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minosses_maze.py
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from maze_generator import *
from maze_ui import *
import time
import keyboard
def play(size_x = 20, size_y=40, player_char = 9, pas_char = 3, player_starting_coords= [0,1], win_cords = [19,39], save = False, load = True):
"""
This function is used to play the Minosse's maze
"""
player_coords = player_starting_coords
key_pressed = False
generator = maze_generator()
if load:
maze, path, player_coords, win_cords = generator.load_maze_from_csv("saved_maze/maze4")
size_x = len(maze)
size_y = len(maze[0])
else:
maze, path = generator.generate_maze(size_x=size_x, size_y =size_y, start_coord = player_coords, finish_coord = win_cords, n_of_turns = 4, log = False)
if save: generator.save_maze_as_csv(maze, "saved_maze/maze6")
score = len(path)*0.4
window = draw_matrix_grid(maze, size_x=size_x, size_y =size_y)
space_bar_pressed = False
actions = maze_actions(win_coords=win_cords)
explored_path = []
explored_path.append(player_coords)
while True:
if keyboard.is_pressed("spacebar") and key_pressed == False:
space_bar_pressed = not space_bar_pressed
key_pressed = True
if space_bar_pressed:
if keyboard.is_pressed("w"):
print("You pressed jump 'w'.")
maze, pas_char, player_coords, cost = actions.jump(maze, player_coords, pas_char, player_char, 0, explored_path = explored_path, step_size = 2)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
space_bar_pressed = False
elif keyboard.is_pressed("s"):
print("You pressed jump 's'.")
maze, pas_char, player_coords, cost = actions.jump(maze, player_coords, pas_char, player_char, 2, explored_path = explored_path, step_size = 2)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
space_bar_pressed = False
elif keyboard.is_pressed("d"):
print("You pressed jump 'd'.")
maze, pas_char, player_coords, cost = actions.jump(maze, player_coords, pas_char, player_char, 1, explored_path = explored_path, step_size = 2)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
space_bar_pressed = False
elif keyboard.is_pressed("a"):
print("You pressed jump 's'.")
maze, pas_char, player_coords, cost = actions.jump(maze, player_coords, pas_char, player_char, 3, explored_path = explored_path, step_size = 2)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
space_bar_pressed = False
if keyboard.is_pressed("w") and space_bar_pressed == False and key_pressed == False:
print("You pressed 'w'.")
maze, pas_char, player_coords, cost = actions.go_up(maze, player_coords, pas_char, player_char, explored_path = explored_path)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
elif keyboard.is_pressed("s") and space_bar_pressed == False and key_pressed == False:
print("You pressed 's'.")
maze, pas_char, player_coords, cost = actions.go_down(maze, player_coords, pas_char, player_char, explored_path = explored_path)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
elif keyboard.is_pressed("d") and space_bar_pressed == False and key_pressed == False:
print("You pressed 'd'.")
maze, pas_char, player_coords, cost = actions.go_right(maze, player_coords, pas_char, player_char, explored_path = explored_path)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
elif keyboard.is_pressed("a") and space_bar_pressed == False and key_pressed == False:
print("You pressed 's'.")
maze, pas_char, player_coords, cost = actions.go_left(maze, player_coords, pas_char, player_char, explored_path = explored_path)
score += cost
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
key_pressed = True
elif keyboard.is_pressed("esc"):
print("BYE")
break
if key_pressed:
explored_path.append(player_coords)
if actions.check_win(player_coords, win_cords):
score+=10
window = update_ui(window, maze, size_x=size_x, size_y =size_y, score = score)
break
print("SCORE: ", score)
time.sleep(0.2)
key_pressed = False
print("SCORE: ",score)
class maze_actions():
def __init__(self, win_coords = [], cost_for_step = -0.05, cost_for_backtrack = -0.25, cost_for_jump = -0.15, cost_for_illegal_move = -0.75, reward_for_winning = 1):
self.cost_for_step = cost_for_step
self.cost_for_backtrack = cost_for_backtrack
self.cost_for_jump = cost_for_jump
self.cost_for_illegal_move = cost_for_illegal_move
self.reward_for_winning = reward_for_winning
self.win_coords = win_coords
def simulate_step(self, maze, state, action, explored_path = [], step_size = 1, override_cost = [False, 0]):
"""
Given a maze, a state and an action this method simulates and returns what would happen (next state and reward) if a specific action is taken
"""
if action == "up":
_, _, next_state, reward = self.go_up(maze, state, 1, 9, explored_path = explored_path, step_size = step_size, override_cost = override_cost)
elif action == "down":
_, _, next_state, reward = self.go_down(maze, state, 1, 9, explored_path = explored_path, step_size = step_size, override_cost = override_cost)
elif action == "left":
_, _, next_state, reward = self.go_left(maze, state, 1, 9, explored_path = explored_path, step_size = step_size, override_cost = override_cost)
elif action == "right":
_, _, next_state, reward = self.go_right(maze, state, 1, 9, explored_path = explored_path, step_size = step_size, override_cost = override_cost)
elif action == "jump_up":
_, _, next_state, reward = self.jump(maze, state, 1, 9, 0, explored_path = explored_path, step_size = 2, override_cost = override_cost)
elif action == "jump_down":
_, _, next_state, reward = self.jump(maze, state, 1, 9, 2, explored_path = explored_path, step_size = 2, override_cost = override_cost)
elif action == "jump_left":
_, _, next_state, reward = self.jump(maze, state, 1, 9, 3, explored_path = explored_path, step_size = 2, override_cost = override_cost)
elif action == "jump_right":
_, _, next_state, reward = self.jump(maze, state, 1, 9, 1, explored_path = explored_path, step_size = 2, override_cost = override_cost)
return next_state, reward
def go_up(self, maze, current_player_coords, previous_char, player_char, explored_path = [], step_size = 1, override_cost = [False, 0]):
if current_player_coords[0] - step_size >= 0 and current_player_coords[0] + step_size < len(maze):
coords_to_check = [current_player_coords[0]-step_size,current_player_coords[1]]
if maze[coords_to_check[0],coords_to_check[1]] != 0:
current_char = maze[coords_to_check[0],coords_to_check[1]]
maze[coords_to_check[0],coords_to_check[1]] = player_char
maze[current_player_coords[0],current_player_coords[1]] = previous_char
if coords_to_check[0] == self.win_coords[0] and coords_to_check[1] == self.win_coords[1]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.reward_for_winning
if [coords_to_check[0],coords_to_check[1]] in explored_path:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_backtrack
if override_cost[0]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], override_cost[1]
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_step
if override_cost[0]:
return maze, previous_char, current_player_coords, override_cost[1]*2
return maze, previous_char, current_player_coords, self.cost_for_illegal_move
def go_down(self, maze, current_player_coords, previous_char, player_char, explored_path = [], step_size = 1, override_cost = [False,0]):
if current_player_coords[0] + step_size >= 0 and current_player_coords[0] + step_size < len(maze):
coords_to_check = [current_player_coords[0]+step_size,current_player_coords[1]]
if maze[coords_to_check[0],coords_to_check[1]] != 0:
current_char = maze[coords_to_check[0],coords_to_check[1]]
maze[coords_to_check[0],coords_to_check[1]] = player_char
maze[current_player_coords[0],current_player_coords[1]] = previous_char
if coords_to_check[0] == self.win_coords[0] and coords_to_check[1] == self.win_coords[1]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.reward_for_winning
if [coords_to_check[0],coords_to_check[1]] in explored_path:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_backtrack
if override_cost[0]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], override_cost[1]
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_illegal_move
if override_cost[0]:
return maze, previous_char, current_player_coords, override_cost[1]*2
return maze, previous_char, current_player_coords, self.cost_for_step*2
def go_right(self, maze, current_player_coords, previous_char, player_char, explored_path = [], step_size = 1, override_cost=[False,0]):
if current_player_coords[1] + step_size >= 0 and current_player_coords[1] + step_size < len(maze[1]):
coords_to_check = [current_player_coords[0],current_player_coords[1]+step_size]
if maze[coords_to_check[0],coords_to_check[1]] != 0:
current_char = maze[coords_to_check[0],coords_to_check[1]]
maze[coords_to_check[0],coords_to_check[1]] = player_char
maze[current_player_coords[0],current_player_coords[1]] = previous_char
if coords_to_check[0] == self.win_coords[0] and coords_to_check[1] == self.win_coords[1]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.reward_for_winning
if [coords_to_check[0],coords_to_check[1]] in explored_path:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_backtrack
if override_cost[0]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], override_cost[1]
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_step
if override_cost[0]:
return maze, previous_char, current_player_coords, override_cost[1]*2
return maze, previous_char, current_player_coords, self.cost_for_illegal_move
def go_left(self, maze, current_player_coords, previous_char, player_char, explored_path = [], step_size = 1, override_cost = [False,0]):
if current_player_coords[1] - step_size >= 0 and current_player_coords[1] - step_size < len(maze[1]):
coords_to_check = [current_player_coords[0],current_player_coords[1]-step_size]
if maze[coords_to_check[0],coords_to_check[1]] != 0:
current_char = maze[coords_to_check[0],coords_to_check[1]]
maze[coords_to_check[0],coords_to_check[1]] = player_char
maze[current_player_coords[0],current_player_coords[1]] = previous_char
if coords_to_check[0] == self.win_coords[0] and coords_to_check[1] == self.win_coords[1]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.reward_for_winning
if [coords_to_check[0],coords_to_check[1]] in explored_path:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_backtrack
if override_cost[0]:
return maze, current_char, [coords_to_check[0],coords_to_check[1]], override_cost[1]
return maze, current_char, [coords_to_check[0],coords_to_check[1]], self.cost_for_step
if override_cost[0]:
return maze, previous_char, current_player_coords, override_cost[1]*2
return maze, previous_char, current_player_coords, self.cost_for_illegal_move
def jump(self, maze, current_player_coords, previous_char, player_char, direction, explored_path = [], step_size = 2, override_cost = [False,0]):
"""
where direction
- 0 is up
- 1 is left
- 2 is down
- 3 is right
"""
if direction == 0:
maze, previous_char, current_player_coords, cost = self.go_up(maze, current_player_coords, previous_char, player_char, explored_path = explored_path, step_size = 2, override_cost = [True, self.cost_for_jump])
elif direction == 1:
maze, previous_char, current_player_coords, cost = self.go_right(maze, current_player_coords, previous_char, player_char, explored_path = explored_path, step_size = 2, override_cost = [True, self.cost_for_jump])
elif direction == 2:
maze, previous_char, current_player_coords, cost = self.go_down(maze, current_player_coords, previous_char, player_char, explored_path = explored_path, step_size = 2, override_cost = [True, self.cost_for_jump])
elif direction == 3:
maze, previous_char, current_player_coords, cost = self.go_left(maze, current_player_coords, previous_char, player_char, explored_path = explored_path, step_size = 2, override_cost = [True, self.cost_for_jump])
return maze, previous_char, current_player_coords, cost
def check_win(self, current_player_coords, win_coords):
if current_player_coords == win_coords:
print("You reached the end")
return True
return False
#play()