How to use get_position method in keyboard

Best Python code snippet using keyboard

grid.py

Source:grid.py Github

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...89 return self.grid[x][y]90 91 #returns a cell neighbour in given direction92 def get_cell_neighbour(self, cell,direction):93 x,y = cell.get_position() 94 if direction == "up":95 #check if cell is in bounds96 if y-1 >= 0: 97 return self.grid[x][y-1]98 else:99 return Cell(Types.wall,x,y-1)100 elif direction == "down":101 if y+1 < self.height:102 return self.grid[x][y+1]103 else:104 return Cell(Types.wall,x,y+1)105 elif direction == "left":106 if x-1 >= 0:107 return self.grid[x-1][y]108 else:109 return Cell(Types.wall,x-1,y)110 elif direction == "right":111 if x+1 < self.width:112 return self.grid[x+1][y]113 else:114 return Cell(Types.wall,x+1,y)115 else:116 return None117 def get_all_neighbours(self, cell):118 directions = ["up", "down", "left", "right"]119 x,y = cell.get_position()120 neighbours = []121 for i in range(4):122 if self.get_cell_neighbour(cell, directions[i]).get_type() != Types.wall and self.get_cell_neighbour(cell, directions[i]).get_type() != Types.empty:123 neighbours.append(self.get_cell_neighbour(cell, directions[i]))124 log(f"found neighbour at {self.get_cell_neighbour(cell, directions[i]).get_position()}({self.get_cell_neighbour(cell, directions[i]).get_type()})",weight=70)125 if len(neighbours) == 0:126 log("no neighbours found",weight=70)127 return None128 return neighbours129 #moves cells in given direction 130 def move_cell(self, x, y, direction):131 log(f"moving cell at {(x,y)} in direction {direction} ({self.grid[x][y].get_position()})",weight=8)132 if x >= self.width or x < 0 or y >= self.height or y < 0:133 log(f"cell at {(x,y)} is out of bounds, ignoring.")134 return135 if direction == "up":136 self.grid[x][y].set_position(x, y-1)137 elif direction == "down":138 self.grid[x][y].set_position(x, y + 1)139 elif direction == "left":140 self.grid[x][y].set_position(x - 1, y)141 elif direction == "right":142 self.grid[x][y].set_position(x + 1, y)143 log(f"new position: {self.grid[x][y].get_position()}",weight=8)144 self.update_positions()145 def swap_cells(self, cell1, cell2):146 log(f"swapping cells {cell1.get_position()} and {cell2.get_position()}",weight=60)147 cell1_type = cell1.get_type()148 cell2_type = cell2.get_type()149 cell1.set_type(cell2_type)150 cell2.set_type(cell1_type)151 cell1.set_status(True)152 cell2.set_status(True)153 self.update_positions() 154 #Update cell position when it is moved155 def update_positions(self):156 for x in range(self.width):157 for y in range(self.height):158 if not self.grid[x][y].get_position() == (x,y):159 log(f"updating position of cell on {(x,y)} with position {self.grid[x][y].get_position()}",weight=10)160 #If cells position is not the same as the current cell in loop, set in array to new position161 cell = self.grid[x][y]162 self.grid[cell.get_position()[0]][cell.get_position()[1]] = cell 163 self.grid[cell.get_position()[0]][cell.get_position()[1]].set_status(False)164 self.grid[x][y] = Cell(Types.empty, x, y)165 #Update cell position based on its type166 #Main function for updating cell positions based on their type167 def update_physics(self):168 for x in range(self.width):169 for y in range(self.height):170 self.grid[x][y].set_status(True)171 for x in range(self.width):172 for y in range(self.height):173 cell = self.grid[x][y]174 def move_sides():175 rnd1=random.randint(0,3)176 if rnd1 == 0:177 if self.get_cell_neighbour(cell,"left").get_type() == Types.empty:178 self.move_cell(cell.get_position()[0], cell.get_position()[1], "left")179 elif rnd1 == 1:180 if self.get_cell_neighbour(cell,"right").get_type() == Types.empty:181 self.move_cell(cell.get_position()[0], cell.get_position()[1], "right")182 183 #-------------CLONE-------------184 if cell.get_type() == Types.clone:185 if "cloning" in cell.get_data():186 if self.get_cell_neighbour(cell,"down").get_type() == Types.empty:187 self.set_cell_type(cell.get_position()[0], cell.get_position()[1]+1, cell.get_data()["cloning"])188 else:189 190 neighbours = self.get_all_neighbours(cell)191 if neighbours != None:192 selected = neighbours[random.randint(0,len(neighbours)-1)]193 log(f"cell at {cell.get_position()} cloning {selected.get_type()}",weight=70)194 195 cell.set_data({"cloning":selected.get_type()})196 if self.get_cell_neighbour(cell,"down").get_type() == Types.empty:197 self.set_cell_type(cell.get_position()[0], cell.get_position()[1]+1, cell.get_data()["cloning"])198 199 #-------------SAND-------------200 elif cell.get_type() == Types.sand:201 if cell.get_status() == False: #check if cell was updated in previous loop202 #log(f"status blocked {cell.get_position()}")203 continue204 #Check if cell is on edge of grid205 if cell.get_position()[1] >= self.height - 1:206 continue207 #Check if cell under current cell NOT empty208 if not self.get_cell_neighbour(cell,"down").get_type() == Types.empty:209 if self.get_cell_neighbour(cell,"down").get_type() == Types.smoke or self.get_cell_neighbour(cell,"down").get_type() == Types.water:210 self.swap_cells(cell,self.get_cell_neighbour(cell,"down"))211 continue212 rnd1=random.randint(0,6)213 #move cell randomly214 if rnd1 == 0:215 if self.get_cell_neighbour(cell,"left").get_type() == Types.empty:216 if self.get_cell(cell.get_position()[0]-1,cell.get_position()[1]+1).get_type() == Types.empty:217 self.move_cell(cell.get_position()[0], cell.get_position()[1], "left")218 else:219 if self.get_cell_neighbour(cell,"left").get_type() == Types.smoke or self.get_cell_neighbour(cell,"left").get_type() == Types.water:220 self.swap_cells(cell,self.get_cell_neighbour(cell,"left"))221 elif self.get_cell_neighbour(cell,"right").get_type() == Types.empty:222 if self.get_cell(cell.get_position()[0]+1,cell.get_position()[1]+1).get_type() == Types.empty:223 self.move_cell(cell.get_position()[0], cell.get_position()[1], "right")224 else:225 if self.get_cell_neighbour(cell,"right").get_type() == Types.smoke or self.get_cell_neighbour(cell,"right").get_type() == Types.water:226 self.swap_cells(cell,self.get_cell_neighbour(cell,"right"))227 elif rnd1 == 1:228 if self.get_cell_neighbour(cell,"right").get_type() == Types.empty:229 if self.get_cell(cell.get_position()[0]+1,cell.get_position()[1]+1).get_type() == Types.empty:230 self.move_cell(cell.get_position()[0], cell.get_position()[1], "right")231 else:232 if self.get_cell_neighbour(cell,"right").get_type() == Types.smoke or self.get_cell_neighbour(cell,"right").get_type() == Types.water:233 self.swap_cells(cell,self.get_cell_neighbour(cell,"right"))234 elif self.get_cell_neighbour(cell,"left").get_type() == Types.empty:235 if self.get_cell(cell.get_position()[0]-1,cell.get_position()[1]+1).get_type() == Types.empty:236 self.move_cell(cell.get_position()[0], cell.get_position()[1], "left")237 else:238 if self.get_cell_neighbour(cell,"left").get_type() == Types.smoke or self.get_cell_neighbour(cell,"left").get_type() == Types.water:239 self.swap_cells(cell,self.get_cell_neighbour(cell,"left"))240 241 continue242 243 #move cell down244 self.move_cell(cell.get_position()[0], cell.get_position()[1], "down")245 #-------------WATER-------------246 elif cell.get_type()==Types.water:247 if cell.get_status() == False:#check if cell was updated in previous loop248 #log(f"status blocked {cell.get_position()}")249 continue250 rnd0 = random.randint(0,3)251 rnd1 = random.randint(0,2)252 253 #if it's on the floor, move it left or right from time to time254 if cell.get_position()[1] >= self.height - 1:255 move_sides()256 continue257 #Check if cell under current cell NOT empty258 if not self.get_cell_neighbour(cell,"down").get_type() == Types.empty:259 #if cell under current cell is smoke, swap cells260 if self.get_cell_neighbour(cell,"down").get_type() == Types.smoke:261 self.swap_cells(cell,self.get_cell_neighbour(cell,"down"))262 continue263 rnd1=random.randint(0,3)264 #move cell randomly265 if rnd1 == 0:266 if self.get_cell_neighbour(cell,"left").get_type() == Types.empty:267 self.move_cell(cell.get_position()[0], cell.get_position()[1], "left")268 elif self.get_cell_neighbour(cell,"right").get_type() == Types.empty:269 self.move_cell(cell.get_position()[0], cell.get_position()[1], "right")270 elif rnd1 == 1:271 if self.get_cell_neighbour(cell,"right").get_type() == Types.empty:272 self.move_cell(cell.get_position()[0], cell.get_position()[1], "right")273 elif self.get_cell_neighbour(cell,"left").get_type() == Types.empty:274 self.move_cell(cell.get_position()[0], cell.get_position()[1], "left")275 continue276 277 278 #move cell down279 self.move_cell(cell.get_position()[0], cell.get_position()[1], "down")280 #-------------SMOKE-------------281 elif cell.get_type()==Types.smoke:282 if cell.get_status() == False:#check if cell was updated in previous loop283 #log(f"status blocked {cell.get_position()}")284 continue285 #if it's on the floor, move it left or right from time to time286 if cell.get_position()[1] <=0:287 move_sides()288 continue289 #Check if cell under current cell NOT empty290 if not self.get_cell_neighbour(cell,"up").get_type() == Types.empty:291 #move cell randomly left or right, the same as on floor292 move_sides()293 continue294 295 #move cell down...

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Game_Controller.py

Source:Game_Controller.py Github

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...21 if (cell.get_y() >= self.game_board.get_board_dimenstion()[1]) or (cell.get_y() < 0):22 return False23 if self.game_board.get_board()[cell.get_x()][cell.get_y()] != '-':24 return False25 return ((abs(cell.get_x() - blob.get_position().get_x()) == 1) and (26 abs(cell.get_y() - blob.get_position().get_y()) <= 1)) or (27 (abs(cell.get_x() - blob.get_position().get_x()) <= 1) and (28 abs(cell.get_y() - blob.get_position().get_y()) == 1))29 # blob can move to 2 cell away30 def can_move(self, blob, cell):31 if (cell.get_x() >= self.game_board.get_board_dimenstion()[0]) or (cell.get_x() < 0):32 return False33 if (cell.get_y() >= self.game_board.get_board_dimenstion()[1]) or (cell.get_y() < 0):34 return False35 if self.game_board.get_board()[cell.get_x()][cell.get_y()] != '-':36 return False37 return ((abs(cell.get_x() - blob.get_position().get_x()) == 2) and (38 abs(cell.get_y() - blob.get_position().get_y()) <= 2)) or (39 (abs(cell.get_x() - blob.get_position().get_x()) <= 2) and (40 abs(cell.get_y() - blob.get_position().get_y()) == 2))41 # copy a blob to a specific cell42 def copy_blob_to(self, blob, cell_to_copy):43 new_blob = Blob(Position(cell_to_copy.get_x(), cell_to_copy.get_y()), blob.get_player())44 self.game_board.get_blobs_list().append(new_blob) # add the new blob45 self.attack_adjacent_blobs(new_blob)46 # move a blob to a specific cell47 def move_blob_to(self, blob, cell_to_move):48 blob.set_position(Position(cell_to_move.get_x(), cell_to_move.get_y())) # set the new position to blob49 self.attack_adjacent_blobs(blob)50 # apply blob movement51 def make_move_to_blob(self, blob_cell, cell_to_move, player):52 blob = None53 for iter_blob in self.game_board.get_blobs_list():54 if iter_blob.get_position().get_x() == blob_cell.get_x() and iter_blob.get_position().get_y() == blob_cell.get_y():55 blob = iter_blob56 break57 # if no blob has found58 if blob is None or blob.get_player().get_type() != player.get_type():59 return False60 if self.can_copy(blob, cell_to_move):61 self.copy_blob_to(blob, cell_to_move)62 elif self.can_move(blob, cell_to_move):63 self.move_blob_to(blob, cell_to_move)64 else:65 return False66 return True67 # turn the adjacent opponents into blob's team68 def attack_adjacent_blobs(self, blob):69 # check the upper cell70 if ((blob.get_position().get_x() - 1 >= 0) and (71 self.game_board.get_board()[blob.get_position().get_x() - 1][blob.get_position().get_y()] != '-')):72 temp_position = Position(blob.get_position().get_x() - 1, blob.get_position().get_y())73 for iter_blob in self.game_board.get_blobs_list():74 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():75 iter_blob.set_player(blob.get_player())76 break77 # check the upper right cell78 if ((blob.get_position().get_x() - 1 >= 0) and (79 blob.get_position().get_y() + 1 < self.game_board.get_board_dimenstion()[1]) and (80 self.game_board.get_board()[blob.get_position().get_x() - 1][blob.get_position().get_y() + 1] != '-')):81 temp_position = Position(blob.get_position().get_x() - 1, blob.get_position().get_y() + 1)82 for iter_blob in self.game_board.get_blobs_list():83 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():84 iter_blob.set_player(blob.get_player())85 break86 # check the right cell87 if ((blob.get_position().get_y() + 1 < self.game_board.get_board_dimenstion()[1]) and (88 self.game_board.get_board()[blob.get_position().get_x()][blob.get_position().get_y() + 1] != '-')):89 temp_position = Position(blob.get_position().get_x(), blob.get_position().get_y() + 1)90 for iter_blob in self.game_board.get_blobs_list():91 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():92 iter_blob.set_player(blob.get_player())93 break94 # check the lower right cell95 if ((blob.get_position().get_x() + 1 < self.game_board.get_board_dimenstion()[0]) and (96 blob.get_position().get_y() + 1 < self.game_board.get_board_dimenstion()[1]) and (97 self.game_board.get_board()[blob.get_position().get_x() + 1][blob.get_position().get_y() + 1] != '-')):98 temp_position = Position(blob.get_position().get_x() + 1, blob.get_position().get_y() + 1)99 for iter_blob in self.game_board.get_blobs_list():100 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():101 iter_blob.set_player(blob.get_player())102 break103 # check the lower cell104 if ((blob.get_position().get_x() + 1 < self.game_board.get_board_dimenstion()[0]) and (105 self.game_board.get_board()[blob.get_position().get_x() + 1][blob.get_position().get_y()] != '-')):106 temp_position = Position(blob.get_position().get_x() + 1, blob.get_position().get_y())107 for iter_blob in self.game_board.get_blobs_list():108 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():109 iter_blob.set_player(blob.get_player())110 break111 # check the lower left cell112 if ((blob.get_position().get_x() + 1 < self.game_board.get_board_dimenstion()[0]) and (113 blob.get_position().get_y() - 1 >= 0) and (114 self.game_board.get_board()[blob.get_position().get_x() + 1][blob.get_position().get_y() - 1] != '-')):115 temp_position = Position(blob.get_position().get_x() + 1, blob.get_position().get_y() - 1)116 for iter_blob in self.game_board.get_blobs_list():117 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():118 iter_blob.set_player(blob.get_player())119 break120 # check the left cell121 if ((blob.get_position().get_y() - 1 >= 0) and (122 self.game_board.get_board()[blob.get_position().get_x()][blob.get_position().get_y() - 1] != '-')):123 temp_position = Position(blob.get_position().get_x(), blob.get_position().get_y() - 1)124 for iter_blob in self.game_board.get_blobs_list():125 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():126 iter_blob.set_player(blob.get_player())127 break128 # check the lower left cell129 if ((blob.get_position().get_x() - 1 >= 0) and (blob.get_position().get_y() - 1 >= 0) and (130 self.game_board.get_board()[blob.get_position().get_x() - 1][blob.get_position().get_y() - 1] != '-')):131 temp_position = Position(blob.get_position().get_x() - 1, blob.get_position().get_y() - 1)132 for iter_blob in self.game_board.get_blobs_list():133 if iter_blob.get_position().get_x() == temp_position.get_x() and iter_blob.get_position().get_y() == temp_position.get_y():134 iter_blob.set_player(blob.get_player())135 break136 # state space137 def next_states(self, player):138 states_list = [] # to store all the possible moves139 blobs_moved = [] # to store blobs moved140 cells_to_move_to = [] # to store the cells that the blobs moved to in every state141 # iterate over blobs in the board142 for blob in self.game_board.get_blobs_list():143 if blob.get_player().get_type() == player.get_type(): # to ensure that player's blobs only will move144 for i in range(self.game_board.get_board_dimenstion()[0] * self.game_board.get_board_dimenstion()[145 1]): # iterate over board cells146 cell = self.mapping(i + 1) # get cell as [x, y]147 pos = Position(cell[0], cell[1])148 if (blob.get_position().get_x() != cell[0]) or (149 blob.get_position().get_y() != cell[1]): # to ensure not to take blob's cell150 # if blob can copy itself to the adjacent cell151 if self.can_copy(blob, pos):152 temp_state = copy.deepcopy(self)153 if temp_state.make_move_to_blob(blob.get_position(), pos, blob.get_player()):154 states_list.append(temp_state)155 blobs_moved.append(blob)156 cells_to_move_to.append(pos)157 # if blob can move to 2 cells away158 if self.can_move(blob, pos):159 temp_state = copy.deepcopy(self)160 if temp_state.make_move_to_blob(blob.get_position(), pos, blob.get_player()):161 states_list.append(temp_state)162 blobs_moved.append(blob)163 cells_to_move_to.append(pos)164 return states_list, blobs_moved, cells_to_move_to165 # Playing with AI166 def AI_plays(self, game_logic, depth):167 next_move = game_logic.Mini_Max_alpha_beta(self, depth, AI=True)...

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dfs.py

Source:dfs.py Github

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...34 return None35 else:36 new_position[1] += 137 return tuple(new_position)38 def get_position(self):39 return self.coordinate40all_points = []41for i in range(m):42 row = []43 for j in range(n):44 row.append(Point((i, j), 0))45 all_points.append(row)46all_points[0][0].possible_move = [0, 1, 0, 1]47all_points[m - 1][n - 1].possible_move = [0, 0, 0, 0]48stack_path = [[all_points[0][0]]]49stack_cost = [0]50min_cost = 999999951def Solution(current_path):52 global min_cost, all_points53 cost = 054 for i in range(1, len(current_path)):55 if current_path[i].get_position()[0] == current_path[i - 1].get_position()[0]:56 if current_path[i].get_position()[1] - current_path[i - 1].get_position()[1] == 1:57 cost += 258 else:59 cost -= 260 else:61 if current_path[i].get_position()[0] - current_path[i - 1].get_position()[0] == 1:62 cost *= 263 else:64 cost /= 265 if cost < min_cost:66 min_cost = cost67 print('Current minimum cost:', cost)68 print('Current optimal path:')69 print([x.get_position() for x in current_path])70 print('\n\n')71def DFS():72 global stack_path, min_cost, move_cost, all_points, stack_cost, count73 if len(stack_path) == 0:74 return75 current_path = stack_path.pop()76 current_node = current_path[-1]77 for v in range(4):78 if current_node.possible_move[v] == 1:79 if v == 0:80 if current_node.go_up() is not None:81 new_coordinate = current_node.go_up()82 current_path.append(all_points[new_coordinate[0]][new_coordinate[1]])83 stack_cost[-1] /= move_cost[0]84 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[1] = 085 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[0] = 086 if current_path[-1].get_position() == (m - 1, n - 1):87 Solution(current_path)88 elif current_path[-1].possible_move != [0, 0, 0, 0]:89 stack_path.append(current_path)90 DFS()91 current_path.pop()92 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[1] = 193 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[0] = 194 elif v == 1:95 if current_node.go_down() is not None:96 new_coordinate = current_node.go_down()97 current_path.append(all_points[new_coordinate[0]][new_coordinate[1]])98 stack_cost[-1] *= move_cost[1]99 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[0] = 0100 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[1] = 0101 if current_path[-1].get_position() == (m - 1, n - 1):102 Solution(current_path)103 elif current_path[-1].possible_move != [0, 0, 0, 0]:104 stack_path.append(current_path)105 DFS()106 current_path.pop()107 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[0] = 1108 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[1] = 1109 elif v == 2:110 if current_node.go_left() is not None:111 new_coordinate = current_node.go_left()112 current_path.append(all_points[new_coordinate[0]][new_coordinate[1]])113 stack_cost[-1] -= move_cost[2]114 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[3] = 0115 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[2] = 0116 if current_path[-1].get_position() == (m - 1, n - 1):117 Solution(current_path)118 elif current_path[-1].possible_move != [0, 0, 0, 0]:119 stack_path.append(current_path)120 DFS()121 current_path.pop()122 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[3] = 1123 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[2] = 1124 elif v == 3:125 if current_node.go_right() is not None:126 new_coordinate = current_node.go_right()127 current_path.append(all_points[new_coordinate[0]][new_coordinate[1]])128 stack_cost[-1] += move_cost[3]129 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[2] = 0130 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[3] = 0131 if current_path[-1].get_position() == (m - 1, n - 1):132 Solution(current_path)133 elif current_path[-1].possible_move != [0, 0, 0, 0]:134 stack_path.append(current_path)135 DFS()136 current_path.pop()137 all_points[new_coordinate[0]][new_coordinate[1]].possible_move[2] = 1138 all_points[current_node.get_position()[0]][current_node.get_position()[1]].possible_move[3] = 1...

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