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layout.py
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layout.py
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# layout.py
# ---------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
from builtins import zip
from builtins import range
from builtins import object
from util import manhattanDistance
from game import Grid
import os
import random
from functools import reduce
VISIBILITY_MATRIX_CACHE = {}
class Layout(object):
"""
A Layout manages the static information about the game board.
"""
def __init__(self, layoutText):
self.width = len(layoutText[0])
self.height= len(layoutText)
self.walls = Grid(self.width, self.height, False)
self.food = Grid(self.width, self.height, False)
self.capsules = []
self.agentPositions = []
self.numGhosts = 0
self.processLayoutText(layoutText)
self.layoutText = layoutText
self.totalFood = len(self.food.asList())
# self.initializeVisibilityMatrix()
self.vertex = []
self.aristas={}
self.createGraph()
def getNumGhosts(self):
return self.numGhosts
def initializeVisibilityMatrix(self):
global VISIBILITY_MATRIX_CACHE
if reduce(str.__add__, self.layoutText) not in VISIBILITY_MATRIX_CACHE:
from game import Directions
vecs = [(-0.5,0), (0.5,0),(0,-0.5),(0,0.5)]
dirs = [Directions.NORTH, Directions.SOUTH, Directions.WEST, Directions.EAST]
vis = Grid(self.width, self.height, {Directions.NORTH:set(), Directions.SOUTH:set(), Directions.EAST:set(), Directions.WEST:set(), Directions.STOP:set()})
for x in range(self.width):
for y in range(self.height):
if self.walls[x][y] == False:
for vec, direction in zip(vecs, dirs):
dx, dy = vec
nextx, nexty = x + dx, y + dy
while (nextx + nexty) != int(nextx) + int(nexty) or not self.walls[int(nextx)][int(nexty)] :
vis[x][y][direction].add((nextx, nexty))
nextx, nexty = x + dx, y + dy
self.visibility = vis
VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] = vis
else:
self.visibility = VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)]
def createGraph(self):
for x in range(self.width):
for y in range(self.height):
if self.walls[x][y] == False:
self.vertex.append((x,y))
for (x,y) in self.vertex:
vecinos = []
if (x-1,y) in self.vertex:
vecinos.append((x-1,y))
if (x+1,y) in self.vertex:
vecinos.append((x+1,y))
if (x,y-1) in self.vertex:
vecinos.append((x,y-1))
if (x,y+1) in self.vertex:
vecinos.append((x,y+1))
if len(vecinos)!=0:
self.aristas[(x,y)]=vecinos
def possiblePath(self,pacpos,objpos):
#print(objpos)
#print(pacpos)
objetivo=(objpos[0],objpos[1])
visited=[]
path=[]
pathfind=False
pos=pacpos
vecinos=[]
open=[]
path.append(pos)
visited.append(pos)
for i in self.aristas[pos]:
if i not in visited and i not in open:
vecinos.append(i)
open = vecinos[:]
solucion = None
while len(open)!=0 and pathfind==False:
vecinos.clear()
pos=open[0]
visited.append(pos)
if pos == objetivo:
pathfind = True
path.append(pos)
else:
#print(self.aristas[pos])
for i in self.aristas[pos]:
if i not in visited and i not in open:
vecinos.append(i)
if len(vecinos)!=0:
vecinos = vecinos[:]+open[:]
open = vecinos[:]
path.append(pos)
else:
open.remove(pos)
if pos in path:
path= path[:-1]
#print("PATH",path)
casilla = path[1]
if casilla[0]+1 == pacpos[0]:
solucion = "3"
if casilla[0]-1 == pacpos[0]:
solucion = "1"
if casilla[1]+1 == pacpos[1]:
solucion = "2"
if casilla[1]-1 == pacpos[1]:
solucion = "0"
#print(pacpos)
#print(casilla)
return solucion
def isWall(self, pos):
x, col = pos
return self.walls[x][col]
def getRandomLegalPosition(self):
x = random.choice(list(range(self.width)))
y = random.choice(list(range(self.height)))
while self.isWall( (x, y) ):
x = random.choice(list(range(self.width)))
y = random.choice(list(range(self.height)))
return (x,y)
def getRandomCorner(self):
poses = [(1,1), (1, self.height - 2), (self.width - 2, 1), (self.width - 2, self.height - 2)]
return random.choice(poses)
def getFurthestCorner(self, pacPos):
poses = [(1,1), (1, self.height - 2), (self.width - 2, 1), (self.width - 2, self.height - 2)]
dist, pos = max([(manhattanDistance(p, pacPos), p) for p in poses])
return pos
def isVisibleFrom(self, ghostPos, pacPos, pacDirection):
row, col = [int(x) for x in pacPos]
return ghostPos in self.visibility[row][col][pacDirection]
def __str__(self):
return "\n".join(self.layoutText)
def deepCopy(self):
return Layout(self.layoutText[:])
def processLayoutText(self, layoutText):
"""
Coordinates are flipped from the input format to the (x,y) convention here
The shape of the maze. Each character
represents a different type of object.
% - Wall
. - Food
o - Capsule
G - Ghost
P - Pacman
Other characters are ignored.
"""
maxY = self.height - 1
for y in range(self.height):
for x in range(self.width):
layoutChar = layoutText[maxY - y][x]
self.processLayoutChar(x, y, layoutChar)
self.agentPositions.sort()
self.agentPositions = [ ( i == 0, pos) for i, pos in self.agentPositions]
def processLayoutChar(self, x, y, layoutChar):
if layoutChar == '%':
self.walls[x][y] = True
elif layoutChar == '.':
self.food[x][y] = True
elif layoutChar == 'o':
self.capsules.append((x, y))
elif layoutChar == 'P':
self.agentPositions.append( (0, (x, y) ) )
elif layoutChar in ['G']:
self.agentPositions.append( (1, (x, y) ) )
self.numGhosts += 1
elif layoutChar in ['1', '2', '3', '4']:
self.agentPositions.append( (int(layoutChar), (x,y)))
self.numGhosts += 1
def getLayout(name, back = 2):
if name.endswith('.lay'):
layout = tryToLoad('layouts/' + name)
if layout == None: layout = tryToLoad(name)
else:
layout = tryToLoad('layouts/' + name + '.lay')
if layout == None: layout = tryToLoad(name + '.lay')
if layout == None and back >= 0:
curdir = os.path.abspath('.')
os.chdir('..')
layout = getLayout(name, back -1)
os.chdir(curdir)
return layout
def tryToLoad(fullname):
if(not os.path.exists(fullname)): return None
f = open(fullname)
try: return Layout([line.strip() for line in f])
finally: f.close()