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grid.py
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import pygame as pg
from copy import deepcopy
from block import GridBlock, BlockState, block_colors
class Grid:
nrow = 9
ncol = nrow
block_pos_ref = [
(0, 0), (0, 1), (0, 2),
(1, 0), (1, 1), (1, 2),
(2, 0), (2, 1), (2, 2),
]
bonus_factor = 10
def __init__(self, agent):
self.agent = agent
self.last_selected_item = None
self.pattern = [['O']*self.ncol for _ in range(self.nrow)]
# Init blocks
self.blocks = [[None]*self.ncol for _ in range(self.nrow)]
for i in range(self.nrow):
for j in range(self.ncol):
self.blocks[i][j] = GridBlock(i, j)
def is_item_inside(self, item):
if item is None: return False
for pos in item.positions():
inside = []
for i in range(self.nrow):
for j in range(self.ncol):
b = self.blocks[i][j]
inside_block = b.inside(pos)
if inside_block:
if self.pattern[i][j] == 'X':
return False
inside.append(inside_block)
if not any(inside):
return False
return True
def fill_item(self, item):
for pos in item.positions():
for i in range(self.nrow):
for j in range(self.ncol):
b = self.blocks[i][j]
if b.inside(pos):
self.pattern[i][j] = 'X'
def draw(self, surface, selected_item):
self.last_selected_item = selected_item
for i in range(self.nrow):
for j in range(self.ncol):
if self.pattern[i][j] == 'X':
c = block_colors[BlockState.FILLED]
else:
c = block_colors[BlockState.UNFILLED]
self.blocks[i][j].draw(surface, c)
if selected_item:
if self.can_selected_item_fit_in_user_selection(selected_item):
c = block_colors[BlockState.READY_TO_BE_FILLED]
else:
c = block_colors[BlockState.CANT_BE_FILLED]
for pos in selected_item.positions():
for i in range(self.nrow):
for j in range(self.ncol):
b = self.blocks[i][j]
if b.inside(pos):
b.draw(surface, c)
def can_selected_item_fit_in_user_selection(self, item):
for pos in item.positions():
for i in range(self.nrow):
for j in range(self.ncol):
b = self.blocks[i][j]
if b.inside(pos) and self.pattern[i][j] == 'X':
return False
return True
def can_item_be_placed_anywhere(self, item):
array_item = item
for i in range(self.nrow):
for j in range(self.ncol):
array_grid = [[0]*item.ncol]*item.nrow
for ii in range(item.nrow):
for jj in range(item.ncol):
try:
p = self.pattern[i+ii][j+jj]
except:
continue
if p == 'X' and array_item[ii][jj] == 1:
return False
def handle_block(self, ii, jj):
update_score = 0
n = 0
for (i, j) in self.block_pos_ref:
i += ii
j += jj
if self.pattern[i][j] == 'X':
n += 1
if n == self.nrow:
update_score += self.nrow
self.num_wipeouts += 1
for (i, j) in self.block_pos_ref:
i += ii
j += jj
self.positions_to_make_blank.append((i, j))
return update_score
def handle_full_areas(self):
self.positions_to_make_blank = []
update_score = 0
self.num_wipeouts = 0
for i in range(self.nrow):
n = 0
for j in range(self.ncol):
if self.pattern[i][j] == 'X':
n += 1
if n == self.ncol:
update_score += self.ncol
self.num_wipeouts += 1
for j in range(self.ncol):
self.positions_to_make_blank.append((i, j))
for j in range(self.ncol):
n = 0
for i in range(self.nrow):
if self.pattern[i][j] == 'X':
n += 1
if n == self.nrow:
update_score += self.nrow
self.num_wipeouts += 1
for i in range(self.nrow):
self.positions_to_make_blank.append((i, j))
update_score += self.handle_block(0, 0)
update_score += self.handle_block(3, 0)
update_score += self.handle_block(6, 0)
update_score += self.handle_block(0, 3)
update_score += self.handle_block(3, 3)
update_score += self.handle_block(6, 3)
update_score += self.handle_block(0, 6)
update_score += self.handle_block(3, 6)
update_score += self.handle_block(6, 6)
for i, j in self.positions_to_make_blank:
self.pattern[i][j] = 'O'
if self.num_wipeouts > 1:
update_score += self.num_wipeouts*self.bonus_factor
return update_score