Files
Litcraft_Python_B/litris.py
2023-07-23 11:52:55 +02:00

410 lines
16 KiB
Python

'''
playfield:
box = 63*63 + 4
20x20 boxes
2d array filled or not
shape class
methods:
shift direction
is row full
actions:
mini frame to detect a new spawned piece in the middle of the board
direction decision
identify shape
find posititon to store on y axis and move n fields
drop piece down
extras:
pre run calc with next piece and bypass calc
'''
import cv2 as cv
import keyboard
import numpy as np
from utils import mse
from game_base_class import GameBase
import random
from pynput.keyboard import Key, Controller
from field import Field
from tetromino import Tetromino
from optimizer import Optimizer
import time
BLOCK_FULL = [[0, 0, 0, 0], [0, 1, 1, 0], [0, 1, 1, 0], [0, 0, 0, 0]]
BLOCK_SMALL = [[1, 1], [1, 1]]
BLOCK_COL = 9
BL3_FULL = [[0, 0, 0, 0], [0, 1, 1, 0], [0, 0, 1, 0], [0, 0, 0, 0]]
Bl3_COL = 9
L1_FULL = [[0, 0, 0, 0], [0, 0, 1, 0], [1, 1, 1, 0], [0, 0, 0, 0]]
L1_COL = 8
L2_FULL = [[0, 0, 0, 0], [1, 1, 1, 0], [0, 0, 1, 0], [0, 0, 0, 0]]
L2_COL = 8
LINE_FULL = [[0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0]]
LINE_COL = 8
DOT_FULL = [[0, 0, 0, 0], [0, 0, 1, 0], [0, 0, 0, 0], [0, 0, 0, 0]]
DOT_COL = 10
DDOT_FULL = [[0, 0, 0, 0], [0, 1, 1, 0], [0, 0, 0, 0], [0, 0, 0, 0]]
DDOT_COL = 9
DDDOT_FULL = [[0, 0, 0, 0], [0, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0]]
DDDOT_COL = 9
Z1_FULL = [[0, 0, 0, 0], [0, 0, 1, 1], [0, 1, 1, 0], [0, 0, 0, 0]]
Z1_COL = 9
Z2_FULL = [[0, 0, 0, 0], [0, 1, 1, 0], [0, 0, 1, 1], [0, 0, 0, 0]]
Z2_COL = 9
T1_FULL = [[0, 0, 0, 0], [0, 1, 1, 1], [0, 0, 1, 0], [0, 0, 0, 0]]
T1_COL = 9
class Litris(GameBase):
def __init__(self, overlay):
super().__init__(overlay)
self.keyboard = Controller()
self.data_coordinates = np.zeros((20, 20), dtype=object)
self.stone_coordinates = np.zeros((4, 4), dtype=object)
self.observation = np.zeros((20, 20), dtype=int)
self.colors = [1, 2, 3, 4, 5, 6, 7, 8, 9]
self.offset_left = 610
self.offset_down = 40
self.fill_data_coordinates()
self.field = Field()
#self.sd_reset_board = cv.imread("control_elements/sodoku_reset_button.jpg", cv.IMREAD_COLOR)
self.needles = {1: cv.imread("litris/blue_needle.jpg", cv.IMREAD_COLOR)
# 2: cv.imread("sodoku/2.jpg", cv.IMREAD_COLOR),
}
def reset_field(self):
self.state = [[' ' for cols in range(Field.WIDTH)]
for rows in range(Field.HEIGHT)]
def fill_data_coordinates(self):
# 610 to 1950 = 1340 - 76 / 20 = 63
# 40 to 1380 = 1340 - 76 / 20 = 63
# spacing 19 * 4
dim = 63
e_spacing = 4
i_spacing = 4
for e in range(0, 20, 1):
for i in range(0, 20, 1):
self.data_coordinates[e][i] = [(i * dim) + (i * i_spacing), (e * dim) + (e * e_spacing), dim, dim]
for e in range(0, 4, 1):
for i in range(0, 4, 1):
self.stone_coordinates[e][i] = [(i * dim) + (i * i_spacing), (e * dim) + (e * e_spacing), dim, dim]
def assess_playfield_and_make_move(self):
#if self.check_for_button_and_execute(self.capture_window.get_screenshot(), self.sd_reset_board):
# cv.waitKey(2000)
#current_stone = self.new_stone_detection_and_identification()
#new_observation, new_screenshot = self.get_current_board_state()
#col = self.find_place_for_stone(current_stone, new_observation)
#self.move_stone(col)
#field = Field()
#current_tetromino = Tetromino.create("O")
#next_tetromino = None
#time.sleep(2)
#stone_list = ["L","S","Z","J"]
#ier = 0
current_stone = self.new_stone_detection_and_identification()
current_letter = self.get_letter_for_stone(current_stone)
print("Current stone:", current_letter)
if current_letter is None:
return
current_tetromino = Tetromino.create(current_letter)
opt = Optimizer.get_optimal_drop(self.field, current_tetromino)
rotation = opt['tetromino_rotation']
column = opt['tetromino_column']
print("Rota:", rotation)
print("column:", column)
current_tetromino.rotate(rotation)
offset_col = current_tetromino.get_offset_column(rotation)
print("offset column:", offset_col)
self.field.drop(current_tetromino, column)
self.move_stone(column - offset_col, rotation)
print(self.field)
#time.sleep(0.2)
#self.observation = new_observation
#return new_observation
def get_current_board_state(self):
# get an updated image of the game
screenshot = self.capture_window.get_screenshot()
#screenshot = cv.imread("litris/main_playfield.jpg")
# gray = cv.cvtColor(screenshot, cv.COLOR_BGR2GRAY)
# thresh = cv.threshold(gray, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
#if self.check_for_button_and_execute(screenshot, self.ok_button):
# cv.waitKey(500)
#screenshot = self.capture_window.get_screenshot()
screenshot = screenshot[40:1380, 610:1950]
#cv.imshow("screenshot", screenshot)
#cv.waitKey(150)
#continue
data_coords = np.zeros((20, 20), dtype=object)
# field = Pickaxe_Field()
for needle_key in self.needles.keys():
# gray_needle = cv.cvtColor(self.needles[needle_key], cv.COLOR_BGR2GRAY)
# thresh_needle = cv.threshold(gray_needle, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
rectangles = self.vision_stun.find(screenshot, self.needles[needle_key], 0.85, 56)
if len(rectangles) == 0:
continue
points = self.vision_stun.get_click_points(rectangles)
for point in points:
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))
# print(field.data_value_grid)
#cv.circle(screenshot, points[0], 7, (0, 255, 0), -1)
#output_image = self.vision_stun.draw_rectangles(screenshot, rectangles)
#cv.imshow("output_image", output_image)
#cv.waitKey(150)
return data_coords, screenshot
def new_stone_detection_and_identification(self):
stone_coords = np.zeros((4, 4), dtype=object)
while True:
screenshot = self.capture_window.get_screenshot()
#screenshot = cv.imread("litris/main_playfield.jpg")
# 1148 1412 580 845
screenshot = screenshot[580:845, 1148:1412]
#cv.imshow("screenshot", screenshot)
#cv.waitKey(150)
# gray_needle = cv.cvtColor(self.needles[needle_key], cv.COLOR_BGR2GRAY)
# thresh_needle = cv.threshold(gray_needle, 0, 255, cv.THRESH_BINARY_INV + cv.THRESH_OTSU)[1]
rectangles = self.vision_stun.find(screenshot, self.needles[1], 0.85, 16)
if len(rectangles) == 0:
cv.waitKey(100)
if self.overlay.run_mode == 'stopped' or self.overlay.run_mode == 'paused':
return
self.keyboard.press(Key.down)
self.keyboard.release(Key.down)
continue
points = self.vision_stun.get_click_points(rectangles)
for point in points:
x, y = self.point_in_smal_rect(point)
if x is not None and y is not None:
stone_coords[x][y] = 1
# self.change_value(x, y, int(needle_key))
# print(field.data_value_grid)
#cv.circle(screenshot, points[0], 7, (0, 255, 0), -1)
#output_image = self.vision_stun.draw_rectangles(screenshot, rectangles)
#cv.imshow("output_image", output_image)
#cv.waitKey(150)
return stone_coords
def get_letter_for_stone(self, stone):
if np.array_equal(stone, BLOCK_FULL):
return "O"
elif np.array_equal(stone, BL3_FULL):
return "D"
elif np.array_equal(stone, L1_FULL):
return "L"
elif np.array_equal(stone, L2_FULL):
return "J"
elif np.array_equal(stone, LINE_FULL):
return "I"
elif np.array_equal(stone, DOT_FULL):
return "C"
elif np.array_equal(stone, DDOT_FULL) :
return "B"
elif np.array_equal(stone, DDDOT_FULL) :
return "A"
elif np.array_equal(stone, Z1_FULL):
return "S"
elif np.array_equal(stone, Z2_FULL):
return "Z"
elif np.array_equal(stone, T1_FULL):
return "T"
else:
return None
def find_place_for_stone(self, stone, current_board):
if np.array_equal(stone, BLOCK_FULL):
# block
for e in range(19, 17, - 1):
for i in range(0, 19, 1):
if current_board[e][i] == 0 and current_board[e - 1][i] == 0 and current_board[e][i + 1] == 0 and current_board[e - 1][i + 1] == 0:
if e == 19:
return i - BLOCK_COL
elif e < 19 and current_board[e + 1][i] == 1 and current_board[e + 1][i + 1] == 1:
return i - BLOCK_COL
if np.array_equal(stone, BL3_FULL):
# block
for e in range(19, 17, - 1):
for i in range(0, 19, 1):
if current_board[e][i] == 1 and current_board[e - 1][i] == 0 and current_board[e][i + 1] == 0 and current_board[e - 1][i + 1] == 0:
return i - Bl3_COL
elif np.array_equal(stone, L1_FULL):
# L1
for e in range(19, 17, - 1):
for i in range(0, 18, 1):
if current_board[e][i] == 0 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 0 and \
current_board[e - 1][i + 2] == 0:
return i - L1_COL
elif np.array_equal(stone, L2_FULL):
# L1
for e in range(19, 17, - 1):
for i in range(0, 18, 1):
if current_board[e - 1][i] == 0 and current_board[e - 1][i + 1] == 0 and current_board[e - 1][i + 2] == 0 and \
current_board[e][i + 2] == 0 and current_board[e][i] == 1 and current_board[e][i + 1] == 1:
return i - L2_COL
elif np.array_equal(stone, LINE_FULL):
# Line
for e in range(19, 18, - 1):
for i in range(0, 17, 1):
if current_board[e][i] == 0 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 0 and \
current_board[e][i + 3] == 0:
if e == 19:
return i - LINE_COL
elif e < 19 and current_board[e + 1][i] == 1 and current_board[e + 1][i + 1] == 1 and current_board[e + 1][i + 2] and current_board[e + 1][i + 3]:
return i - LINE_COL
elif np.array_equal(stone, DOT_FULL):
# Dot
for e in range(19, 18, - 1):
for i in range(0, 20, 1):
if current_board[e][i] == 0:
if e == 19:
return i - DOT_COL
elif e < 19 and current_board[e + 1][i] == 1:
return i - DOT_COL
elif np.array_equal(stone, DDOT_FULL) :
# DDot
for e in range(19, 18, - 1):
for i in range(0, 19, 1):
if current_board[e][i] == 0 and current_board[e][i + 1] == 0:
if e == 19:
return i - DDOT_COL
elif e < 19 and current_board[e + 1][i] == 1 and current_board[e + 1][i + 1]:
return i - DDOT_COL
elif np.array_equal(stone, DDDOT_FULL) :
# DDDot
for e in range(19, 18, - 1):
for i in range(0, 18, 1):
if current_board[e][i] == 0 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 0:
if e == 19:
return i - DDDOT_COL
elif e < 19 and current_board[e + 1][i] == 1 and current_board[e + 1][i + 1] == 1 and current_board[e + 1][i + 2]:
return i - DDDOT_COL
return i - DDDOT_COL
elif np.array_equal(stone, Z1_FULL):
# Z1
for e in range(19, 17, - 1):
for i in range(0, 18, 1):
if current_board[e][i] == 0 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 1 and current_board[e - 1][i + 1] == 0 and current_board[e - 1][i + 2] == 0:
return i - Z1_COL
elif np.array_equal(stone, Z2_FULL):
# Z2
for e in range(19, 17, - 1):
for i in range(0, 18, 1):
if current_board[e][i] == 1 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 0 and current_board[e - 1][i] == 0 and current_board[e - 1][i + 1] == 0:
return i - Z2_COL
elif np.array_equal(stone, T1_FULL):
# T1
for e in range(19, 17, - 1):
for i in range(0, 18, 1):
if current_board[e][i] == 1 and current_board[e][i + 1] == 0 and current_board[e][i + 2] == 1 and current_board[e - 1][i] == 0 and current_board[e - 1][i + 1] == 0 and current_board[e - 1][i + 2] == 0:
return i - T1_COL
def move_stone(self, col_movement, rotation):
if col_movement is None:
return
# Press and release space
self.keyboard.press(Key.down)
self.keyboard.release(Key.down)
print("direction pressed: down")
cv.waitKey(250)
if rotation == 1:
self.keyboard.press('e')
self.keyboard.release('e')
print("rotation 1 pressed: e")
elif rotation == 2:
self.keyboard.press('e')
self.keyboard.release('e')
print("rotation 2 pressed: e 1")
cv.waitKey(40)
self.keyboard.press('e')
self.keyboard.release('e')
print("rotation 2 pressed: e 2")
elif rotation == 3:
self.keyboard.press('q')
self.keyboard.release('q')
print("rotation 3 pressed: q 1")
cv.waitKey(40)
if col_movement < 0:
for i in range(0, col_movement, - 1):
self.keyboard.press(Key.left)
self.keyboard.release(Key.left)
print("move left 3 pressed")
cv.waitKey(100)
else:
for i in range(0, col_movement, 1):
self.keyboard.press(Key.right)
self.keyboard.release(Key.right)
print("move right 3 pressed")
cv.waitKey(100)
def point_in_rect(self, point):
for e in range(0, 20, 1):
for i in range(0, 20, 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 point_in_smal_rect(self, point):
for e in range(0, 4, 1):
for i in range(0, 4, 1):
x1, y1, w, h = self.stone_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