コード例 #1
0
ファイル: rush_hour.py プロジェクト: Quint-Langeveld/4-33
 def load_startfield(self, filename):
     """
     Returns list with startfield as Field object.
     filename: name of file startfield
     return: [Field]
     """
     filename = f"data/startfields/{filename}"
     with open(filename, "r") as f:
         field_data = f.readlines()
         field_size = len(field_data)
         for i, line in enumerate(field_data):
             field_data[i] = line.strip().split()
         new_field = []
         for row in field_data:
             new_field_row = []
             for cell in row:
                 if cell == "E":
                     new_field_row.append(Cell("E", "", 0))
                 else:
                     if len(cell) == 3:
                         id = cell[0]
                         direction = cell[1]
                         vehicle_size = cell[2]
                     else:
                         id = cell[:2]
                         direction = cell[2]
                         vehicle_size = cell[3]
                     new_field_row.append(Cell(id, direction, vehicle_size))
             new_field.append(new_field_row)
     return [Field(field_size, new_field)]
コード例 #2
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ファイル: field.py プロジェクト: Quint-Langeveld/4-33
 def create_new_field(self, cell, i, j, k):
     """
     Creates field with vehicle on new position.
     cell:   Cell object in Field.field
     i:      Index of row Cell in Field.field
     j:      Index of column Cell in Field.field
     return: Field
     """
     pos = 1
     if k > 0:
         pos = -1
     new_field = self.make_copy()
     new_cell = Cell(cell.id, cell.direction, cell.vehicle_size)
     if cell.direction == "H":
         new_field[i][j + k] = new_cell
         new_field[i][j + k + (1 * pos)] = new_cell
         if cell.vehicle_size == 3:
             new_field[i][j + k + (2 * pos)] = new_cell
         for m in range(cell.vehicle_size, (self.size)):
             index_to_check = j + k + (m * pos)
             if index_to_check <= (self.size - 1) and new_field[i][index_to_check].id == cell.id:
                 new_field[i][index_to_check] = Cell("E", "", 0)
     else:
         new_field[i + k][j] = new_cell
         new_field[i + k + (1 * pos)][j] = new_cell
         if cell.vehicle_size == 3:
             new_field[i + k + (2 * pos)][j] = new_cell
         for m in range(cell.vehicle_size, (self.size)):
             index_to_check = i + k + (m * pos)
             if index_to_check <= (self.size - 1) and new_field[index_to_check][j].id == cell.id:
                 new_field[index_to_check][j] = Cell("E", "", 0)
     new_field_object = Field(self.size, new_field)
     return new_field_object
コード例 #3
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    def set_cells_from_csv(self):
        """Set the elements of the csv list into the cell list"""
        i = 0
        for line in self._get_CSV_Grid():
            j = 0

            for cellcsv in line:
                #If the cell in the csv is not empty
                if cellcsv == "":
                    pass

                elif cellcsv == "P":
                    self._cells[i][j] = Cell(j, i)
                    self._cells[i][j].element = Element("MacGyver")
                    self.playerCoordinates = (j, i)

                elif cellcsv == "G":
                    self._cells[i][j] = Cell(j, i)
                    self._cells[i][j].element = Element("Guardian")
                    self.guardianCoordinates = (j, i)

                else:
                    symbolDict = readJSON.json_to_dictionary(
                        "resources", "element.json")
                    elementName = Element.getNameFromSymbolInDict(
                        symbolDict, cellcsv)
                    self._cells[i][j] = Cell(j, i)
                    self._cells[i][j].element = Element(elementName)
                j = j + 1

            i = i + 1
コード例 #4
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    def fillTableWithElements(self):
        "We are going to fill the table with all the cell objects"

        listRow = list()
        i = 0
        j = 0

        #We read each line and cell of grille_csv and add the real class element
        #in a table (list of lists)
        for row in self._get_grille_csv():
            j = 0
            listCell = list()

            for cell in row:
                #We search which element is equal to the symbol in the current cell

                k = 0
                findSomething = False

                for element in self._get_elements():
                    if cell == element.symbol:
                        #If it is a scroll, we instanciate the scroll with its message
                        if cell == "P":
                            scroll = Scrolls("No message yet.")
                            scroll.loadScrollFromFile(j, i, self)
                            currentCell = Cell(j, i, scroll)

                        elif cell == "B":
                            box = Box()
                            currentCell = Cell(j, i, box)

                        else:
                            currentCell = Cell(j, i, element)

                        listCell.append(currentCell)
                        findSomething = True

                        #We set the coordinates of elements in level attributes : start, end, spikes, scrolls
                        self.setElementsCoordinates(cell, j, i)

                    #We need to get the number elements minus 1 to get a functional
                    #filling table method
                    nbElementsInTheLevel = len(self._get_elements())
                    if findSomething == False and k >= nbElementsInTheLevel - 1:
                        currentCell = Cell(j, i, None)
                        listCell.append(currentCell)
                    k = k + 1
                j = j + 1
            i = i + 1

            listRow.append(listCell)

        #Now that our elements are in each case. We set the attributes : grille, spikes, scrolls
        self._set_grille(listRow)
コード例 #5
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ファイル: helper.py プロジェクト: tomsonn/game-of-life
def get_dict_of_coordinates_from_string(coordinates_list_string):
    """
        Parses the tuples of coordinates from input file and returns the dictionary, where:
        - Key -> the tuple of coordinates of active cell 
        - Value -> instance of the Cell class
    """

    # Look for tuples in input file and parse them
    coordinates_tuple_pattern = r'\([-]{0,1}\d+, [-]{0,1}\d+\)'
    coordinates_tuples_parsed = re.findall(coordinates_tuple_pattern,
                                           coordinates_list_string)

    active_cells_dict = {}
    # Iterate through every tuple and parse both X and Y coordinate from it
    for coordinates_tuple_parsed in coordinates_tuples_parsed:
        coordinate_single_pattern = r'[-]{0,1}\d+'
        coordinates_parsed = re.findall(coordinate_single_pattern,
                                        coordinates_tuple_parsed)

        try:
            # Create a tuple consists X and Y coordinates as an Integer
            coordinates_tuple = (int(coordinates_parsed[0]),
                                 int(coordinates_parsed[1]))
            active_cells_dict[coordinates_tuple] = Cell(
                coordinates_tuple[0], coordinates_tuple[1], True, 0)
        except Exception as e:
            print(
                f'Some error occured, skipping current cell coordinates. Error: {e}'
            )

    # If the dict is empty, raise BadInitCoordinateError
    if not active_cells_dict:
        raise BadInitCoordinatesError()

    return active_cells_dict
コード例 #6
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ファイル: map.py プロジェクト: guseva-47/ecosystem-modeling
    def __init__(self, nums, xy, partition, numOfClim):
        # размеры Карты
        self.sizeX, self.sizeY = xy

        # разбиение. На сколько кусочков будет поделена одна еденица измерения
        self.partition = int(partition)
        if self.partition <= 0:
            raise Exception("Неверно задано значение разбиения. class Map")

        # погода. Погода управляет такими состояниями как солнце,влажность, ветер ... её характеристики зависят от климата
        self.weather = Weather(numOfClim)

        # количество делений, на которые разбито поле
        x, y = self.sizeX * self.partition, self.sizeY * self.partition

        # массив клеток Карты
        self.cells = []
        for i in range(y):
            self.cells.append([Cell() for i in range(x)])

        # объекты, от которых создаются остальные растения этого же типа
        self.typesOfPlant = [PlantSpruce(), PlantMaple()]

        # список всех растений, находящихся на карте в настоящий момент
        self.plantsList = []
        self._setPlantsList(nums)
コード例 #7
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 def __init__(self, h, w, count_of_mines):
     self.size = (h, w)
     self.count_of_mines = count_of_mines
     self.marked_cells = 0
     self.true_marked_cells = 0
     self.field = []
     for i in range(self.size[0]):
         self.field.append([])
         for j in range(self.size[1]):
             self.field[i].append(Cell((i, j)))
コード例 #8
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ファイル: field.py プロジェクト: Quint-Langeveld/4-33
 def make_copy(self):
     """
     Returns copy of Field.field from self
     Return: [[Cell]]
     """
     copy = []
     for i in range(self.size):
         copy.append([])
     for i, row in enumerate(self.field):
         for cell in row:
             copy[i].append(Cell(cell.id, cell.direction, cell.vehicle_size))
     return copy
コード例 #9
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ファイル: matrix.py プロジェクト: Welison-Kaw/tetris
    def __init__(self, _pygame, block_size, max_x):
        self.__block_size = block_size
        self.obj = _pygame.Surface(
            (self.__block_size * 10 + 11, self.__block_size * 20 + 22))
        self.obj.fill((255, 255, 255))
        self.pos = ((max_x - (self.__block_size * 10 + 11)) / 2, 15)
        self.cell = []

        for i in range(10):
            self.cell.append([])
            for j in range(20):
                self.cell[i].append([])
                self.cell[i][j] = Cell(_pygame, self.__block_size)
コード例 #10
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    def _set_cells(self, size_width, size_height):
        """Set the list of the cells of the level"""

        i = 0

        while i < size_height:
            rowCells = list()
            j = 0

            while j < size_width:
                rowCells.append(Cell(j, i))
                j = j + 1

            i = i + 1
            self._cells.append(rowCells)
コード例 #11
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    def __init__(self):
        # create dices
        self.dices = Dices()

        # create community array to store community cards
        self.community = []
        self._init_communities()

        # create chance array to store chance cards
        self.chance = []
        self._init_chances()

        # create bank
        self.bank = Bank()

        # create cells
        self.cells = []
        for key, value in CELLS.items():
            self.cells.append(Cell(value))
コード例 #12
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ファイル: board.py プロジェクト: tomsonn/game-of-life
    def calculate_next_step(self, cells, candidates=True):
        """
            For every cell in `self.active_cells` and `self.active_cells_candidates take their closest surroundings.
            - If the active cell has coordinates (3, 2), the surrounding elements for discussion will have coordinates:
              (2, 1), (3, 1), (4, 1), (3, 1), (3, 3) etc. but NOT (3, 2).
            - If there is an active cell on discussed coordinates, inrement the number of its neighbours. Otherwise,
              if we are discussing the surroundings of the cells which belong to `self.active_cells dictionary`, mark
              the coordinates as possible active cell for the next iteration due to one of the rules of the Game Of Life.
        """

        for coordinates, cell in cells.items():
            for y in range(cell.pos_y - 1, cell.pos_y + 2):
                for x in range(cell.pos_x - 1, cell.pos_x + 2):
                    if (x, y) == coordinates:
                        continue

                    if (x, y) in self.active_cells:
                        cell.number_of_neighbours += 1
                    elif candidates:
                        self.active_cells_candidates[(x, y)] = Cell(
                            x, y, False, 0)
コード例 #13
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ファイル: grid.py プロジェクト: joonas-yoon/hexagrid
    def __init__(self, canvas, rows, cols):
        self.canvas = canvas
        self.rows, self.cols = rows, cols
        self.cell_size = cell_size = 30
        self.grid = [[Cell(x, y, cell_size) for x in range(cols)]
                     for y in range(rows)]

        self.canvas.bind("<ButtonPress-1>",
                         lambda event: Grid.show_dfs(event, self))
        self.canvas.bind("<ButtonPress-3>",
                         lambda event: Grid.delete_cell(event, self))

        for r in range(rows):
            for c in range(cols):
                dy = [-1, -1, 0, 0, 1, 1]
                dx = [0, 1, -1, 1, 0, 1]
                for d in range(6):
                    ny = r + dy[d]
                    nx = c + dx[d]
                    if ny < 0 or ny >= rows or nx < 0 or nx >= cols:
                        continue
                    self.grid[r][c].add_adjacent(self.grid[ny][nx])

        self.cell_by_item_tag = dict()
コード例 #14
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 def get_cells(cls) -> List[Cell]:
     cells = []
     for rank in chess.RANK_NAMES:
         for file in chess.FILE_NAMES:
             cells.append(Cell(rank=rank, file=file))
     return cells
コード例 #15
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ファイル: app.py プロジェクト: rosareyes/Lemmings-Game
    def reset(self):
        """Initiate key variables"""
        self.MAX_UMBRELLAS = 5
        self.MAX_BLOCKERS = 5
        self.MAX_LADDERS = 8
        self.Max_Lemmings = random.randint(15,20)
        self.not_floor = True
        self.platforms = []
        self.grid = []
        self.lemmings = []
        self.dead_lemmings_list = []
        self.saved_lemmings = []
        self.lemmings_amount = self.Max_Lemmings
        print(self.Max_Lemmings)
        if not self.end_game and self.next_level:
            self.level += 1
        else:
            self.level = 1

        self.end_game = False
        self.next_level = False
        self.marker = Marker(self.level, 0, 0, 0, 0, 0, 0)

        # create matrix
        for i in range(self.row):
            self.grid.append([])
            for j in range(self.col):
                cell = Cell(i, j)
                self.grid[i].append(cell)

        # Creating the platform list random with validations
        for i in range(0, 7):
            repeated = True
            width = random.randint(5, 10)
            while repeated:
                y = random.randint(0, 12)
                y_list = []
                if self.platforms:
                    for platform in self.platforms:
                        y_list.append(platform[1])
                    if y in y_list:
                        repeated = True
                    else:
                        repeated = False
                else:
                    repeated = False
            xrepeated = True
            while xrepeated:
                x = random.randint(0, 11)
                if x + width >= 16:
                    xrepeated = True
                else:
                    xrepeated = False
            self.platforms.append([width, y, x])

        # adding the platforms into the cells
        for platform in self.platforms:
            for i in range(platform[0]):
                # print("Y: ",platform[1])
                # print("X: ", platform[2]+i)
                self.grid[platform[1]][platform[2] + i].floor = True

        # create exit door random
        while self.not_floor:
            y = random.randint(0, 13)
            x = random.randint(0, 15)
            if self.exist_floor(x * 16, y * 16):
                self.exit_gate = Gate(y, x, False)
                self.grid[y][x].gate = self.exit_gate
                self.not_floor = False
            else:
                self.not_floor = True

        # create entry door random
        self.not_floor = True
        while self.not_floor:
            y = random.randint(0, 13)
            x = random.randint(0, 15)
            if self.exist_floor(x * 16, y * 16) and not self.exist_exit_gate(x * 16, y * 16):
                self.entry_gate = Gate(y, x, True)
                self.grid[y][x].gate = self.entry_gate
                self.not_floor = False
            else:
                self.not_floor = True