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challenge.py
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challenge.py
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# Vous ne devez RIEN modifier dans ce fichier
# On vous demandera de modifier uniquement le fichier player1.py (ou player2.py)
# Vous pouvez utiliser le code dans main.py pour simuler une partie
# #################################################################################################
"""
Copyright 2024 Sadi Samy <samy.sadi at ummto.dz>
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""
from __future__ import annotations
import copy
import inspect
import os
import random
import pygame
import numpy as np
import signal
import time
import traceback
TYPE_PIERRE = 0
TYPE_CISEAUX = 1
TYPE_FEUILLE = 2
class TimeoutError(Exception):
pass
def timeout_handler(signum, frame):
raise TimeoutError("Timed out")
class ChallengeConfig:
def __init__(
self, width: int,
height: int,
steps: int,
stepDelay: int = 50,
delayToRun: int = 3,
randomSeed: int = None,
wallColor: pygame.color.ColorValue = (0, 0, 0),
floorColor: pygame.color.ColorValue = (255, 255, 255),
bgColor: pygame.color.ColorValue = (0, 0, 0),
title: str = 'Challenge CSI',
player1Color: pygame.color.ColorValue = (0,0,255),
player2Color: pygame.color.ColorValue = (255,0,0),
scoreColor: pygame.color.ColorValue = (255, 255, 255),
miscColor: pygame.color.ColorValue = (255, 255, 255),
windowWidth: int = 1200,
windowHeight: int = 700,
marginLeft: int = 280,
marginRight: int = 10,
marginTop: int = 10,
marginBottom: int = 10,
score1Value: int = 3,
score2Value: int = 11,
scoreMinValue: int = -10,
scoreNegativeValue: int = -4,
scoreCrossValue: int = 17,
scoreOnException: int = -50,
scoreOnBadMove: int = -20,
scoreOnTimeout: int = -15,
countScore1: float = 0.25,
countScore2: float = 0.10,
countScoreMin: float = 0.15,
countRefresh: float = 0.05,
maxTime: int = 500,
enableRPCGame: bool = True,
regenerateCells: bool = False,
playSounds: bool = True,
) -> None:
self.width = width
self.height = height
self.steps = steps
self.stepDelay = stepDelay
self.delayToRun = delayToRun
self.randomSeed = randomSeed
self.wallColor = wallColor
self.floorColor = floorColor
self.bgColor = bgColor
self.windowWidth = windowWidth
self.windowHeight = windowHeight
self.marginLeft = marginLeft
self.marginRight = marginRight
self.marginTop = marginTop
self.marginBottom = marginBottom
self.score1Value = score1Value
self.score2Value = score2Value
self.scoreMinValue = scoreMinValue
self.scoreNegativeValue = scoreNegativeValue
self.scoreCrossValue = scoreCrossValue
self.scoreOnException = scoreOnException
self.scoreOnBadMove = scoreOnBadMove
self.scoreOnTimeout = scoreOnTimeout
self.countScore1 = countScore1
self.countScore2 = countScore2
self.countScoreMin = countScoreMin
self.countRefresh = countRefresh
self.title = title
self.scoreColor = scoreColor
self.miscColor = miscColor
self.maxTime = maxTime
self.enableRPCGame = enableRPCGame
self.regenerateCells = regenerateCells
self.playSounds = playSounds
self.player1Color = player1Color
self.player2Color = player2Color
class Challenge(ChallengeConfig):
TYPES = [TYPE_PIERRE, TYPE_CISEAUX, TYPE_FEUILLE]
TYPE_LABELS = ['Pierre', 'Ciseaux', 'Feuille']
def __init__(self, *args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self.currentStep = 0
self.runTime = None
self.runTimeElapsed = False
self.running = False
self.surface = None
self.useAlarmSignal = os.name != 'nt'
pygame.init()
pygame.display.set_caption(self.title)
self.createSurface()
self.createIcons()
self.createSounds()
font = pygame.font.Font(None, 32)
self.star1Text = font.render("Entre 1 et " + str(self.score1Value) + " points", True, self.miscColor)
self.star2Text = font.render("Entre " + str(self.score1Value + 1) + " et " + str(self.score2Value) + " points", True, self.miscColor)
self.star3Text = font.render("Entre -3 et " + str(self.scoreMinValue) + " points", True, self.miscColor)
self.refreshText = font.render("Changement de type", True, self.miscColor)
font = pygame.font.Font(None, 32)
self.typeTexts = []
for t in self.TYPE_LABELS:
t = font.render(t, True, self.miscColor)
self.typeTexts.append(t)
self.scoreFont = pygame.font.Font(None, 42)
self.player1 = None
self.player2 = None
self.player1Score = 0
self.player2Score = 0
self.random = random.Random(self.randomSeed)
self.maze = self.genMaze(self.width, self.height, self.random)
self.width, self.height = len(self.maze[0]), len(self.maze)
self.player1Position = (0, 0)
self.player2Position = (0, 0)
self.player1Position = self.genPlayerPosition()
self.player2Position = self.genPlayerPosition()
self.player1Type = self.random.choice(self.TYPES)
self.player2Type = self.random.choice(self.TYPES)
self.player1Text = None
self.player2Text = None
self.generateMazeCellsForScore1(int(self.countScore1 * self.emptyCellsCount))
self.generateMazeCellsForScore2(int(self.countScore2 * self.emptyCellsCount))
self.generateMazeCellsForScoreMin(int(self.countScoreMin * self.emptyCellsCount))
if self.enableRPCGame:
self.generateMazeCellsForRefresh(int(self.countRefresh * self.emptyCellsCount))
@property
def emptyCellsCount(self):
return np.count_nonzero(self.maze == 0)
@property
def cellHeight(self):
sh = self.windowHeight - self.marginTop - self.marginBottom
return sh // self.height
@property
def cellWidth(self):
sw = self.windowWidth - self.marginLeft - self.marginRight
return sw // self.width
def cloneConfig(self):
constructorSignature = inspect.signature(ChallengeConfig.__init__)
kwargs = {}
for param in constructorSignature.parameters.values():
if param.name == 'self':
continue
kwargs[param.name] = copy.deepcopy(getattr(self, param.name))
return ChallengeConfig(**kwargs)
@staticmethod
def compareTypes(t1, t2):
if t1 == t2:
return 0
if t1 == TYPE_PIERRE:
if t2 == TYPE_CISEAUX:
return 1
else:
return -1
elif t1 == TYPE_CISEAUX:
if t2 == TYPE_PIERRE:
return -1
else:
return 1
else:
if t2 == TYPE_PIERRE:
return 1
else:
return -1
def createIcons(self):
IconsPath = os.path.join(os.path.dirname(os.path.abspath(__file__)), 'icons')
self.Star1Image = pygame.image.load(os.path.join(IconsPath, '1.png')).convert_alpha()
self.Star2Image = pygame.image.load(os.path.join(IconsPath, '2.png')).convert_alpha()
self.Star3Image = pygame.image.load(os.path.join(IconsPath, '3.png')).convert_alpha()
self.RefreshImage = pygame.image.load(os.path.join(IconsPath, 'refresh.png')).convert_alpha()
self.P1Image = pygame.image.load(os.path.join(IconsPath, 'p1.png')).convert_alpha()
self.P2Image = pygame.image.load(os.path.join(IconsPath, 'p2.png')).convert_alpha()
def createSurface(self):
self.surface = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.RESIZABLE)
def createSounds(self):
SoundsPath = os.path.join(os.path.dirname(os.path.abspath(__file__)), 'sounds')
if self.playSounds:
self.Star1Sound = pygame.mixer.Sound(os.path.join(SoundsPath, 'Score1.ogg'))
self.Star2Sound = pygame.mixer.Sound(os.path.join(SoundsPath, 'Score2.ogg'))
self.Star3Sound = pygame.mixer.Sound(os.path.join(SoundsPath, 'Score3.ogg'))
self.RefreshSound = pygame.mixer.Sound(os.path.join(SoundsPath, 'Refresh.ogg'))
self.CrossSound = pygame.mixer.Sound(os.path.join(SoundsPath, 'Cross.ogg'))
else:
emptySound = None
self.Star1Sound = emptySound
self.Star2Sound = emptySound
self.Star3Sound = emptySound
self.RefreshSound = emptySound
self.CrossSound = emptySound
def drawMargin(self):
x0, y0 = 10, 50
mx0, mx1, mx2 = 40, 10, 64
my1, my2, my3, my4, my5 = 10, 100, 100, 100, 35
maxTextWidth = self.marginLeft - self.P1Image.get_width() - mx0
self.surface.blit(self.P1Image, (x0, y0 + (self.player1Text.get_height() - self.P1Image.get_height()) // 2))
t = self.drawText(self.player1Text, pygame.Rect(x0 + mx1 + self.P1Image.get_width(), y0, min(maxTextWidth, self.player1Text.get_width()), self.player1Text.get_height()))
y0 += t.get_height() + my1
t = self.typeTexts[self.player1Type]
self.drawText(t, pygame.Rect(x0 + mx2 + mx1, y0, t.get_width(), t.get_height()))
y0 += t.get_height() + my1
st = str(int(self.player1Score))
st = self.scoreFont.render(st, True, self.scoreColor)
self.drawText(st, pygame.Rect(x0 + mx1 + self.P1Image.get_width(), y0, min(maxTextWidth, st.get_width()), st.get_height()))
if self.player2:
y0 += my2
self.surface.blit(self.P2Image, (x0, y0 + (self.player2Text.get_height() - self.P2Image.get_height()) // 2))
t = self.drawText(self.player2Text, pygame.Rect(x0 + mx1 + self.P2Image.get_width(), y0, min(maxTextWidth, self.player2Text.get_width()), self.player2Text.get_height()))
y0 += t.get_height() + my1
t = self.typeTexts[self.player2Type]
self.drawText(t, pygame.Rect(x0 + mx2 + mx1, y0, t.get_width(), t.get_height()))
y0 += t.get_height() + my1
st = str(int(self.player2Score))
st = self.scoreFont.render(st, True, self.scoreColor)
self.drawText(st, pygame.Rect(x0 + mx1 + self.P2Image.get_width(), y0, min(maxTextWidth, st.get_width()), st.get_height()))
y0 += my3
st = 'Étape: ' + str(int(self.currentStep)) + " / " + str(int(self.steps))
st = self.scoreFont.render(st, True, self.scoreColor)
self.drawText(st, pygame.Rect(x0 + mx1, y0, min(maxTextWidth, st.get_width()), st.get_height()))
y0 += my4
for i, t in ((self.Star1Image, self.star1Text),(self.Star2Image, self.star2Text),(self.Star3Image, self.star3Text),(self.RefreshImage, self.refreshText) if self.enableRPCGame else (None, None),):
if not i:
continue
i = pygame.transform.scale(i, (32, 32))
self.surface.blit(i, (x0, y0 + (t.get_height() - i.get_height()) // 2))
self.drawText(t, pygame.Rect(x0 + mx1 + i.get_width(), y0, x0 + mx1 + min(maxTextWidth, t.get_width()), y0 + t.get_height()))
y0 += my5
def drawText(self, t: pygame.Surface, rect: pygame.Rect):
tr = t.get_rect()
r = min(rect.width / tr.width, rect.height / tr.height)
rect.width = int(tr.width * r)
rect.height = int(tr.height * r)
t = pygame.transform.scale(t, rect.size)
self.surface.blit(t, rect)
return t
def drawMaze(self):
cw = self.cellWidth
ch = self.cellHeight
for r, line in enumerate(self.maze):
for c, cell in enumerate(line):
x0, y0 = cw * c + self.marginLeft, ch * r + self.marginTop
rect = (x0, y0, cw, ch)
if cell == -1:
pygame.draw.rect(self.surface, self.wallColor, rect)
else:
pygame.draw.rect(self.surface, self.floorColor, rect)
if cell != 0:
if cell == -2:
self.drawMazeIcon(self.RefreshImage, (c, r))
elif cell < -2:
self.drawMazeIcon(self.Star3Image, (c, r))
elif cell <= self.score1Value:
self.drawMazeIcon(self.Star1Image, (c, r))
else:
self.drawMazeIcon(self.Star2Image, (c, r))
def drawMazeIcon(self, t, pos):
m = 2
cw = self.cellWidth
ch = self.cellHeight
t = pygame.transform.scale(t, (cw - 2 * m, ch - 2 * m))
x0, y0 = cw * pos[0] + self.marginLeft, ch * pos[1] + self.marginTop
self.surface.blit(t, (x0 + m, y0 + m))
def drawPlayers(self):
self.drawMazeIcon(self.P1Image, self.player1Position)
if self.player2:
self.drawMazeIcon(self.P2Image, self.player2Position)
def drawEnd(self):
font = pygame.font.Font(None, 74)
text = font.render(f"Fin de partie.", True, (255, 255, 0))
text_rect = text.get_rect(center=(self.windowWidth // 2, self.windowHeight // 2))
background_rect = pygame.Rect(text_rect.left - 40, text_rect.top - 40, text_rect.width + 80, text_rect.height + 80)
pygame.draw.rect(self.surface, (0, 0, 255), background_rect)
self.surface.blit(text, text_rect)
def drawRemainingTime(self, r):
r = round(r)
font = pygame.font.Font(None, 74)
text = font.render(f"Début dans: " + str(r), True, (255, 255, 0))
text_rect = text.get_rect(center=(self.windowWidth // 2, self.windowHeight // 2))
background_rect = pygame.Rect(text_rect.left - 40, text_rect.top - 40, text_rect.width + 80, text_rect.height + 80)
pygame.draw.rect(self.surface, (0, 0, 255), background_rect)
self.surface.blit(text, text_rect)
def draw(self):
self.surface.fill(self.bgColor)
self.drawMargin()
self.drawMaze()
self.drawPlayers()
if self.currentStep >= self.steps:
self.drawEnd()
if not self.runTimeElapsed:
self.drawRemainingTime(self.delayToRun - time.time() + self.runTime)
pygame.display.flip()
@staticmethod
def genMaze(width, height, rnd: random.Random):
w, h = (width - 1) // 2, (height - 1) // 2
maze = np.ones((h*2+1, w*2+1))
x, y = (0, 0)
maze[2*y+1, 2*x+1] = 0
stack = [(y, x)]
while len(stack) > 0:
y, x = stack[-1]
directions = [(0, 1), (1, 0), (0, -1), (-1, 0)]
rnd.shuffle(directions)
for dy, dx in directions:
ny, nx = y + dy, x + dx
if nx >= 0 and ny >= 0 and nx < w and ny < h and maze[2*ny+1, 2*nx+1] == 1:
maze[2*ny+1, 2*nx+1] = 0
maze[2*y+1+dy, 2*x+1+dx] = 0
stack.append((ny, nx))
break
else:
stack.pop()
#maze[1, 0] = 0
#maze[-2, -1] = 0
return maze * -1
def genPlayerPosition(self):
x = self.random.randrange(self.width)
y = self.random.randrange(self.height)
while self.maze[y][x] != 0 or (x, y) == self.player1Position or (x, y) == self.player2Position:
x += 1
if x >= self.width:
x = 0
y = (y + 1) % self.height
return (x, y)
def generateMazeCells(self, minValue, maxValue, count):
for _ in range(count):
x, y = self.genPlayerPosition()
self.maze[y][x] = self.random.randrange(minValue, maxValue + 1)
def generateMazeCellsForScore1(self, count):
self.generateMazeCells(1, self.score1Value, count)
def generateMazeCellsForScore2(self, count):
self.generateMazeCells(self.score1Value + 1, self.score2Value, count)
def generateMazeCellsForScoreMin(self, count):
self.generateMazeCells(self.scoreMinValue, -3, count)
def generateMazeCellsForRefresh(self, count):
if self.enableRPCGame:
self.generateMazeCells(-2, -2, count)
def isValidPosFrom(self, p0, p1):
if p0 == p1:
return False
if self.maze[p1[1]][p1[0]] == -1:
return False
if p0[0] == p1[0]:
return abs(p1[1] - p0[1]) == 1
elif p0[1] == p1[1]:
return abs(p1[0] - p0[0]) == 1
else:
return False
def playScoreSound(self, x, y):
if not self.playSounds:
return
oldCell = self.maze[y][x]
if oldCell == -2:
self.RefreshSound.stop()
self.RefreshSound.play()
elif oldCell < 0:
self.Star3Sound.stop()
self.Star3Sound.play()
elif oldCell > 0:
if oldCell <= self.score1Value:
self.Star1Sound.stop()
self.Star1Sound.play()
else:
self.Star2Sound.stop()
self.Star2Sound.play()
def processPoints(self):
x1, y1 = self.player1Position
cell1 = self.maze[y1][x1]
x2, y2 = self.player2Position
cell2 = self.maze[y2][x2]
if cell1:
if cell1 == -2:
if self.enableRPCGame:
pass
self.player1Type = (self.player1Type + self.random.choice([1, 2])) % len(self.TYPES)
else:
self.player1Score += cell1
self.playScoreSound(x1, y1)
self.replaceMazeCell(x1, y1)
if cell2:
if cell2 == -2:
if self.enableRPCGame:
pass
self.player2Type = (self.player2Type + self.random.choice([1, 2])) % len(self.TYPES)
else:
self.player2Score += cell2
if self.player1Position != self.player2Position:
self.playScoreSound(x2, y2)
self.replaceMazeCell(x2, y2)
if self.player2 and self.enableRPCGame and self.player1Position == self.player2Position:
c = self.compareTypes(self.player1Type, self.player2Type)
if c > 0:
self.player1Score += self.scoreCrossValue
self.player2Position = (-1, -1)
self.player2Position = self.genPlayerPosition()
if self.playSounds:
self.CrossSound.stop()
self.CrossSound.play()
elif c < 0:
self.player2Score += self.scoreCrossValue
self.player1Position = (-1, -1)
self.player1Position = self.genPlayerPosition()
if self.playSounds:
self.CrossSound.stop()
self.CrossSound.play()
def randomMove(self, pos0):
x, y = pos0
moves = [(x + 1, y), (x - 1, y), (x, y + 1), (x, y - 1)]
self.random.shuffle(moves)
for p in moves:
if self.isValidPosFrom(pos0, p):
return p
return pos0
def replaceMazeCell(self, x, y):
oldCell = self.maze[y][x]
self.maze[y][x] = 0
if not self.regenerateCells:
return
if oldCell == -2:
self.generateMazeCellsForRefresh(1)
elif oldCell < 0:
self.generateMazeCellsForScoreMin(1)
elif oldCell > 0:
if oldCell <= self.score1Value:
self.generateMazeCellsForScore1(1)
else:
self.generateMazeCellsForScore2(1)
def registerPlayers(self, player1: BasePlayer, player2: BasePlayer = None):
if self.player1 or self.player2:
raise AttributeError('Players already set !')
self.player1 = player1
self.player2 = player2
font = pygame.font.Font(None, 56)
self.player1Text = font.render(self.player1.name, True, self.player1Color)
if self.player2:
self.player2Text = font.render(self.player2.name, True, self.player2Color)
def runPlayer(self, player: BasePlayer, myPos, enemyPos, myType, enemyType, myScore, enemyScore):
try:
print('Le joueur "' + player.name + '" joue')
timeout = 1 + (self.maxTime // 1000)
if self.useAlarmSignal:
signal.signal(signal.SIGALRM, timeout_handler)
signal.alarm(timeout)
start_time = time.time()
try:
p = player.play(np.copy(self.maze), myPos, enemyPos, myType, enemyType, myScore, enemyScore)
except TimeoutError:
print('Le joueur ' + player.name + ' a trop tardé ... Une pénalité de score est appliquée.')
return (self.scoreOnTimeout, self.randomMove(myPos))
finally:
if self.useAlarmSignal:
signal.alarm(0)
if (time.time() - start_time) * 1000 > self.maxTime:
print('Le joueur ' + player.name + ' a trop tardé ... Une pénalité de score est appliquée.')
return (self.scoreOnTimeout, self.randomMove(myPos))
if not self.isValidPosFrom(myPos, p):
print('Le joueur ' + player.name + ' a retourné une position invalide (' + str(myPos) + '->' + str(p) + ') ... Une pénalité de score est appliquée.')
return (self.scoreOnBadMove, self.randomMove(myPos))
return (0, p)
except Exception as e:
print('Le joueur ' + player.name + ' a émi une exception ... Une pénalité de score est appliquée.')
print('Exception: ', e)
traceback.print_exc()
return (self.scoreOnException, self.randomMove(myPos))
def run(self):
self.running = True
self.runTime = time.time()
self.draw()
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.VIDEORESIZE:
self.windowWidth = event.w
self.windowHeight = event.h
self.createSurface()
self.draw()
if not self.runTimeElapsed:
self.draw()
self.runTimeElapsed = time.time() - self.runTime >= self.delayToRun
elif self.currentStep < self.steps:
self.currentStep += 1
s, p = self.runPlayer(
self.player1, self.player1Position, self.player2Position,
self.player1Type, self.player2Type,
self.player1Score, self.player2Score
)
self.player1Score += s
self.player1Position = p
if self.player2:
s, p = self.runPlayer(
self.player2, self.player2Position, self.player1Position,
self.player2Type, self.player1Type,
self.player2Score, self.player1Score
)
self.player2Score += s
self.player2Position = p
self.processPoints()
self.draw()
pygame.time.wait(self.stepDelay)
pygame.quit()
class BasePlayer:
def __init__(self, config: ChallengeConfig) -> None:
"""
challengeConfig: Various information about the challenge that you can access (including width, height, stepsMax, etc.).
"""
self.name = 'No name given'
self.config = config
# pylint: disable=unused-argument
def play(
self,
maze: np.array,
myPosition: tuple[int, int],
enemyPosition: tuple[int, int],
myType: int,
enemyType: int,
myScore: int,
enemyScore: int,
):
"""
Joue un coup dans le jeu en retournant la prochaine position où devra aller le joueur.
Parameters:
maze (numpy.ndarray): Un tableau numpy 2D représentant le labyrinthe où le jeu se déroule.
Pour obtenir la cellule à la position (x, y), utilisez `maze[y][x]`.
myPosition (tuple[int, int]): Un tuple représentant la position actuelle du joueur dans le labyrinthe.
enemyPosition (tuple[int, int]): Un tuple représentant la position actuelle du joueur adverse.
myType (int): Un entier représentant le type de joueur contrôlé par la fonction (l'un de : TYPE_PIERRE, TYPE_CISEAU, TYPE_FEUILLE).
enemyType (int): Un entier représentant le type de joueur adverse (l'un de : TYPE_PIERRE, TYPE_CISEAU, TYPE_FEUILLE).
myScore (int): Un entier représentant le score actuel du joueur contrôlé.
enemyScore (int): Un entier représentant le score actuel du joueur adverse.
Returns:
tuple[int, int]: Un tuple représentant le prochain mouvement à effectuer par le joueur contrôlé par la fonction.
Le tuple contient deux entiers représentant les coordonnées (x, y) de la prochaine position.
Remarques :
- La fonction est censée analyser l'état du jeu fourni par les paramètres et décider du prochain mouvement.
- La fonction doit retourner une position valide, qui différe de la position précédente d'une seule case (sur les x ou y exclusivement).
- Si vous renvoyez un mauvais mouvement (aller dans un mur par exemple), une pénalité de score est appliquée et un mouvement aléatoire est joué.
- Si une exception se produit, une pénalité de score est appliquée et un mouvement aléatoire est joué.
- Si la fonction est trop lente, une pénalité de score est appliquée et un mouvement aléatoire est joué.
- Les types de cellules du labyrinthe sont les suivants :
- (-1) indique un mur
- (-2) indique une cellule de rafraîchissement, passer par cette cellule changera le type du joueur de manière aléatoire.
- tout autre nombre est une cellule libre où le joueur obtient le score donné (peut être positif ou négatif !)
- Si votre type de joueur est gagnant sur le type de l'adversaire (exemple Feuille > Pierre), alors si vous passez sur
la même case que l'adversaire, vous gagnez un bonus de points et l'adversaire est déplacé vers une case aléatoire dans le labyrinth.
"""
return (1, 1)