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Board.py
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Board.py
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import pygame
import random
import sys
import Cell
import constants
import numpy as np
class Board:
screen = None
alive_agents = 0
agent_list = []
cells = []
empty_spawn_cells = []
cell_count = 0
def __init__(self, lava_chance):
# Create 2d array for cells
self.cells = np.empty((constants.WINDOW_WIDTH // constants.CELL_SIZE,
constants.WINDOW_HEIGHT // constants.CELL_SIZE), dtype=Cell.Cell)
# Create pygame window
self.screen = pygame.display.set_mode(
(constants.WINDOW_WIDTH, constants.WINDOW_HEIGHT))
self.create_window()
# Gets total amount of cells
self.cell_count = constants.WINDOW_WIDTH // constants.CELL_SIZE * \
constants.WINDOW_HEIGHT // constants.CELL_SIZE
# Initializes other asepcts of the board
self.get_empty_spawn_cells()
self.lava_chance = lava_chance
self.randomize_lava()
self.create_exit()
for _ in range(constants.BRIDGE_COUNT):
self.build_bridge()
self.draw_grid()
##### RESET METHODS #####
def reset_board(self):
self.create_window()
self.randomize_lava()
self.create_exit()
for _ in range(constants.BRIDGE_COUNT):
self.build_bridge()
self.draw_grid()
self.get_empty_spawn_cells()
self.agent_list = []
# This method creates a pygame window with a grey background
def create_window(self):
pygame.init()
pygame.display.set_caption("NeatDungeon")
# This loop creates a cell object and adds it to the board
for i in range(0, constants.WINDOW_WIDTH // constants.CELL_SIZE):
for j in range(0, constants.WINDOW_HEIGHT // constants.CELL_SIZE):
self.cells[i][j] = Cell.Cell(i * constants.CELL_SIZE, j * constants.CELL_SIZE,
constants.CELL_SIZE)
self.cells[i][j].draw(self.screen)
self.draw_grid()
# This method draws the grid over top of the cells
def draw_grid(self):
for x in range(0, constants.WINDOW_WIDTH, constants.CELL_SIZE):
pygame.draw.line(self.screen, constants.BLACK,
(x, 0), (x, constants.WINDOW_HEIGHT))
for y in range(0, constants.WINDOW_HEIGHT, constants.CELL_SIZE):
pygame.draw.line(self.screen, constants.BLACK,
(0, y), (constants.WINDOW_WIDTH, y))
# Finds the cells that are empty and can be used to spawn agents
def get_empty_spawn_cells(self):
arr = []
if constants.SAFE_ZONE_AGENT_SPAWN:
for x in range(0, constants.SAFE_ZONE_WIDTH // constants.CELL_SIZE):
for y in range(0, constants.WINDOW_HEIGHT // constants.CELL_SIZE):
if len(self.cells[x][y].agent) == 0:
arr.append(self.cells[x][y])
else:
for x in range(0, constants.WINDOW_WIDTH // constants.CELL_SIZE):
for y in range(0, constants.WINDOW_HEIGHT // constants.CELL_SIZE):
if len(self.cells[x][y].agent) == 0:
arr.append(self.cells[x][y])
self.empty_spawn_cells = arr
# Randomly places lava cells
def randomize_lava(self):
#print("Lava chance: " + str(self.lava_chance))
for i in range(constants.SAFE_ZONE_WIDTH // constants.CELL_SIZE,
(constants.WINDOW_WIDTH - constants.SAFE_ZONE_WIDTH) // constants.CELL_SIZE):
for j in range(0, constants.WINDOW_HEIGHT // constants.CELL_SIZE):
#if random.randint(0, 100) < constants.LAVA_CHANCE:
if random.randint(0, 100) < self.lava_chance:
self.cells[i][j].terrain = "lava"
self.cells[i][j].color = constants.LAVA_COLOR
self.cells[i][j].draw(self.screen)
self.draw_grid()
self.draw_grid()
# Creates one exit within the right most safe zone
def create_exit(self):
# exit_cell_x = random.randint(
# constants.SAFE_ZONE_WIDTH // constants.CELL_SIZE, constants.WINDOW_HEIGHT // constants.CELL_SIZE - 1)
exit_cell_x = random.randint(((constants.WINDOW_WIDTH - constants.SAFE_ZONE_WIDTH) // constants.CELL_SIZE),
(constants.WINDOW_WIDTH // constants.CELL_SIZE) - 1)
exit_cell_y = random.randint(
0, constants.WINDOW_HEIGHT // constants.CELL_SIZE - 1)
self.exit_x = exit_cell_x * constants.CELL_SIZE
self.exit_y = exit_cell_y * constants.CELL_SIZE
self.cells[exit_cell_x][exit_cell_y].terrain = "exit"
self.cells[exit_cell_x][exit_cell_y].color = constants.EXIT_COLOR
self.cells[exit_cell_x][exit_cell_y].draw(self.screen)
self.draw_grid()
# Creates a bridge between the left most safe zone and the right most safe zone
def build_bridge(self):
bridge_y = random.randint(
0, constants.WINDOW_HEIGHT / constants.CELL_SIZE)
for i in range(max(0, bridge_y - constants.BRIDGE_WIDTH // 2),
min(constants.WINDOW_HEIGHT // constants.CELL_SIZE,
bridge_y + constants.BRIDGE_WIDTH // 2)):
for j in range(constants.SAFE_ZONE_WIDTH // constants.CELL_SIZE,
((constants.WINDOW_WIDTH - constants.SAFE_ZONE_WIDTH) // constants.CELL_SIZE)):
self.cells[j][i].terrain = "wood"
self.cells[j][i].color = constants.WOOD_COLOR
self.cells[j][i].draw(self.screen)
self.draw_grid()
self.draw_grid()
def add_agent(self, agent):
self.agent_list.append(agent)
self.alive_agents += 1
#print(len(self.empty_spawn_cells))
cell = random.choice(self.empty_spawn_cells)
agent.x = cell.x
agent.y = cell.y
cell.agent.append(agent)
#self.empty_spawn_cells.remove(cell)
agent.draw()
def reset_agents(self):
self.empty_spawn_cells = self.get_empty_spawn_cells()
for agent in self.agent_list:
cell = random.choice(self.empty_spawn_cells)
agent.x = cell.x
agent.y = cell.y
cell.agent.append(agent)
self.empty_spawn_cells.remove(cell)
agent.alive = True
agent.draw(self)
# This method randomly moves all the agents
def randomly_move_agents(self):
for agent in self.agent_list:
if agent.alive:
agent.random_move()
agent.draw()
# time.sleep(.25)
self.draw_grid()
# To run the game
def run(self):
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
sys.exit()
pygame.display.flip()