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generate_base.py
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generate_base.py
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import board
import random
from buildings import *
from constants import *
import base_from_html
def generate_random_base(quants=QUANTS, levels=LEVELS):
buildings = []
for i in range(1, len(quants)):
if i != board.BUILDINGS_MAP[Wall]:
for j in range(quants[i]):
while True:
size = board.OBJECTS[i].get_size()
x, y = tuple(random.sample(range(1, BOARD_SIZE - size), 2))
curr_obj = board.create_obj_from_index(i)(pos=(x, y), level=levels[i])
if not any([curr_obj.overlap(other) for other in buildings]):
break
buildings.append(curr_obj)
# Only walls, put in later
i = board.BUILDINGS_MAP[Wall]
for j in range(quants[i]):
while True:
size = board.OBJECTS[i].get_size()
x, y = tuple(random.sample(range(0, BOARD_SIZE - size + 1), 2))
curr_obj = board.create_obj_from_index(i)(pos=(x, y), level=levels[i])
if not any([curr_obj.overlap(other) for other in buildings]):
break
buildings.append(curr_obj)
return buildings
"""
def generate_random_base():
buildings = []
for i in range(1, len(QUANTS)):
if i == 4:
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if x == 0 or y == 0 or x == BOARD_SIZE -1 or y == BOARD_SIZE - 1:
curr_obj = board.create_obj_from_index(i)(pos=(x, y), level=LEVELS[i])
buildings.append(curr_obj)
else:
for j in range(QUANTS[i]):
while True:
size = board.create_obj_from_index(i)(pos=(0, 0), level=1).get_size()
x, y = tuple(random.sample(range(1, BOARD_SIZE - size), 2))
curr_obj = board.create_obj_from_index(i)(pos=(x, y), level=LEVELS[i])
if not any([curr_obj.overlap(other) for other in buildings]):
break
buildings.append(curr_obj)
return buildings
"""
def generate_random_base_3():
QUANTS = [0, 2, 1, 1, 50, 1]
LEVELS = [0, 3, 2, 3, 3, 1]
return generate_random_base(QUANTS, LEVELS)
def generate_random_base_by_level(level=4, subindex=0):
if level == 4:
return generate_random_base(QUANTS, LEVELS)
elif level == 0:
return generate_random_base(
[0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50],
[0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2],
)
else:
raise("Unsupported base level")
def generate_base_by_level(level=4, subindex=0):
if level == 2:
return base_from_html.html_to_game_board(html_file="bases/base_th2_1.html")
elif level == 0:
return base_from_html.html_to_game_board(html_file="bases/test_base_2.html")
else:
return base_from_html.html_to_game_board(html_file="bases/base_th4_2.html")
"""
MAIN BASE WE ARE TRAINING ON
"""
def generate_main_base():
armys=[]
elixirs=[]
walls=[]
barrackses=[]
archers=[]
elixir_storages=[]
gold_storages=[]
cannons=[]
golds=[]
mortars=[]
builders=[]
armys.append(ArmyCamps(pos=(0,4),level=3))
armys.append(ArmyCamps(pos=(0,10),level=3))
elixirs.append(ElixirCollector(pos=(3,16),level=6))
elixirs.append(ElixirCollector(pos=(12,16),level=6))
for i in range(5,16):
walls.append(Wall(pos=(5,i),level=4))
barrackses.append(Barracks(pos=(6,2),level=5))
barrackses.append(Barracks(pos=(7,16),level=5))
archers.append(ArcherTower(pos=(6,6),level=3))
elixir_storages.append(ElixirStorage(pos=(6,9),level=6))
cannons.append(Cannon(pos=(6,12),level=4))
for i in range(3,16):
walls.append(Wall(pos=(9,i),level=4))
for i in range(6,9):
walls.append(Wall(pos=(i,5),level=4))
walls.append(Wall(pos=(i,15),level=4))
golds.append(GoldCollector(pos=(11,0),level=6))
for i in range(10,14):
walls.append(Wall(pos=(i,3),level=4))
walls.append(Wall(pos=(i,11),level=4))
for i in range(10,16):
walls.append(Wall(pos=(i,15),level=4))
gold_storages.append(GoldStorage(pos=(11,4),level=6))
TH=TownHall(pos=(10,7),level=4)
mortars.append(Mortar(pos=(10,12),level=1))
elixir_storages.append(ElixirStorage(pos=(13,12),level=6))
builders.append(Builder(pos=(14,0),level=2))
for i in range(3,12):
walls.append(Wall(pos=(14,i),level=4))
golds.append(GoldCollector(pos=(14,19),level=6))
barrackses.append(Barracks(pos=(15,2),level=5))
for i in range(15,18):
walls.append(Wall(pos=(i,5),level=4))
walls.append(Wall(pos=(17,12),level=4))
for i in range(5,13):
walls.append(Wall(pos=(18,i),level=4))
archers.append(ArcherTower(pos=(15,6),level=3))
gold_storages.append(GoldStorage(pos=(15,9),level=6))
cannons.append(Cannon(pos=(17,13),level=4))
Lab=Labratory(pos=(17,17),level=1)
golds.append(GoldCollector(pos=(19,2),level=6))
elixirs.append(ElixirStorage(pos=(19,5),level=6))
Castle=ClanCastle(pos=(19,10),level=1)
walls.append(Wall(pos=(20,15),level=4))
for i in range(17,21):
walls.append(Wall(pos=(i, 16), level=4))
for i in range(12,17):
walls.append(Wall(pos=(16, i), level=4))
elixirs.append(ElixirCollector(pos=(21,13),level=6))
golds.append(GoldCollector(pos=(21,16),level=6))
buildings = walls + cannons + archers + armys + gold_storages + elixir_storages + barrackses + \
mortars + builders + golds + elixirs
buildings.append(TH)
buildings.append(Lab)
buildings.append(Castle)
for b in buildings:
x, y = b.get_pos()
b.set_pos((y, x))
board.GameBoard(buildings).is_legal()
return buildings