refactoring to game base class

This commit is contained in:
2022-10-17 17:11:56 +02:00
parent 433170b4c8
commit 14a5983d17
22 changed files with 47 additions and 422 deletions

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@@ -54,6 +54,7 @@ def run():
mine = Mine(overlay)
mine.execute_main_loop()
if __name__ == "__main__":
run()
sys.exit()

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@@ -4,6 +4,7 @@ import pydirectinput
from config_file import UserConfigs
from window_capture import WindowCapture
from vision import Vision
from game_base_class import GameBase
MODE25X1 = "m25x1"
MODE10X2 = "m10x2"
@@ -14,11 +15,10 @@ MODE1X5_X = "m1x5_X"
MODE_HOUSE = "house"
class Craft:
class Craft(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.config = UserConfigs()
super().__init__(overlay)
self.mode = str(overlay.emitter_use.get())
self.run_target = int(overlay.energy_use.get())

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236
crops.py
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@@ -2,12 +2,10 @@ import random
import cv2 as cv
import numpy as np
import pydirectinput
from window_capture import WindowCapture
from vision import Vision
from config_file import UserConfigs
from utils import mse
from utils import get_click_point
from hsvfilter import HsvFilter
from game_base_class import GameBase
GREEN = 1
YELLOW = 2
@@ -40,43 +38,22 @@ BIGBOMB_STRATEGY = 9
ROCKET_STRATEGY = 7
BOMB_STRATEGY = 5
class Crops:
class Crops(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.data_value_grid = np.zeros((8, 14), dtype=int)
self.data_coordinates = np.zeros((8, 14), dtype=object)
self.data_score_map = np.zeros((8, 14), dtype=int)
self.observation = np.zeros((8, 14), dtype=int)
super().__init__(overlay)
self.screenshot = []
self.next_level = cv.imread("crop/next_level.jpg", cv.IMREAD_COLOR)
self.next_level_x = cv.imread("crop/next_level_x.jpg", cv.IMREAD_COLOR)
self.reset_board = cv.imread("crop/reset_button.jpg", cv.IMREAD_COLOR)
self.reset_confirm = cv.imread("crop/reset_confirm.jpg", cv.IMREAD_COLOR)
self.reset_counter = 0
self.colors_at_standard = True
self.needles = {}
self.hsh_needles = {}
self.explosives = [RAINBOW, ARROW_RIGHT, ARROW_DOWN, BIGBOMB, BOMB]
self.colors = [GREEN, YELLOW, RED, BLUE, PURPLE, MAGINENT, CHEMTRANT, TENESENT, CIBUTRANT, ARTISENT]
self.colors.append(PURPLE)
self.current_strategy = RAINBOW_STRATEGY
# 230 to 2110 = 1883 / 14 = 134.5
# 60 to 1130 = 1076 / 8 = 134.5
dim = 134.5
for e in range(0, 8, 1):
for i in range(0, 14, 1):
self.data_coordinates[e][i] = [i * dim, e * dim, dim, dim]
# initialize the user-class
self.config = UserConfigs()
# initialize the StunWindowCapture class
self.capture_window = WindowCapture(None, None, self.config)
# initialize the StunVision class
self.vision_stun = Vision()
self.fill_data_coordinates()
self.set_color_order((GREEN, YELLOW, RED, BLUE, PURPLE))
@@ -90,9 +67,6 @@ class Crops:
self.assess_playfield_and_make_move()
def reset(self):
self.observation = []
def set_color_order(self, order):
self.needles.clear()
self.needles = {order[0]: cv.imread("crop/green.jpg", cv.IMREAD_COLOR),
@@ -172,65 +146,28 @@ class Crops:
self.observation = new_observation
return new_observation
def move_to(self, x, y):
point_src = (1113, 598)
pydirectinput.moveTo(point_src[0], point_src[1])
pydirectinput.mouseDown()
w = random.randint(1, 100)
cv.waitKey(150 + w)
pydirectinput.moveTo(x, y)
pydirectinput.mouseUp()
cv.waitKey(500 + w)
def change_value(self, x, y, val):
self.data_value_grid[x][y] = val
def point_in_rect(self, point):
for e in range(0, 8, 1):
for i in range(0, 14, 1):
x1, y1, w, h = self.data_coordinates[e][i]
x2, y2 = x1 + w, y1 + h
x, y = point
if x1 < x and x < x2:
if y1 < y and y < y2:
return e, i
return None, None
def check_for_button_and_execute(self, screen, needle, offset_left=0, offset_down=0):
rectangles = self.vision_stun.find(screen, needle, 0.70, 1)
if len(rectangles) == 0:
return False
point = self.vision_stun.get_click_points(rectangles)[0]
self.dig_point(point[0] + offset_left, point[1] + offset_down, 500)
return True
def get_current_board_state(self):
try:
# get an updated image of the game
screenshot = self.capture_window.get_screenshot()
# screenshot = cv.imread("playfield.jpg")
screenshot = screenshot[58:1134, 230:2113] # 1883,1076
self.screenshot = screenshot
# gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY)
# thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
offset_left = 230
offset_down = 58
if self.check_for_button_and_execute(screenshot, self.next_level, offset_left, offset_down):
self.set_color_order((GREEN, YELLOW, RED, BLUE, PURPLE))
self.current_strategy = RAINBOW_STRATEGY
cv.waitKey(500)
screenshot = self.capture_window.get_screenshot()
screenshot = screenshot[58:1134, 230:2113]
if self.check_for_button_and_execute(screenshot, self.next_level_x, offset_left, offset_down):
cv.waitKey(500)
screenshot = self.capture_window.get_screenshot()
screenshot = screenshot[58:1134, 230:2113]
except:
# self.capture_window.release()
# print("Game window not available - shutting down application")
# return None
pass
# get an updated image of the game
screenshot = self.capture_window.get_screenshot()
# screenshot = cv.imread("playfield.jpg")
screenshot = screenshot[58:1134, 230:2113] # 1883,1076
self.screenshot = screenshot
# gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY)
# thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
offset_left = 230
offset_down = 58
if self.check_for_button_and_execute(screenshot, self.next_level, offset_left, offset_down):
self.set_color_order((GREEN, YELLOW, RED, BLUE, PURPLE))
self.current_strategy = RAINBOW_STRATEGY
cv.waitKey(500)
screenshot = self.capture_window.get_screenshot()
screenshot = screenshot[58:1134, 230:2113]
if self.check_for_button_and_execute(screenshot, self.next_level_x, offset_left, offset_down):
cv.waitKey(500)
screenshot = self.capture_window.get_screenshot()
screenshot = screenshot[58:1134, 230:2113]
# cv.imshow("screenshot", screenshot)
# cv.waitKey(150)
# continue
@@ -270,57 +207,7 @@ class Crops:
return data_coords, screenshot
def detonate_explosive_when_stuck(self, state):
for e in range(0, 8, 1):
for i in range(0, 14, 1):
for explosive in self.explosives:
if self.local_pos_check(state, e, i, 0, 0, explosive):
src_pt = self.get_click_point(self.data_coordinates[e, i])
if self.local_pos_checks(state, e, i, 1, 0, self.colors):
dest_pt = self.get_click_point(self.data_coordinates[e + 1, i])
self.move_tile(src_pt, dest_pt)
return True
elif self.local_pos_checks(state, e, i, 0, 1, self.colors):
dest_pt = self.get_click_point(self.data_coordinates[e, i + 1])
self.move_tile(src_pt, dest_pt)
return True
elif self.local_pos_checks(state, e, i, -1, 0, self.colors):
dest_pt = self.get_click_point(self.data_coordinates[e - 1, i])
self.move_tile(src_pt, dest_pt)
return True
elif self.local_pos_checks(state, e, i, 0, -1, self.colors):
dest_pt = self.get_click_point(self.data_coordinates[e, i - 1])
self.move_tile(src_pt, dest_pt)
return True
else:
continue
return False
def check_explosives(self, state, e, i):
for explosive in self.explosives:
if self.local_pos_check(state, e, i, 0, 0, explosive):
dest_pt = self.get_click_point(self.data_coordinates[e, i])
if self.local_pos_checks(state, e, i, 1, 0, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e + 1, i])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, 0, 1, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e, i + 1])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, -1, 0, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e - 1, i])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, 0, -1, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e, i - 1])
self.move_tile(src_pt, dest_pt)
else:
continue
return True
else:
continue
return False
def find_patterns_and_valid_moves(self, state):
# score_map = np.zeros((8, 14), dtype=object)
for x in range(0, 8, 1):
for y in range(0, 14, 1):
@@ -512,70 +399,3 @@ class Crops:
score = score + self.is_direction_in_bounce_and_same_color(state, direction, color)
return score
def is_direction_in_bounce_and_same_color(self, state, loc, color):
x, y = loc
if x <= 7 and x >= 0 and y <= 13 and y >= 0:
if state[x, y] == color:
return 1
return 0
def local_pos_check(self, state, e, i, e_check, i_check, needle):
if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13:
if state[e + e_check, i + i_check] == needle:
return True
else:
return False
def local_pos_checks(self, state, e, i, e_check, i_check, needles):
if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13:
for needle in needles:
if state[e + e_check, i + i_check] == needle:
return True
else:
continue
return False
def move_tile(self, point_source, point_dest):
offset_left = 230
offset_down = 58
pydirectinput.moveTo(point_source[0] + offset_left, point_source[1] + offset_down)
# pydirectinput.moveTo(0,0)
pydirectinput.mouseDown()
w = random.randint(25, 50)
cv.waitKey(100 + w)
pydirectinput.moveTo(point_dest[0] + offset_left, point_dest[1] + offset_down)
pydirectinput.mouseUp()
cv.waitKey(400 + w)
def check_for_button_and_click_it(self, button_url):
screenshot = self.capture_window.get_screenshot()
# gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY)
# thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
# gray_needle = cv.cvtColor(cv.imread(button_url, cv.IMREAD_UNCHANGED), cv.COLOR_BGR2GRAY)
# thresh_needle = cv.threshold(gray_needle, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
needle = cv.imread(button_url, cv.IMREAD_UNCHANGED)
# rectangles = self.vision_stun.find(thresh, thresh_needle, 0.4, 1)
rectangles = self.vision_stun.find(screenshot, needle, 0.7, 1)
if len(rectangles) == 1:
pointis = self.vision_stun.get_click_points(rectangles)
for pointi in pointis:
self.dig_point(pointi[0], pointi[1], 150)
def dig_point(self, point1, point2, dig_time):
pydirectinput.moveTo(point1, point2)
cv.waitKey(dig_time)
pydirectinput.mouseDown()
w = random.randint(50, 100)
cv.waitKey(w)
pydirectinput.mouseUp()
def get_click_point(self, rectangle):
# Loop over all the rectangles
x, y, w, h = rectangle
# Determine the center position
center_x = x + int(w / 2)
center_y = y + int(h / 2)
# Save the points
return int(center_x), int(center_y)

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@@ -1,13 +1,11 @@
import random
from operator import itemgetter
from time import time
from window_capture import WindowCapture
from vision import Vision
import cv2 as cv
from hsvfilter import HsvFilter
from config_file import UserConfigs
import pydirectinput
from utils import dig_point
from game_base_class import GameBase
EMITTER_MAIN = "main"
EMITTER_MUSH = "mushroom"
@@ -21,11 +19,10 @@ EMITTER_MULTI = "multi"
HSV_DEFAULT = HsvFilter(0, 0, 0, 179, 255, 255, 0, 0, 0, 0)
class Equipment:
class Equipment(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.config = UserConfigs()
super().__init__(overlay)
self.needles = []
self.hsvs = []
@@ -37,12 +34,6 @@ class Equipment:
self.SPAWN_COUNT = int(overlay.spawn_use.get())
self.ENERGY_TO_USE = int(overlay.energy_use.get())
# initialize the StunWindowCapture class
self.capture_window = WindowCapture(None, "equip", self.config)
# initialize the StunVision class
self.vision_stun = Vision()
if self.EMITTER_TO_USE == EMITTER_MULTI:
self.emitters.append(EMITTER_RING)
self.emitters.append(EMITTER_WAND)

182
farm.py
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@@ -1,11 +1,7 @@
import random
import cv2 as cv
import numpy as np
import pydirectinput
from window_capture import WindowCapture
from vision import Vision
from config_file import UserConfigs
from utils import mse
from game_base_class import GameBase
GREEN = 1
YELLOW = 2
@@ -30,52 +26,14 @@ CIBUTRANT = 24
ARTISENT = 25
class Farm:
class Farm(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.data_value_grid = np.zeros((8, 14), dtype=int)
self.data_coordinates = np.zeros((8, 14), dtype=object)
self.observation = np.zeros((8, 14), dtype=int)
super().__init__(overlay)
self.next_level = cv.imread("farm/next_level.jpg", cv.IMREAD_COLOR)
self.next_level_x = cv.imread("farm/next_level_x.jpg", cv.IMREAD_COLOR)
self.reset_board = cv.imread("farm/reset_button.jpg", cv.IMREAD_COLOR)
self.reset_confirm = cv.imread("farm/reset_confirm.jpg", cv.IMREAD_COLOR)
self.reset_counter = 0
self.explosives = []
self.explosives.append(RAINBOW)
self.explosives.append(ARROW_RIGHT)
self.explosives.append(ARROW_DOWN)
self.explosives.append(BIGBOMB)
self.explosives.append(BOMB)
self.colors = []
self.colors.append(GREEN)
self.colors.append(YELLOW)
self.colors.append(BLUE)
self.colors.append(RED)
self.colors.append(PINK)
self.colors.append(MAGINENT)
self.colors.append(CHEMTRANT)
self.colors.append(TENESENT)
self.colors.append(CIBUTRANT)
self.colors.append(ARTISENT)
# 230 to 2110 = 1883 / 14 = 134.5
# 60 to 1130 = 1076 / 8 = 134.5
dim = 134.5
for e in range(0, 8, 1):
for i in range(0, 14, 1):
self.data_coordinates[e][i] = [i * dim, e * dim, dim, dim]
# initialize the user-class
self.config = UserConfigs()
# initialize the StunWindowCapture class
self.capture_window = WindowCapture(None, None, self.config)
# initialize the StunVision class
self.vision_stun = Vision()
self.fill_data_coordinates()
self.needles = {GREEN: cv.imread("farm/green.jpg", cv.IMREAD_COLOR),
YELLOW: cv.imread("farm/yellow.jpg", cv.IMREAD_COLOR),
@@ -110,9 +68,6 @@ class Farm:
self.assess_playfield_and_make_move()
def reset(self):
self.observation = []
def assess_playfield_and_make_move(self):
new_observation, new_screenshot = self.get_current_board_state()
@@ -148,50 +103,6 @@ class Farm:
self.observation = new_observation
return new_observation
def check_for_button_and_execute(self, screen, needle, offset_left=0, offset_down=0):
rectangles = self.vision_stun.find(screen, needle, 0.70, 1)
if len(rectangles) == 0:
return False
point = self.vision_stun.get_click_points(rectangles)[0]
self.dig_point(point[0] + offset_left, point[1] + offset_down, 500)
return True
def move_to(self, x, y):
point_src = (1113, 598)
pydirectinput.moveTo(point_src[0], point_src[1])
pydirectinput.mouseDown()
w = random.randint(1, 100)
cv.waitKey(150 + w)
pydirectinput.moveTo(x, y)
pydirectinput.mouseUp()
cv.waitKey(500 + w)
def change_value(self, x, y, val):
self.data_value_grid[x][y] = val
def pointInRect(self, point):
for e in range(0, 8, 1):
for i in range(0, 14, 1):
x1, y1, w, h = self.data_coordinates[e][i]
x2, y2 = x1 + w, y1 + h
x, y = point
if x1 < x and x < x2:
if y1 < y and y < y2:
return e, i
return None, None
def check_for_next_level(self, screen, needle):
offset_left = 230
offset_down = 58
rectangles = self.vision_stun.find(screen, needle, 0.70, 1)
if len(rectangles) == 0:
return False
if self.detonate_explosive_when_stuck(self.observation):
return True
point = self.vision_stun.get_click_points(rectangles)[0]
self.dig_point(point[0] + offset_left, point[1] + offset_down, 500)
return True
def get_current_board_state(self):
# get an updated image of the game
screenshot = self.capture_window.get_screenshot()
@@ -222,7 +133,7 @@ class Farm:
points = self.vision_stun.get_click_points(rectangles)
for point in points:
x, y = self.pointInRect(point)
x, y = self.point_in_rect(point)
if x is not None and y is not None:
data_coords[x][y] = int(needle_key)
# self.change_value(x, y, int(needle_key))
@@ -299,45 +210,6 @@ class Farm:
continue
return False
def check_explosives(self, state, e, i):
for explosive in self.explosives:
if self.local_pos_check(state, e, i, 0, 0, explosive):
dest_pt = self.get_click_point(self.data_coordinates[e, i])
if self.local_pos_checks(state, e, i, 1, 0, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e + 1, i])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, 0, 1, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e, i + 1])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, -1, 0, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e - 1, i])
self.move_tile(src_pt, dest_pt)
elif self.local_pos_checks(state, e, i, 0, -1, self.explosives):
src_pt = self.get_click_point(self.data_coordinates[e, i - 1])
self.move_tile(src_pt, dest_pt)
else:
continue
return True
else:
continue
return False
def local_pos_check(self, state, e, i, e_check, i_check, needle):
if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13:
if state[e + e_check, i + i_check] == needle:
return True
else:
return False
def local_pos_checks(self, state, e, i, e_check, i_check, needles):
if e + e_check >= 0 and e + e_check <= 7 and i + i_check >= 0 and i + i_check <= 13:
for needle in needles:
if state[e + e_check, i + i_check] == needle:
return True
else:
continue
return False
def check_5_horizontal(self, state, e, i, color):
try:
#
@@ -529,47 +401,3 @@ class Farm:
return True
except:
return False
def move_tile(self, point_source, point_dest):
offset_left = 230
offset_down = 58
pydirectinput.moveTo(point_source[0] + offset_left, point_source[1] + offset_down)
# pydirectinput.moveTo(0,0)
pydirectinput.mouseDown()
w = random.randint(25, 50)
cv.waitKey(100 + w)
pydirectinput.moveTo(point_dest[0] + offset_left, point_dest[1] + offset_down)
pydirectinput.mouseUp()
cv.waitKey(400 + w)
def check_for_button_and_click_it(self, button_url):
screenshot = self.capture_window.get_screenshot()
# gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY)
# thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
# gray_needle = cv.cvtColor(cv.imread(button_url, cv.IMREAD_UNCHANGED), cv.COLOR_BGR2GRAY)
# thresh_needle = cv.threshold(gray_needle, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
needle = cv.imread(button_url, cv.IMREAD_UNCHANGED)
# rectangles = self.vision_stun.find(thresh, thresh_needle, 0.4, 1)
rectangles = self.vision_stun.find(screenshot, needle, 0.7, 1)
if len(rectangles) == 1:
pointis = self.vision_stun.get_click_points(rectangles)
for pointi in pointis:
self.dig_point(pointi[0], pointi[1], 150)
def dig_point(self, point1, point2, dig_time):
pydirectinput.moveTo(point1, point2)
cv.waitKey(dig_time)
pydirectinput.mouseDown()
w = random.randint(50, 100)
cv.waitKey(w)
pydirectinput.mouseUp()
def get_click_point(self, rectangle):
# Loop over all the rectangles
x, y, w, h = rectangle
# Determine the center position
center_x = x + int(w / 2)
center_y = y + int(h / 2)
# Save the points
return int(center_x), int(center_y)

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@@ -1,25 +1,17 @@
import random
from window_capture import WindowCapture
from vision import Vision
import cv2 as cv
from hsvfilter import HsvFilter
from config_file import UserConfigs
import pydirectinput
from game_base_class import GameBase
class Magic:
class Magic(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.config = UserConfigs()
super().__init__(overlay)
self.SPAWN_COUNT = int(overlay.spawn_use.get())
self.capture_window = WindowCapture(None, "magic", self.config)
# initialize the StunVision class
self.vision_stun = Vision()
# initialize the StunOverlay class
hsv_filter_orange = HsvFilter(10, 156, 0, 17, 255, 255, 0, 0, 0, 0)
hsv_filter_p = HsvFilter(130, 156, 0, 179, 255, 255, 0, 0, 0, 0)
hsv_filter_b = HsvFilter(88, 156, 0, 128, 255, 255, 0, 0, 0, 0)

15
mine.py
View File

@@ -1,20 +1,12 @@
from config_file import UserConfigs
import cv2 as cv
from utils import dig_point, check_for_ok_button
from window_capture import WindowCapture
from vision import Vision
from game_base_class import GameBase
class Mine:
class Mine(GameBase):
def __init__(self, overlay):
self.overlay = overlay
self.config = UserConfigs()
self.capture_window = WindowCapture(None, "screen_conf", self.config)
# initialize the StunVision class
self.vision_stun = Vision()
super().__init__(overlay)
self.level = 1
@@ -39,6 +31,7 @@ class Mine:
if self.overlay.run_mode == 'stopped':
return
dig_point(290, 100, 200)
self.reset()
self.execute_loop()
def execute_loop(self):