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