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ceng113_hw5_260201003.py
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ceng113_hw5_260201003.py
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# Umutcan CEYHAN 260201003
import numpy
class Game():
def __init__(self,map_width,map_height,init_time, action_cost):
# The Game initializes map parameters.
self.mapwidth = map_width
self.mapheight = map_height
# The Game initializes its map with all empty squares.
self.map = [['empty' for col in range(map_width)] for row in range(map_height)]
# The Game creates its player object.
self.player = Player()
# The Game creates its time object.
self.time = Time(0,init_time, action_cost)
# The Game initializes the player icon.
self.picon = person
# The Game sets the continue state to true (still has time)
self.cont = True
# The Game sets the safe state to false (still not in shelter)
self.safe = False
# The Game initializes the list of squares that constitutes the shelter
self.score_map = []
# The Game randomly inserts wood, dirt or water on the map.
self.generate_map()
# The Game prints the current status on the screen.
self.update_screen()
# For each square, put wood with probability of 0.3, put dirt with probability of 0.3,
# put water with probability of 0.2 or leave empty with probability of 0.2. You have
# to use 'numpy.random.randint' function.
def generate_map(self):
for row in range(self.mapheight):
for col in range(self.mapwidth):
square = numpy.random.randint(0, 11)
if( 1 >= square <= 3):
self.map[row][col] = "wood "
elif( 4 >= square <= 6):
self.map[row][col] = "dirt "
elif( 7 >= square <= 8):
self.map[row][col] = "water"
else:
self.map[row][col] = "empty"
def show_controls(self):
print()
print("**************************** Game Control ****************************")
print("w: up s: down a: left d: rigth")
print("1: put brick 2: put dirt 3: put plank 4: put water 5: put wood")
print("q: pick e: make plank r: make brick o: exit game")
print("plank: 2 woods brick: 2 dirt 1 water")
print("plank: 2 pts brick: 3 pts enclosed square: 3 pts")
print("**********************************************************************")
print()
def show_map(self):
ppy = self.player.pos[0]
ppx = self.player.pos[1]
print()
for row in range(MAP_HEIGHT):
color_row = [COLORS[self.map[row][c]] for c in range(MAP_WIDTH)]
if row == ppy:
color_row[ppx] = color_row[ppx].replace(' ',' '+self.picon+' ')
print(''.join(color_row))
def update_screen(self):
self.player.show_inventory()
self.time.show_time()
self.show_map()
self.show_controls()
def _flood_fill(self,wmf,ppx,ppy,source,target,conn8=True):
if wmf[ppy,ppx]!=source:
return
wmf[ppy,ppx] = target
if ppy>0: self._flood_fill(wmf,ppx,ppy-1,source,target,conn8)
if ppy<wmf.shape[0]-1: self._flood_fill(wmf,ppx,ppy+1,source,target,conn8)
if ppx>0: self._flood_fill(wmf,ppx-1,ppy,source,target,conn8)
if ppx<wmf.shape[1]-1: self._flood_fill(wmf,ppx+1,ppy,source,target,conn8)
if conn8:
if ppy>0 and ppx>0: self._flood_fill(wmf,ppx-1,ppy-1,source,target,conn8)
if ppy>0 and ppx<wmf.shape[1]-1: self._flood_fill(wmf,ppx+1,ppy-1,source,target,conn8)
if ppy<wmf.shape[0]-1 and ppx>0: self._flood_fill(wmf,ppx-1,ppy+1,source,target),conn8
if ppy<wmf.shape[0]-1 and ppx<wmf.shape[1]-1: self._flood_fill(wmf,ppx+1,ppy+1,source,target,conn8)
def check_safety(self):
# This function checks if the player is in a shelter. It should be called
# at the end of each successfully executed action to check if the game
# has finished.
wall_map = numpy.zeros((game.mapwidth+2,game.mapheight+2)).astype(int)
wall_map_bool = [numpy.in1d(row, ['brick','plank']) for row in game.map]
wall_map[1:-1,1:-1] = numpy.array(wall_map_bool).astype(int)
label = 2
while((wall_map == 1).any()):
py = numpy.where(wall_map==1)[0][0]
px = numpy.where(wall_map==1)[1][0]
self._flood_fill(wall_map, px, py, 1, label, False)
label += 1
ppx = game.player.pos[1]+1
ppy = game.player.pos[0]+1
if not wall_map[ppy,ppx]:
for wall in range(2,label):
wall_map_fill = (wall_map == wall).astype(int)
self._flood_fill(wall_map_fill,ppx,ppy,0,label)
edges = [wall_map_fill[0,:],wall_map_fill[-1,:], wall_map_fill[:,0],wall_map_fill[:,-1]]
if label not in numpy.array(edges):
self.safe = True
self.score_map = wall_map_fill[1:-1,1:-1]
self.picon = happy
break
def calc_score(self):
final_map = (numpy.array(self.map) == 'brick').astype(int) + self.score_map
unique, counts = numpy.unique(final_map, return_counts=True)
score = counts[-1]*3 + counts[-2]*3 + counts[-3]*2 #area*3+brick*3+plank*2
return score
def move_player(self,direction):
self.player.move(direction)
self.update_screen()
# Pick item using the player object's pick method and update the map if
# there is an item to pick, otherwise print "There is nothing to pick!".
def pick_item(self):
ppx = self.player.pos[0] #Row
ppy = self.player.pos[1] #Column
if (self.map[ppx][ppy] == "empty"):
print("There is nothing to pick!")
else:
self.player.pick(self.map[ppx][ppy]) #Picks the item where it is
self.map[ppx][ppy] = "empty"
self.update_screen()
# Put the given item using the player object's put method if the current
# square is empty, otherwise print ""There is nowhere to put!". If the
# player scan successfully put the item, update the map.
def put_item(self,item):
ppx = self.player.pos[0]
ppy = self.player.pos[1]
if(self.map[ppx][ppy] == "empty"):
self.player.put(item)
self.update_screen()
else:
print("There is nowhere to put!")
# Make the given item using the player object's corresponding method. If
# the player can not make the item, print "Not enough material!".
def make(self,item):
if(item == "e"):
if(self.player.make_plank()):
self.update_screen()
else:
print("Not enough material!")
else:
if(self.player.make_brick()):
self.update_screen()
else:
print("Not enough material!")
class Player():
def __init__(self):
# Initialize the player position at the top left corner
self.pos = [0,0]
# Initialize the inventory as empty
self.inventory = {'wood ':0,'dirt ':0,'water':0,'plank':0,'brick':0}
def move(self, direction):
# Update the player position with respect to move direction.
if(direction == "w" ):
if not(self.pos[0] == 0):
self.pos[0] -= 1
game.time.spend()
else:
print("Sorry I can not move up")
elif(direction == "s"):
if not(self.pos[0] == MAP_HEIGHT-1):
self.pos[0] += 1
game.time.spend()
else:
print("Sorry I can not move down")
elif(direction == "a"):
if not(self.pos[1] == 0):
self.pos[1] -= 1
game.time.spend()
else:
print("Sorry I can not move left")
else:
if not(self.pos[1] == MAP_WIDTH-1):
self.pos[1] += 1
game.time.spend()
else:
print("Sorry I can not move right")
return self.pos
# Pick and update the player inventory with respect to the item.
def pick(self, item):
if(item == "brick"):
self.inventory["brick"] += 1
game.time.spend()
elif(item == "dirt "):
self.inventory["dirt "] += 1
game.time.spend()
elif(item == "plank"):
self.inventory["plank"] += 1
game.time.spend()
elif(item == "water"):
self.inventory["water"] += 1
game.time.spend()
elif(item == "wood "):
self.inventory["wood "] += 1
game.time.spend()
# Put and update the player inventory with respect to the item, if the
# player has one or more of that item in the inventory. Return true if
# successfully put, otherwise false.
def put(self,item):
ppx = game.player.pos[0] #Row
ppy = game.player.pos[1] #Column
if(item == "1"):
if(self.inventory["brick"] >= 1):
self.inventory["brick"] -= 1
game.map[ppx][ppy] = "brick"
game.time.spend()
return True
else:
print("There is nothing to put!")
return False
elif(item == "2"):
if(self.inventory["dirt "] >= 1):
self.inventory["dirt "] -= 1
game.map[ppx][ppy] = "dirt "
game.time.spend()
return True
else:
print("There is nothing to put!")
return False
elif(item == "3"):
if(self.inventory["plank"] >= 1):
self.inventory["plank"] -= 1
game.map[ppx][ppy] = "plank"
game.time.spend()
return True
else:
print("There is nothing to put!")
return False
elif(item == "4"):
if(self.inventory["water"] >= 1):
self.inventory["water"] -= 1
game.map[ppx][ppy] = "water"
game.time.spend()
return True
else:
print("There is nothing to put!")
return False
else:
if(self.inventory["wood "] >= 1):
self.inventory["wood "] -= 1
game.map[ppx][ppy] = "wood "
game.time.spend()
return True
else:
print("There is nothing to put!")
return False
# Make plank and update the player inventory with respect to the action,
# if the player has enough materials. Return true if plank is successfully
# made, otherwise false.
def make_plank(self):
if(self.inventory["wood "] >= 2):
self.inventory["wood "] -= 2
self.inventory["plank"] += 1
game.time.spend()
return True
return False
# Make brick and update the player inventory with respect to the action,
# if the player has enough materials. Return true if brick is successfully
# made, otherwise false.
def make_brick(self):
if(self.inventory["dirt "] >= 2 and self.inventory["water"] >= 1):
self.inventory["dirt "] -= 2
self.inventory["water"] -= 1
self.inventory["brick"] += 1
game.time.spend()
return True
return False
# Shows the player inventory
def show_inventory(self):
print()
c = 1
for key in sorted(self.inventory.keys()):
print("{}. {}\t: {}".format(c, key, (COLORS[key]+" ")*self.inventory[key]))
c += 1
print()
class Time():
def __init__(self, mins, hours, action_cost):
self.mins = mins
self.hours = hours
self.action_cost = action_cost
# Spend the action cost and update mins and/or hours. If the time is
# up return False, otherwise True.
def spend(self):
if(self.hours > 0 and self.mins == 0):
self.mins = 60
self.mins -= self.action_cost
self.hours -= 1
return True
else:
self.mins -= self.action_cost
if(self.hours == 0 and self.mins == 0):
game.cont = False
return False
return True
# Shows the remaning time in hours and mins format
def show_time(self):
print("{} hours {} minutes left!!!".format(self.hours, self.mins))
# CONSTANTS
MAP_WIDTH = 10
MAP_HEIGHT = 10
ACTION_COST = 15 #minutes
INIT_TIME = 16 #hours
person =u"\u2687" #character #u'U' #u'\u267f' #u'\u2687'
happy = u"\u263b" # happy character
COLORS = {'empty':'\033[40m \033[0m', 'wood ':'\033[42m \033[0m',
'dirt ':'\033[47m \033[0m', 'water':'\033[46m \033[0m',
'plank':'\033[43m \033[0m', 'brick':'\033[41m \033[0m'}
# Constant moves, items and products
moves = {"w":"up", "s":"down", "a":"left", "d":"right"}
items = {"1":"brick", "2":"dirt ", "3":"plank", "4":"water", "5":"wood "}
products = {"e":"plank", "r":"brick"}
# A Game class is instantiated each time a new game begins.
game = Game(MAP_WIDTH, MAP_HEIGHT, INIT_TIME, ACTION_COST)
out = False
################## THIS PART CAUSES AN INFINITE LOOP!!! ##################
# Implement the game play. Take the instructions from the user and execute them.
while game.cont and not game.safe:
instructions = input("Make your move : ")
if(instructions == "o"):
game.cont = False
out = True
elif(instructions == "a" or instructions == "w" or instructions == "d" or instructions == "s" ):
game.move_player(instructions)
elif(instructions == "q"):
game.pick_item()
elif(instructions == "1" or instructions == "2" or instructions == "3" or instructions == "4" or instructions == "5"):
game.put_item(instructions)
elif(instructions == "e" or instructions == "r"):
game.make(instructions)
game.check_safety()
if game.safe:
print("Congratulations! You are safe!!!")
print("Your score is {}.".format(game.calc_score()))
elif out:
print("Bye!")
else:
print("Too late! They are coming!!!")