Пример #1
0
class ConfigReader():
    def __init__(self, config_file):
            self.super_cc_loc = None
            self.tile_world_loc = None
            self.super_cc_save_file = None
            self.tile_world_save_file = None
            self.puzzle_script_save_file = None
            self.engine = None
            self.level_count = None
            self.play_or_generate = None
            self.ask_for_rating = None
            self.name = None
            self.ratings_file = None
            self.draw_graph = None
            self.aesthetic = None
            self.generate_level_count = None
            self.keep_level_count = None

            with open(config_file) as f:
                config = json.load(f)
                self.from_config_data(config)

                self.aesthetic = AestheticSettings()
                self.aesthetic.from_config_data(config['aesthetic'])


    def from_config_data(self, config):
            for setting in self.__dict__:
                if setting not in config:
                    raise LookupError("You are missing '{}' in your config file!".format(setting))
                self.__dict__[setting] = config[setting]
Пример #2
0
 def level_aesthetic(self, i):
     data = self.file_data.splitlines()[i].split(
         Ratings.CSV_SEPARATOR)[Ratings.
                                SETTINGS_INDEX:Ratings.SETTINGS_INDEX +
                                len(AestheticSettings.get_csv_data_paths())]
     aesthetic = AestheticSettings()
     aesthetic.from_csv_data(data)
     return aesthetic
    def test_csv_roundtrip(self):
        aesthetic_settings = AestheticSettings()
        paths = AestheticSettings.get_csv_data_paths()
        for i, path in enumerate(paths):
            aesthetic, setting = path
            aesthetic_settings.__dict__[aesthetic].__dict__[setting] = i
        aesthetic_settings.mission_aesthetic.hazard_spread_probability = {
            Tiles.water: 1,
            Tiles.fire: 2
        }
        aesthetic_settings.mission_graph_aesthetic.branch_probability = [
            0, 1, 2, 3
        ]
        csv_data = aesthetic_settings.to_csv_data()
        expected_csv_data = [
            "0", "1", "2", "3", "4", "5", "6", "[1, 2]", "8", "9", "10",
            "[0, 1, 2, 3]", "12", "13", "14", "15", "16", "17", "18", "19"
        ]

        self.assertEqual(expected_csv_data, csv_data)

        aesthetic_settings2 = AestheticSettings()
        aesthetic_settings2.from_csv_data(csv_data)

        expected_values = [
            0.0, 1.0, 2, 3, 4, 5.0, 6.0, {
                Tiles.water: 1.0,
                Tiles.fire: 2.0
            }, 8, 9, 10.0, [0.0, 1.0, 2.0, 3.0], 12.0, 13.0, 14.0, 15, 16, 17,
            18, 19.0
        ]
        for path, expected_value in zip(paths, expected_values):
            aesthetic, setting = path
            value = aesthetic_settings2.__dict__[aesthetic].__dict__[setting]
            self.assertEqual(value, expected_value)
    def test_get_csv_header(self):
        header = AestheticSettings.get_csv_header()

        expected_header = [
            "level_space_aesthetic.noise_empty_percentage",
            "level_space_aesthetic.noise_percentage",
            "level_space_aesthetic.rectangle_count",
            "level_space_aesthetic.rectangle_max",
            "level_space_aesthetic.rectangle_min",
            "level_space_aesthetic.x_mirror_probability",
            "level_space_aesthetic.y_mirror_probability",
            "mission_aesthetic.hazard_spread_probability",
            "mission_aesthetic.max_seconds_per_move",
            "mission_aesthetic.min_seconds_per_move",
            "mission_aesthetic.single_lock_is_hazard_probability",
            "mission_graph_aesthetic.branch_probability",
            "mission_graph_aesthetic.collectable_in_room_probability",
            "mission_graph_aesthetic.insert_room_probability",
            "mission_graph_aesthetic.key_is_sokoban_probability",
            "mission_graph_aesthetic.max_depth",
            "mission_graph_aesthetic.max_locks_per_multi_lock",
            "mission_graph_aesthetic.max_multi_lock_count",
            "mission_graph_aesthetic.min_depth",
            "tweaker_aesthetic.should_fill_unused_space"
        ]

        self.assertEqual(header, expected_header)
    def test_mission_generator_rooms(self):
        start = Start()
        key = Key()
        lock = Lock()
        room = Room()
        end = End()
        start.add_child_s([room, lock])
        room.add_child_s(key)
        key.add_lock_s(lock)
        lock.add_child_s(end)

        level = Level()
        w = Tiles.wall
        e = Tiles.empty
        layer = np.array([[w, w, w, w, w, w, w, w], [w, e, e, w, e, e, e, w],
                          [w, e, e, w, e, e, e, w], [w, w, w, w, w, w, w, w],
                          [w, e, e, w, e, e, e, w], [w, e, e, w, e, e, e, w],
                          [w, e, e, w, e, e, e, w], [w, w, w, w, w, w, w, w]],
                         dtype=object)

        aesthetic_settings = AestheticSettings()
        was_successful = Generator.generate(
            level_type=Level,
            size=layer.shape,
            aesthetic_settings=aesthetic_settings,
            max_retry_count=10,
            pregenerated_level_layer=layer,
            pregenerated_mission_start_node=start)
        self.assertTrue(was_successful)
Пример #6
0
    def __init__(self, config_file):
            self.super_cc_loc = None
            self.tile_world_loc = None
            self.super_cc_save_file = None
            self.tile_world_save_file = None
            self.puzzle_script_save_file = None
            self.engine = None
            self.level_count = None
            self.play_or_generate = None
            self.ask_for_rating = None
            self.name = None
            self.ratings_file = None
            self.draw_graph = None
            self.aesthetic = None
            self.generate_level_count = None
            self.keep_level_count = None

            with open(config_file) as f:
                config = json.load(f)
                self.from_config_data(config)

                self.aesthetic = AestheticSettings()
                self.aesthetic.from_config_data(config['aesthetic'])
    def test_works_with_branched_graphs(self):
        # return
        # S
        # |-----------
        # |    |     |
        # L1   K2    L2
        # |          |
        # E          K1
        start = Start()
        key1 = Key("1")
        key2 = Key("2")
        lock1 = Lock("1")
        lock2 = Lock("2")
        end = End()

        start.add_child_s([lock1, key2, lock2])
        lock1.add_child_s(end)
        lock2.add_child_s(key1)
        key1.add_child_s(lock1)
        key2.add_child_s(lock2)
        key1.add_lock_s(lock1)
        key2.add_lock_s(lock2)

        np.random.seed(4)

        level = Level()
        w = Tiles.wall
        e = Tiles.empty
        layer = np.array([[w, w, w, w, w, w, w, w], [w, e, e, e, e, e, e, w],
                          [w, e, e, e, e, e, e, w], [w, w, w, w, w, w, w, w],
                          [w, e, e, w, e, e, e, w], [w, e, e, w, e, e, e, w],
                          [w, e, e, w, e, e, e, w], [w, w, w, w, w, w, w, w]],
                         dtype=object)

        solution_node_order = Node.find_all_nodes(start,
                                                  method="topological-sort")

        aesthetic_settings = AestheticSettings()
        was_successful = Generator.generate(
            level=level,
            size=layer.shape,
            aesthetic_settings=aesthetic_settings,
            max_retry_count=10,
            pregenerated_level_layer=layer,
            pregenerated_solution_node_order=solution_node_order)
        self.assertTrue(was_successful)

        Log.print(level)
Пример #8
0
    def __init__(self, file):
        # Open the csv file
        self.file = file
        self.file_data = ''
        self.header = Ratings.CSV_SEPARATOR.join(
            ["id", "seed"] + AestheticSettings.get_csv_header() +
            ["brandon_rating", "ryan_rating"]) + "\n"

        open(file, 'a').close()  # Create a file if it doesn't exist.

        with open(file, 'r') as csvfile:
            csv_reader = csv.reader(csvfile, delimiter=Ratings.CSV_SEPARATOR)
            for i, row in enumerate(csv_reader):
                if i == 0:
                    continue
                self.file_data += Ratings.CSV_SEPARATOR.join(row) + "\n"
    def test_mission_generator(self):
        # S
        # |-----------
        # |    |     |
        # L1   K2    L2
        # |          |
        # E          K1
        start = Start()
        key1 = Key("1")
        key2 = Key("2")
        lock1 = Lock("1")
        lock2 = Lock("2")
        end = End()

        start.add_child_s([lock1, key2, lock2])
        lock1.add_child_s(end)
        lock2.add_child_s(key1)
        key1.add_lock_s(lock1)
        key2.add_lock_s(lock2)

        level = Level()
        w = Tiles.wall
        e = Tiles.empty
        layer = np.array([[w, w, w, w, w, w, w, w], [w, e, e, e, e, e, e, w],
                          [w, e, e, e, e, e, e, w], [w, w, w, w, w, w, w, w],
                          [w, e, e, w, e, e, e, w], [w, e, e, w, e, e, e, w],
                          [w, e, e, w, e, e, e, w], [w, w, w, w, w, w, w, w]],
                         dtype=object)

        aesthetic_settings = AestheticSettings()
        was_successful = Generator.generate(
            level_type=Level,
            size=layer.shape,
            aesthetic_settings=aesthetic_settings,
            max_retry_count=10,
            pregenerated_level_layer=layer,
            pregenerated_mission_start_node=start)
        self.assertTrue(was_successful)
 def test_get_csv_data_paths(self):
     l = "level_space_aesthetic"
     m = "mission_aesthetic"
     g = "mission_graph_aesthetic"
     t = "tweaker_aesthetic"
     data_paths = AestheticSettings.get_csv_data_paths()
     expected_data_paths = [(l, "noise_empty_percentage"),
                            (l, "noise_percentage"), (l, "rectangle_count"),
                            (l, "rectangle_max"), (l, "rectangle_min"),
                            (l, "x_mirror_probability"),
                            (l, "y_mirror_probability"),
                            (m, "hazard_spread_probability"),
                            (m, "max_seconds_per_move"),
                            (m, "min_seconds_per_move"),
                            (m, "single_lock_is_hazard_probability"),
                            (g, "branch_probability"),
                            (g, "collectable_in_room_probability"),
                            (g, "insert_room_probability"),
                            (g, "key_is_sokoban_probability"),
                            (g, "max_depth"),
                            (g, "max_locks_per_multi_lock"),
                            (g, "max_multi_lock_count"), (g, "min_depth"),
                            (t, "should_fill_unused_space")]
     self.assertEqual(expected_data_paths, data_paths)
    def test_works_with_difficult_graph(self):
        return

        start = Start()
        key_red = Key("red")
        lock_red = Lock("red")
        flippers = Key("flippers")
        water1 = Lock("water1")
        water2 = Lock("water2")
        key_green = Key("green")
        lock_green = Lock("green")
        fire_boots = Key("fireboots")
        fire1 = Lock("fire1")
        fire2 = Lock("fire2")
        end = End()
        start.add_child_s([fire2, key_red, lock_red])
        key_red.add_lock_s(lock_red)
        lock_red.add_child_s([flippers, water1])
        flippers.add_lock_s([water1, water2])
        water1.add_child_s(water2)
        water2.add_child_s([fire_boots, fire1])
        fire_boots.add_lock_s([fire1, fire2])
        fire1.add_child_s(key_green)
        key_green.add_lock_s(lock_green)
        fire2.add_child_s(lock_green)
        lock_green.add_child_s(end)

        np.random.seed(12)

        level = Level()
        w = Tiles.wall
        e = Tiles.empty

        layer = np.array(
            [[w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w, e, e, w],
             [w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w]],
            dtype=object)

        solution_node_order = Node.find_all_nodes(start,
                                                  method="topological-sort")

        start_time = time.time()
        aesthetic_settings = AestheticSettings()
        aesthetic_settings.mission_aesthetic.single_lock_is_hazard_probability = 0
        aesthetic_settings.mission_aesthetic.hazard_spread_probability[
            Tiles.water] = 0
        aesthetic_settings.mission_aesthetic.hazard_spread_probability[
            Tiles.fire] = 0
        was_successful = Generator.generate(
            level=level,
            size=layer.shape,
            aesthetic_settings=aesthetic_settings,
            max_retry_count=10,
            pregenerated_level_layer=layer,
            pregenerated_solution_node_order=solution_node_order)
        end_time = time.time()
        self.assertTrue(was_successful)

        Log.print(level)
        Log.print("Generated in {} seconds".format(end_time - start_time))
    def test_from_config_data(self):
        config = {
            "level_space_aesthetic": {
                "rectangle_count": 1,
                "rectangle_min": 2,
                "rectangle_max": 3,
                "noise_percentage": 0.4,
                "noise_empty_percentage": 0.6,
                "x_mirror_probability": 0.7,
                "y_mirror_probability": 0.8
            },
            "mission_graph_aesthetic": {
                "max_depth": 1,
                "min_depth": 2,
                "branch_probability": [0.3, 0.4],
                "max_multi_lock_count": 5,
                "max_locks_per_multi_lock": 6,
                "collectable_in_room_probability": 0.7,
                "insert_room_probability": 0.8,
                "key_is_sokoban_probability": 0.9
            },
            "tweaker_aesthetic": {
                "should_fill_unused_space": 0.5
            },
            "mission_aesthetic": {
                "hazard_spread_probability": {
                    "water": 0.1,
                    "fire": 0.2
                },
                "single_lock_is_hazard_probability": 0.3,
                "max_seconds_per_move": 4,
                "min_seconds_per_move": 5
            }
        }

        aesthetic = AestheticSettings()
        aesthetic.from_config_data(config)
        self.assertEqual(aesthetic.level_space_aesthetic.rectangle_count, 1)
        self.assertEqual(aesthetic.level_space_aesthetic.rectangle_min, 2)
        self.assertEqual(aesthetic.level_space_aesthetic.rectangle_max, 3)
        self.assertEqual(aesthetic.level_space_aesthetic.noise_percentage, 0.4)
        self.assertEqual(
            aesthetic.level_space_aesthetic.noise_empty_percentage, 0.6)
        self.assertEqual(aesthetic.level_space_aesthetic.x_mirror_probability,
                         0.7)
        self.assertEqual(aesthetic.level_space_aesthetic.y_mirror_probability,
                         0.8)

        self.assertEqual(aesthetic.mission_graph_aesthetic.max_depth, 1)
        self.assertEqual(aesthetic.mission_graph_aesthetic.min_depth, 2)
        self.assertEqual(aesthetic.mission_graph_aesthetic.branch_probability,
                         [0.3, 0.4])
        self.assertEqual(
            aesthetic.mission_graph_aesthetic.max_multi_lock_count, 5)
        self.assertEqual(
            aesthetic.mission_graph_aesthetic.max_locks_per_multi_lock, 6)
        self.assertEqual(
            aesthetic.mission_graph_aesthetic.collectable_in_room_probability,
            0.7)
        self.assertEqual(
            aesthetic.mission_graph_aesthetic.insert_room_probability, 0.8)
        self.assertEqual(
            aesthetic.mission_graph_aesthetic.key_is_sokoban_probability, 0.9)

        self.assertEqual(aesthetic.tweaker_aesthetic.should_fill_unused_space,
                         0.5)

        self.assertEqual(
            aesthetic.mission_aesthetic.hazard_spread_probability[Tiles.water],
            0.1)
        self.assertEqual(
            aesthetic.mission_aesthetic.hazard_spread_probability[Tiles.fire],
            0.2)
        self.assertEqual(
            aesthetic.mission_aesthetic.single_lock_is_hazard_probability, 0.3)
        self.assertEqual(aesthetic.mission_aesthetic.max_seconds_per_move, 4)
        self.assertEqual(aesthetic.mission_aesthetic.min_seconds_per_move, 5)
Пример #13
0
 def add_level(self, id, seed):
     settings = ["0"] * len(AestheticSettings.get_csv_data_paths())
     line = [str(id), str(int(seed))] + settings + ["0", "0"]
     self.file_data += Ratings.CSV_SEPARATOR.join(line) + "\n"