Files
Litcraft_Python_B/sodoku.py

226 lines
8.4 KiB
Python

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