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Diffstat (limited to 'layout.py')
-rw-r--r-- | layout.py | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/layout.py b/layout.py new file mode 100644 index 0000000..c6b377d --- /dev/null +++ b/layout.py @@ -0,0 +1,149 @@ +# 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, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from util import manhattanDistance +from game import Grid +import os +import random + +VISIBILITY_MATRIX_CACHE = {} + +class Layout: + """ + 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() + + 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 isWall(self, pos): + x, col = pos + return self.walls[x][col] + + def getRandomLegalPosition(self): + x = random.choice(range(self.width)) + y = random.choice(range(self.height)) + while self.isWall( (x, y) ): + x = random.choice(range(self.width)) + y = random.choice(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() |