Basic playfield generation complete. Next up: randomization.
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@ -52,3 +52,14 @@ class Left(Direction):
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def next_pos(pos):
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def next_pos(pos):
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x, y = pos
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x, y = pos
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return x - 1, y
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return x - 1, y
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succ = {Up: Right,
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Right: Down,
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Down: Left,
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Left: Up}.__getitem__
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pred = {Right: Up,
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Down: Right,
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Left: Down,
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Up: Left}.__getitem__
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@ -22,13 +22,21 @@
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# copyright : (C) 2012 Niels G. W. Serup
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# copyright : (C) 2012 Niels G. W. Serup
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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# maintained by : Niels G. W. Serup <ns@metanohi.name>
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"""Logic for rolling."""
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"""
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Logic for a rolling stone on a playfield of movement-stopping stones and
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direction-changing turns. Also has a pseudo-random playfield generator.
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"""
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from __future__ import print_function
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from __future__ import print_function
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from robotgame.logic.direction import *
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import random
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class RollingStoneError(Exception):
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class RollingStoneError(Exception):
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pass
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pass
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class WouldHitWall(RollingStoneError):
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pass
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class Field(object):
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class Field(object):
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def next_posdir(self):
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def next_posdir(self):
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raise NotImplementedError
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raise NotImplementedError
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@ -56,21 +64,34 @@ class Stone(Field):
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return pos, direc
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return pos, direc
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def step(playfield, pos, direc):
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def step(playfield, old_pos, old_direc):
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field = _at(playfield, pos)
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"""
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Return a new (position, direction) tuple based on the location on the
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playfield.
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"""
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field = _at(playfield, old_pos)
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if field is not None:
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if field is not None:
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return field.next_posdir(pos, direc)
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(x, y), direc = field.next_posdir(old_pos, old_direc)
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return direc.next_pos(pos), direc
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else:
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(x, y), direc = old_direc.next_pos(old_pos), old_direc
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if x < 0 or x >= len(playfield[y]) or y < 0 or y >= len(playfield):
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return old_pos, old_direc
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return (x, y), direc
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def reaches_goal(playfield, max_steps):
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def reaches_goal(playfield, max_steps):
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"""
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Determine if the rolling stone reaches the goal within range(max_steps).
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"""
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pos = _find_start(playfield)
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pos = _find_start(playfield)
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direc = None
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direc = None
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for i in range(max_steps):
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for i in range(max_steps):
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pos, direc = step(playfield, pos, direc)
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new_pos, new_direc = step(playfield, pos, direc)
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if isGoal(playfield, pos):
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if isGoal(playfield, pos):
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return True
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return True
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if isStone(playfield, pos):
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if new_pos == pos:
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return False
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return False
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pos, direc = new_pos, new_direc
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return False
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return False
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def _find_start(playfield):
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def _find_start(playfield):
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@ -84,10 +105,80 @@ def _at(playfield, pos):
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x, y = pos
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x, y = pos
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return playfield[y][x]
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return playfield[y][x]
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def _set(playfield, pos, val):
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x, y = pos
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playfield[y][x] = val
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_is = lambda t: lambda playfield, pos: isinstance(_at(playfield, pos), t)
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_is = lambda t: lambda playfield, pos: isinstance(_at(playfield, pos), t)
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(isGoal, isTurn, isStart, isStone) = (_is(Goal), _is(Turn), _is(Start), _is(Stone))
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isGoal, isTurn, isStart, isStone = _is(Goal), _is(Turn), _is(Start), _is(Stone)
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def generate_playfield(height, width, start_pos, start_direc, goal_pos, nstones, nturns=None):
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"""
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Generate a completable playfield.
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The generated playfield will have nstones stones nturns turns. A
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completable playfield will always be completable in either zero, one, or
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two steps.
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"""
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playfield = [[None for i in range(width)] for i in range(height)]
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_set(playfield, start_pos, Start(start_direc))
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_set(playfield, goal_pos, Goal())
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def _find_min_turns(from_pos, from_direc):
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x0, y0 = from_pos
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x2, y2 = goal_pos
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turns = []
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if from_direc in (Up, Left):
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def get_turns(x0, y0, x2, y2):
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if y0 == 0:
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raise WouldHitWall
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elif y0 < y2:
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turns.append(((x0, y0 - 1), succ(succ(from_direc))))
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turns.extend(_find_min_turns(*turns[-1]))
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elif y0 > y2 and x0 != x2:
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turns.append(((x0, y2), succ(from_direc) if x0 < x2 else pred(from_direc)))
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elif y0 == y2 and x0 != x2:
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turns.append(((x0, y0 - 1), succ(from_direc) if x0 < x2 else pred(from_direc)))
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turns.append(((x2, y0 - 1), succ(succ(from_direc))))
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return turns
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if from_direc is Up:
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turns = get_turns(x0, y0, x2, y2)
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else:
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turns = [((x, y), direc) for ((y, x), direc) in get_turns(y0, x0, y2, x2)]
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else:
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def get_turns(x0, y0, x2, y2):
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if x0 > x2:
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turns.append(((x0 + 1, y0), succ(succ(from_direc))))
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turns.extend(_find_min_turns(*turns[-1]))
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elif x0 < x2 and y0 != y2:
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turns.append(((x2, y0), pred(from_direc) if y0 < y2 else succ(from_direc)))
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elif x0 == x2 and y0 != y2:
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turns.append(((x0 + 1, y0), pred(from_direc) if y0 < y2 else succ(from_direc)))
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turns.append(((x0 + 1, y2), succ(succ(from_direc))))
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return turns
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if from_direc is Right:
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if x0 == len(playfield[y0]):
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raise WouldHitWall
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turns = get_turns(x0, y0, x2, y2)
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else:
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if y0 == len(playfield):
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raise WouldHitWall
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turns = [((x, y), direc) for ((y, x), direc) in get_turns(y0, x0, y2, x2)]
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return turns
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def _randomize_path(turns):
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pass
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def _insert_stones(turns):
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pass
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turns = _find_min_turns(start_pos, start_direc)
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if nturns is not None:
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if len(turns) > nturns:
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raise RollingStoneError("Too few steps allocated.")
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_randomize_path(turns)
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_insert_stones()
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return playfield, 3
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def generate_playfield():
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@ -23,5 +23,9 @@ class RollingStoneTest(unittest.TestCase):
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self.assertTrue(reaches_goal(playfield_example_succeed, 100))
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self.assertTrue(reaches_goal(playfield_example_succeed, 100))
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self.assertFalse(reaches_goal(playfield_example_fail, 100))
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self.assertFalse(reaches_goal(playfield_example_fail, 100))
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def test_playfield_generation(self):
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playfield, min_steps = generate_playfield(10, 10, (0, 0), Down, (9, 9), 10, 5)
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# self.assertTrue(reaches_goal(playfield, min_steps))
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if __name__ == '__main__':
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if __name__ == '__main__':
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unittest.main()
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unittest.main()
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