pepega bot in the development

This commit is contained in:
dan63047 2021-10-05 19:39:35 +03:00
parent 278afa7829
commit 57d13ba5c9
7 changed files with 902 additions and 263 deletions

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.gitignore vendored Normal file → Executable file
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.idea
.vscode
test.py

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<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4"> <module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager"> <component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$"> <content url="file://$MODULE_DIR$" />
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.9" jdkType="Python SDK" /> <orderEntry type="jdk" jdkName="Python 3.9" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" /> <orderEntry type="sourceFolder" forTests="false" />
</component> </component>

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README.md Normal file → Executable file
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block.py Executable file
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import pygame

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gameplay.py Executable file
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import random
from block import *

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pytris.py

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test.py
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def curve(lvl): import pygame
return 1/(0.8-((lvl-1)*0.007))**(lvl-1)*0.016666 import random
def delay_curve(lvl): colors = [
return min(30, 90-3*lvl) (0, 0, 0),
(120, 37, 179),
(100, 179, 179),
(80, 34, 22),
(80, 134, 22),
(180, 34, 22),
(180, 34, 122),
]
for i in range(0, 31):
print(i, curve(i), delay_curve(i)) class Figure:
x = 0
y = 0
figures = [
[[1, 5, 9, 13], [4, 5, 6, 7]],
[[4, 5, 9, 10], [2, 6, 5, 9]],
[[6, 7, 9, 10], [1, 5, 6, 10]],
[[1, 2, 5, 9], [0, 4, 5, 6], [1, 5, 9, 8], [4, 5, 6, 10]],
[[1, 2, 6, 10], [5, 6, 7, 9], [2, 6, 10, 11], [3, 5, 6, 7]],
[[1, 4, 5, 6], [1, 4, 5, 9], [4, 5, 6, 9], [1, 5, 6, 9]],
[[1, 2, 5, 6]],
]
def __init__(self, x, y):
self.x = x
self.y = y
self.type = random.randint(0, len(self.figures) - 1)
self.color = random.randint(1, len(colors) - 1)
self.rotation = 0
def image(self):
return self.figures[self.type][self.rotation]
def rotate(self):
self.rotation = (self.rotation + 1) % len(self.figures[self.type])
class Tetris:
level = 2
score = 0
state = "start"
field = []
height = 0
width = 0
x = 100
y = 60
zoom = 20
figure = None
def __init__(self, height, width):
self.height = height
self.width = width
self.field = []
self.score = 0
self.state = "start"
for i in range(height):
new_line = []
for j in range(width):
new_line.append(0)
self.field.append(new_line)
def new_figure(self):
self.figure = Figure(3, 0)
def intersects(self):
intersection = False
for i in range(4):
for j in range(4):
if i * 4 + j in self.figure.image():
if i + self.figure.y > self.height - 1 or \
j + self.figure.x > self.width - 1 or \
j + self.figure.x < 0 or \
self.field[i + self.figure.y][j + self.figure.x] > 0:
intersection = True
return intersection
def break_lines(self):
lines = 0
for i in range(1, self.height):
zeros = 0
for j in range(self.width):
if self.field[i][j] == 0:
zeros += 1
if zeros == 0:
lines += 1
for i1 in range(i, 1, -1):
for j in range(self.width):
self.field[i1][j] = self.field[i1 - 1][j]
self.score += lines ** 2
def go_space(self):
while not self.intersects():
self.figure.y += 1
self.figure.y -= 1
self.freeze()
def go_down(self):
self.figure.y += 1
if self.intersects():
self.figure.y -= 1
self.freeze()
def freeze(self):
for i in range(4):
for j in range(4):
if i * 4 + j in self.figure.image():
self.field[i + self.figure.y][j + self.figure.x] = self.figure.color
self.break_lines()
self.new_figure()
if self.intersects():
self.state = "gameover"
def go_side(self, dx):
old_x = self.figure.x
self.figure.x += dx
if self.intersects():
self.figure.x = old_x
def rotate(self):
old_rotation = self.figure.rotation
self.figure.rotate()
if self.intersects():
self.figure.rotation = old_rotation
class Event():
type = None
key = None
def __init__(self, type, key):
self.type = type
self.key = key
counter = 0
def intersects(game_field, x, y, game_width, game_height, game_figure_image):
intersection = False
for i in range(4):
for j in range(4):
if i * 4 + j in game_figure_image:
if i + y > game_height - 1 or \
j + x > game_width - 1 or \
j + x < 0 or \
game_field[i + y][j + x] > 0:
intersection = True
return intersection
def simulate(game_field, x, y, game_width, game_height, game_figure_image):
while not intersects(game_field, x, y, game_width, game_height, game_figure_image):
y += 1
y -= 1
height = game_height
holes = 0
filled = []
breaks = 0
for i in range(game_height-1, -1, -1):
it_is_full = True
prev_holes = holes
for j in range(game_width):
u = '_'
if game_field[i][j] != 0:
u = "x"
for ii in range(4):
for jj in range(4):
if ii * 4 + jj in game_figure_image:
if jj + x == j and ii + y == i:
u = "x"
if u == "x" and i < height:
height = i
if u == "x":
filled.append((i, j))
for k in range(i, game_height):
if (k, j) not in filled:
holes += 1
filled.append((k,j))
else:
it_is_full = False
if it_is_full:
breaks += 1
holes = prev_holes
return holes, game_height-height-breaks
def best_rotation_position(game_field, game_figure, game_width, game_height):
best_height = game_height
best_holes = game_height*game_width
best_position = None
best_rotation = None
for rotation in range(len(game_figure.figures[game_figure.type])):
fig = game_figure.figures[game_figure.type][rotation]
for j in range(-3, game_width):
if not intersects(
game_field,
j,
0,
game_width,
game_height,
fig):
holes, height = simulate(
game_field,
j,
0,
game_width,
game_height,
fig
)
if best_position is None or best_holes > holes or \
best_holes == holes and best_height > height:
best_height = height
best_holes = holes
best_position = j
best_rotation = rotation
return best_rotation, best_position
def run_ai(game_field, game_figure, game_width, game_height):
global counter
counter += 1
if counter < 3:
return []
counter = 0
rotation, position = best_rotation_position(game_field, game_figure, game_width, game_height)
if game_figure.rotation != rotation:
e = Event(pygame.KEYDOWN, pygame.K_UP)
elif game_figure.x < position:
e = Event(pygame.KEYDOWN, pygame.K_RIGHT)
elif game_figure.x > position:
e = Event(pygame.KEYDOWN, pygame.K_LEFT)
else:
e = Event(pygame.KEYDOWN, pygame.K_SPACE)
return [e]
# Initialize the game engine
pygame.init()
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (128, 128, 128)
size = (400, 500)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Tetris")
# Loop until the user clicks the close button.
done = False
clock = pygame.time.Clock()
fps = 25
game = Tetris(20, 10)
counter = 0
pressing_down = False
while not done:
if game.figure is None:
game.new_figure()
counter += 1
if counter > 1000000:
counter = 0
if counter % (fps // game.level // 2) == 0 or pressing_down:
if game.state == "start":
game.go_down()
for event in list(pygame.event.get()) + run_ai(game.field, game.figure, game.width, game.height):
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
game.rotate()
if event.key == pygame.K_DOWN:
pressing_down = True
if event.key == pygame.K_LEFT:
game.go_side(-1)
if event.key == pygame.K_RIGHT:
game.go_side(1)
if event.key == pygame.K_SPACE:
game.go_space()
if event.key == pygame.K_ESCAPE:
game.__init__(20, 10)
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
pressing_down = False
screen.fill(WHITE)
for i in range(game.height):
for j in range(game.width):
pygame.draw.rect(screen, GRAY, [game.x + game.zoom * j, game.y + game.zoom * i, game.zoom, game.zoom], 1)
if game.field[i][j] > 0:
pygame.draw.rect(screen, colors[game.field[i][j]],
[game.x + game.zoom * j + 1, game.y + game.zoom * i + 1, game.zoom - 2, game.zoom - 1])
if game.figure is not None:
for i in range(4):
for j in range(4):
p = i * 4 + j
if p in game.figure.image():
pygame.draw.rect(screen, colors[game.figure.color],
[game.x + game.zoom * (j + game.figure.x) + 1,
game.y + game.zoom * (i + game.figure.y) + 1,
game.zoom - 2, game.zoom - 2])
font = pygame.font.SysFont('Calibri', 25, True, False)
font1 = pygame.font.SysFont('Calibri', 65, True, False)
text = font.render("Score: " + str(game.score), True, BLACK)
text_game_over = font1.render("Game Over", True, (255, 125, 0))
text_game_over1 = font1.render("Press ESC", True, (255, 215, 0))
screen.blit(text, [0, 0])
if game.state == "gameover":
screen.blit(text_game_over, [20, 200])
screen.blit(text_game_over1, [25, 265])
game.__init__(20, 10)
pygame.display.flip()
clock.tick(fps)
pygame.quit()