                        self.end = Position(num_c, num_line)
                    elif c == "-":
                        self.walls.append(Position(num_c, num_line))
                    elif c == "#":
                        self.bar.append(Position(num_c, num_line))
        self.width = num_c + 1
        self.length = num_line + 1

        self.paths.append(self.end)
        self.paths.append(self.start)
Esempio n. 22
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def show():
    # get current_user location to show at center of map
    current_location = Position.get(Position.user == current_user.id)
    locations = []
    positions = (Position.select().where(
        Position.user != current_user.id,
        Position.updated_at + datetime.timedelta(minutes=15) >
        datetime.datetime.now()))
    for position in positions:
        locations.append({
            'user': position.user.username,
            'position': {
                'lat': float(position.lat),
                'lng': float(position.lng)
            }
        })
    return jsonify({
        'ok': True,
        'locations': locations,
        'current_user': current_user.username,
        'current_location_lat': float(current_location.lat),
        'current_location_lng': float(current_location.lng)
    })
Esempio n. 23
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def try_place_player_somewhere(game_field, player, visited):
    for x in range(game_field.x_size):
        for y in range(game_field.y_size):
            if visited[x][y]:
                current_position = Position(x, y)
                for direction in Direction:
                    new_position = current_position + direction
                    if not game_field.field.is_out_of_field(new_position) and \
                            not visited[new_position.x][new_position.y]:
                        game_field.field.remove_wall_at(
                            current_position, direction)
                        game_field.player_go_to(player, new_position)
                        return new_position
    return None
Esempio n. 24
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    def display_map(self, map_size, paths):
        """ display walls and pathes
        arg : Map_size (x and y), paths positions"""

        for i in range(map_size[0] + 1):
            for j in range(map_size[1] + 1):
                if Position(i, j) not in paths:
                    self.blit(
                        self.images["wall"],
                        (j * const.SIZE_OF_SPRITE, i * const.SIZE_OF_SPRITE))
                else:
                    self.blit(
                        self.images["path"],
                        (j * const.SIZE_OF_SPRITE, i * const.SIZE_OF_SPRITE))
Esempio n. 25
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 def setUp(self):
     """Define test variables and initialize DB"""
     self.client = application.test_client
     self.position_json = {
       "latitudeE7": 488182212,
       "altitude": 88,
       "longitudeE7": 22446445,
       "timestampMs": "1562563557125",
       "verticalAccuracy": 6,
       "accuracy": 14
     }
     self.position: Position = Position(**self.position_json)
     with application.app_context():
         db.create_all()
Esempio n. 26
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    def define_path(self, filename):
        """ Cette fonction map les chemins et les positions du labyrinthe en fonction d'un fichier texte. """
        
        with open(filename) as file:
            content = file.readlines()
            for num_line, line in enumerate(content):
                for num_c, c in enumerate(line):
                    if c == "P":
                        self.paths.append(Position(num_c, num_line))
                    elif c == "D":
                        self.start = Position(num_c, num_line)
                    elif c == "A":
                        self.end = Position(num_c, num_line)
                    elif c == "-":
                        self.walls.append(Position(num_c, num_line))
                    elif c == "#":
                        self.bar.append(Position(num_c, num_line))
        self.width = num_c + 1
        self.length = num_line + 1
                
        self.paths.append(self.end)
        self.paths.append(self.start)

        self.random_positions = random.sample(self.paths[:-2], 3)
Esempio n. 27
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def check_field(game_field):
    exit_found, bypass = find_exit(game_field)

    if not exit_found:
        return Position(0, 0)
    game_field.reset()
    reset_player_total_ids()

    bad_position = bypass_field(game_field, bypass)

    game_field.reset()
    reset_player_total_ids()

    if bad_position:
        raise LookupError(bad_position)
Esempio n. 28
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def fix_bad_rubber_room(game_field):
    try:
        check_field(game_field)
    except LookupError as error:
        position = error.args[0]
        _, bypass = find_exit(game_field, start_position=position)
        for x in range(game_field.x_size):
            for y in range(game_field.y_size):
                current_position = Position(x, y)
                if bypass[current_position].visited and isinstance(
                        game_field.field[current_position], RubberRoom):
                    game_field.field.put_cell_at(current_position, Empty())
                    return True
        raise Exception('Field has no exit way by some position')
    else:
        return False
Esempio n. 29
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def find_exit(game_field):
    bypass = Bypass(game_field.x_size, game_field.y_size)

    queue = deque()
    start_position = Position(0, 0)
    add_player(game_field, queue, start_position)

    while queue:
        current_position, current_cell = DFS(game_field, queue, bypass)

        if isinstance(current_cell, Exit):
            exit_position = current_position
            mark_exit_way(bypass, exit_position)
            return exit_position, bypass

    return False, bypass
Esempio n. 30
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 def place_componants(self):
     """ Instanciation of syringe's componants :
     They shouldn't be outside a path neither then at the same place
     of an other or start and goal postition """
     places = []  # used positions checking list
     for elt in self.objects:
         while 1:
             randrange_x = randrange(0, constants.LAST_POS,
                                     constants.SPRITES_SIZE)
             randrange_y = randrange(0, constants.LAST_POS,
                                     constants.SPRITES_SIZE)
             place = Position(randrange_x, randrange_y)
             if place in self.mase:  # check in available sprites (paths)
                 if place not in self.mase.start:  # check out of start sprite
                     if place not in self.mase.goal:  # check out of goal sprite
                         if place not in places:  # check not already used sprite
                             break
         places.append(place)
         infos = [place, False]
         self.componants[elt] = infos