223 lines
7.6 KiB
Python
223 lines
7.6 KiB
Python
#!/usr/bin/env python
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# -*- coding: utf-8 -*-
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# rollingstone.py
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# --------------------
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# date created : Tue Aug 7 2012
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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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"""
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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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import math
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import random
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import itertools
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from robotgame.logic.direction import *
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import robotgame.misc as misc
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class Blocker(object):
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pass
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def step(playfield, width, height, old_pos, direc):
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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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pos = direc.next_pos(old_pos)
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x, y = pos
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if playfield.get(pos) is Blocker or x < 0 or x >= width \
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or y < 0 or y >= height:
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pos = old_pos
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elif isDirection(playfield.get(pos)):
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direc = playfield[pos]
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return pos, direc
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def reaches_goal(playfield, width, height, max_steps, start_pos, goal_pos):
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"""
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Determine if the rolling stone reaches the goal within max_steps steps.
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playfield[start_pos] must contain either a Turn(Down) or a Turn(Right)
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object, or the rolling stone will not roll.
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"""
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pos = start_pos
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direc = playfield[pos]
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for _ in range(max_steps):
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new_pos, new_direc = step(playfield, width, height, pos, direc)
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if new_pos == goal_pos:
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return True
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if new_pos == pos:
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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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def generate_simple_playfield(width, height, nturns, nstones,
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do_transpose=None, start_inside=True):
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"""
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Generate a completable playfield where:
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* the starting position is in the upper left corner
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* the goal is in the lower right corner
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* the playfield is completable in nturns or less
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* the playfield has at most nstones stones
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Return (playfield : {(x, y): Direction | Blocker},
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steps : int)
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where (x, y) : (int, int)
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The returned playfield contains Direction objects which can be used with
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the step function to move towards the goal. The solution denoted by the
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Direction objects is not necessarily the only solution.
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'steps' is the number of steps used by the generated solution. It is not
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necessarily the lowest number of steps the playfield can be completed in.
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This generator favours increasing the turn density the closer to the goal
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it gets.
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"""
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min_width, min_height = _min_play_size(nturns)
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if width < min_width or height < min_height:
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nturns = min(2 * (width - 1), 2 * (height - 1) - 1)
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min_width, min_height = _min_play_size(nturns)
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if do_transpose is None:
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do_transpose = random.choice((True, False))
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if do_transpose:
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width, height = height, width
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min_width, min_height = min_height, min_width
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turns = [((0, 0), None)]
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stones = []
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x, y = (0, 0)
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not_allowed_y = []
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offset_x = 0
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while True:
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missing = nturns - len(turns) + 1
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if missing == 1:
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turns[-1] = (turns[-1][0], Down)
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turns.append(((x, height - 1), Right))
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break
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elif missing == 0:
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turns[-1] = ((width - 1, turns[-1][0][1]), Down)
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break
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else:
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allowed = set(range(0, height)) - set(not_allowed_y)
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if missing <= 3:
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allowed -= set((height - 1,))
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if missing == nturns:
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allowed -= set((0,))
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y1 = random.choice(list(allowed))
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turns[-1] = (turns[-1][0], Down if y1 > y else Up)
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not_allowed_y.append(y1)
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if len(not_allowed_y) == 3:
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del not_allowed_y[0]
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turns.append(((x, y1), Right))
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x1p = random.randint(0, width - min_width - offset_x)
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offset_x += x1p
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x1 = x + x1p + 1
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turns.append(((x1, y1), None))
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x, y = x1, y1
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turns.append(((width - 1, height - 1), None))
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if not start_inside:
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del turns[0]
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if do_transpose:
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turns[:] = [((y, x), {
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Down: Right,
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Right: Down,
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Up: Left,
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}.get(d)) for ((x, y), d) in turns]
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width, height = height, width
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min_width, min_height = min_height, min_width
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used_fields = _fields_from_turns(turns)
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playfield = {}
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del turns[-1]
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for p, d in turns:
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playfield[p] = d
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for pos in misc.pick_random_elements(
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list(set(itertools.product(range(width), range(height)))
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- set(used_fields)), nstones):
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playfield[pos] = Blocker
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return playfield, len(used_fields) - 1
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def generate_simple_unsolved_solvable_playfield(*args, **kwds):
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"""
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Return a tuple of a playfield without direction objects, its number of
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steps, and a list of the direction objects.
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"""
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playfield, steps = generate_simple_playfield(*args, **kwds)
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new_playfield, directions = {}, []
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for pos, val in playfield.items():
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if val is Blocker:
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new_playfield[pos] = val
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else:
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directions.append(val)
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return new_playfield, steps, directions
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def generate_simple_unsolved_solvable_extra(*args, **kwds):
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"""
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Do the same as generate_simple_unsolved_solvable, but throw in some copies
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of the direction object not returned by that function. You probably want to
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use this in your game.
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"""
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playfield, steps, directions = generate_simple_unsolved_solvable_playfield(
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*args, **kwds)
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missing_dir = list(set(all_directions) - set(directions))[0]
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return playfield, steps, directions + \
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[missing_dir] * (len(directions) / 3) + [Right]
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def print_playfield(playfield, width, height, hide_directions):
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text = [['·' for _ in range(width)] for _ in range(height)]
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for (x, y), val in playfield.items():
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if isDirection(val) and hide_directions:
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continue
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text[y][x] = '%' if val is Blocker else repr(val).rsplit('.', 1)[1][0] \
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if isDirection(val) else 'G'
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print('\n'.join(''.join(line) for line in text))
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def _cells_upto(fields, start, direc, end):
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(x0, y0), (x2, y2) = start, end
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if direc in (Up, Down):
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t = -1 if direc == Up else 1
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for y in range(y0 + t, y2 + t, t):
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fields.append((x0, y))
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else:
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t = -1 if direc == Left else 1
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for x in range(x0 + t, x2 + t, t):
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fields.append((x, y0))
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def _fields_from_turns(turns):
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fields = [(0, 0)]
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prev_pos, prev_direc = turns[0]
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for (pos, direc) in turns:
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_cells_upto(fields, prev_pos, prev_direc, pos)
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prev_pos, prev_direc = pos, direc
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return fields
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def _min_play_size(nturns):
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return (int(math.ceil(nturns / 2.0)) + 1,
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int(math.ceil((nturns + 1) / 2.0)) + 1)
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