225 lines
8.4 KiB
Python
225 lines
8.4 KiB
Python
import cv2 as cv
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import numpy as np
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from utils import mse
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from game_base_class import GameBase
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import random
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GREEN = 1
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YELLOW = 2
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RED = 3
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BLUE = 4
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ORANGE = 5
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class Sodoku(GameBase):
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def __init__(self, overlay):
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super().__init__(overlay)
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self.data_coordinates = np.zeros((9, 9), dtype=object)
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self.observation = np.zeros((9, 9), dtype=int)
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self.colors = [1, 2, 3, 4, 5, 6, 7, 8, 9]
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self.offset_left = 840
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self.offset_down = 130
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self.fill_data_coordinates()
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self.sd_reset_board = cv.imread("control_elements/sodoku_reset_button.jpg", cv.IMREAD_COLOR)
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self.needles = {1: cv.imread("sodoku/1.jpg", cv.IMREAD_COLOR),
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2: cv.imread("sodoku/2.jpg", cv.IMREAD_COLOR),
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3: cv.imread("sodoku/3.jpg", cv.IMREAD_COLOR),
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4: cv.imread("sodoku/4.jpg", cv.IMREAD_COLOR),
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5: cv.imread("sodoku/5.jpg", cv.IMREAD_COLOR),
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6: cv.imread("sodoku/6.jpg", cv.IMREAD_COLOR),
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7: cv.imread("sodoku/7.jpg", cv.IMREAD_COLOR),
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8: cv.imread("sodoku/8.jpg", cv.IMREAD_COLOR),
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9: cv.imread("sodoku/9.jpg", cv.IMREAD_COLOR)
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}
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def fill_data_coordinates(self):
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# 840 to 1720 = 880 - 40 / 9 = 93
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# 130 to 1010 = 880 - 40 / 9 = 93
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# spacing 2 * 20
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dim = 93
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e_spacing = 0
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i_spacing = 0
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for e in range(0, 9, 1):
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if e >= 4:
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e_spacing = 20
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elif e >= 7:
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e_spacing = 20
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for i in range(0, 9, 1):
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if i >= 4:
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i_spacing = 20
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elif i >= 7:
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i_spacing = 20
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self.data_coordinates[e][i] = [(i * dim) + i_spacing, (e * dim) + e_spacing, dim, dim]
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def assess_playfield_and_make_move(self):
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if self.check_for_button_and_execute(self.capture_window.get_screenshot(), self.sd_reset_board):
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cv.waitKey(2000)
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new_observation, new_screenshot = self.get_current_board_state()
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self.find_patterns_and_valid_moves(new_observation)
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self.observation = new_observation
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return new_observation
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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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#screenshot = screenshot[900:1030, 540:1870]
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#screenshot = cv.imread("sodoku/screen_shot.jpg")
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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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#if self.check_for_button_and_execute(screenshot, self.ok_button):
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# cv.waitKey(500)
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screenshot = self.capture_window.get_screenshot()
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screenshot = screenshot[130:1010, 840:1720]
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#cv.imshow("screenshot", screenshot)
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#cv.waitKey(150)
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#continue
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data_coords = np.zeros((9, 9), dtype=object)
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# field = Field()
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for needle_key in self.needles.keys():
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# gray_needle = cv.cvtColor(self.needles[needle_key], 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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rectangles = self.vision_stun.find(screenshot, self.needles[needle_key], 0.85, 56)
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if len(rectangles) == 0:
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continue
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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.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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# print(field.data_value_grid)
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# cv.circle(screenshot, points[0], 7, (0, 255, 0), -1)
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#output_image = self.vision_stun.draw_rectangles(screenshot, rectangles)
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#cv.imshow("output_image", output_image)
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#cv.waitKey(150)
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return data_coords, screenshot
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def point_in_rect(self, point):
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for e in range(0, 9, 1):
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for i in range(0, 9, 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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# per pos
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# select from row,column and quadrant (1-9)
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# find missing pieces per row, column, quadrant
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def find_patterns_and_valid_moves(self, state):
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while self.is_empty_pieces_in_state(state):
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for e in range(0, 9, 1):
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for i in range(0, 9, 1):
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if state[e, i] not in self.colors:
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#color in self.colors:
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store = self.collect_existing_pieces(state, e, i)
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if len(store) == 8:
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for color in self.colors:
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if color not in store:
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state[e, i] = color
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self.deploy_finding_to_game(e, i, color)
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if self.overlay.run_mode == 'stopped' or self.overlay.run_mode == 'paused':
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return
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if self.overlay.run_mode == 'stopped' or self.overlay.run_mode == 'paused':
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return
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def deploy_finding_to_game(self, e, i, color):
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cv.waitKey(random.randint(4000, 6500))
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click_pt = self.get_click_point(self.data_coordinates[e, i])
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self.dig_point(click_pt[0] + self.offset_left, click_pt[1] + self.offset_down, 500)
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y = 1120
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x = 850 + ((color - 1) * 110) # +100
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self.dig_point(x, y, 100)
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def is_empty_pieces_in_state(self, state):
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for e in range(0, 9, 1):
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for i in range(0, 9, 1):
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if state[e, i] not in self.colors:
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return True
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return False
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def collect_existing_pieces(self, state, e, i):
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store = []
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for ee in range(0, 9, 1):
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if state[ee, i] != 0:
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store.append(state[ee, i])
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for ii in range(0, 9, 1):
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if state[e, ii] != 0:
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store.append(state[e, ii])
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# quad 1
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if e <= 2 and i <= 2:
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for eee in range(0, 3, 1):
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for iii in range(0, 3, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 2
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elif e <= 2 and i <= 5:
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for eee in range(0, 3, 1):
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for iii in range(3, 6, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 3
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elif e <= 2 and i <= 8:
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for eee in range(0, 3, 1):
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for iii in range(6, 9, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 4
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elif e <= 5 and i <= 2:
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for eee in range(3, 6, 1):
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for iii in range(0, 3, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 5
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elif e <= 5 and i <= 5:
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for eee in range(3, 6, 1):
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for iii in range(3, 6, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 6
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elif e <= 5 and i <= 8:
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for eee in range(3, 6, 1):
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for iii in range(6, 9, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 7
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elif e <= 8 and i <= 2:
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for eee in range(6, 9, 1):
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for iii in range(0, 3, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 8
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elif e <= 8 and i <= 5:
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for eee in range(6, 9, 1):
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for iii in range(3, 6, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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# quad 9
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elif e <= 8 and i <= 8:
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for eee in range(6, 9, 1):
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for iii in range(6, 9, 1):
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if state[eee, iii] != 0:
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store.append(state[eee, iii])
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unique_numbers = list(set(store))
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return unique_numbers |