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    pygame实现俄罗斯方块游戏(AI篇2)(2)

    栏目:代码类 时间:2019-10-29 21:10

    现在机器人又厉害了一些,基本上没有比较糟糕的情况下,机器人已经不会gameover了

    四、已成空洞上方位置的避免

    比如下图

    我们一定会尽可能避免在红框的位置堆叠,因为这样有助于我们消除空洞上方的方块后可以尽快进入空洞进行新的消除,但是机器人现在还没有这个考虑,所以我们在Matrix里继续增加一个空洞上方方块数的计算。
    函数实现如下: 

    def get_block_above_hole(self):
     blocks=0
     for x in range(0,self.cols):
     for y in range(1,self.rows):
     if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: 
     blocks += sum(self.data[x:(y*self.cols+x):self.cols])
     return blocks
    

    在计算分数的地方我们再加一行

    score -= clone_matrix.get_block_above_hole()

    这样机器人就会考虑让空洞上方的方块尽可能少。

    附下目前的完整程序。

    # -*- coding=utf-8 -*-
    import random
    import pygame
    from pygame.locals import KEYDOWN,K_LEFT,K_RIGHT,K_UP,K_DOWN,K_SPACE
    import pickle,os
    
    ROW_COUNT=20
    COL_COUNT=10
    SCORE_MAP=(100,300,800,1600)
    
    class Matrix(object):
     rows = 0
     cols = 0
     data = []
     def __init__(self, rows, cols, data=None):
     self.rows = rows
     self.cols = cols 
     if data is None: data = [0 for i in range(rows*cols)]
     self.data = data
    
     def set_val(self, x, y, val):
     self.data[y*self.cols+x] = val
    
     def get_val(self, x, y):
     return self.data[y*self.cols+x]
     
     def cross_block(self, rect_arr, xdiff=0, ydiff=0):
     for x,y in rect_arr:
     #if x+xdiff>=0 and x+xdiff<self.cols and y+ydiff>=0 and y+ydiff<self.rows:
     if self.get_val(x+xdiff,y+ydiff) == 1: return True
     return False
    
     def get_block_above_hole(self):
     blocks=0
     for x in range(0,self.cols):
     for y in range(1,self.rows):
     if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: 
     blocks += sum(self.data[x:(y*self.cols+x):self.cols])
    
     return blocks
    
     def get_hole_number(self):
     hole_num=0
     for x in range(0,self.cols):
     for y in range(1,self.rows):
     if self.get_val(x,y) == 0 and self.get_val(x,y-1) == 1: 
     hole_num+=1
     return hole_num
    
     def clone(self):
     clone_matrix=Matrix(self.rows, self.cols, list(self.data))
     return clone_matrix
    
     def fill_block(self, rect_arr, xdiff=0, ydiff=0):
     for x,y in rect_arr:
     self.set_val(x+xdiff,y+ydiff, 1)
    
     def do_clear(self):
     clear_num = 0
     for i in range(self.rows-1,-1,-1):
     if sum(self.data[self.cols*i:self.cols*(i+1)])==self.cols:
     self.data[self.cols:self.cols*(i+1)]=self.data[0:self.cols*i]
     clear_num+=1
     return clear_num
    
     def get_empty_col(self):
     miny_arr=[]
     for x in range(self.cols):
     miny=19
     for y in range(self.rows):
     miny=y
     if self.get_val(x,y) == 1:break
     miny_arr.append(miny)
     empty_arr=[]
     if miny_arr[1] - miny_arr[0] > 2: empty_arr.append((self.cols,miny_arr[1] - miny_arr[0]))
     if miny_arr[self.cols-2] - miny_arr[self.cols-1] > 2: empty_arr.append((miny_arr[self.cols-2] - miny_arr[self.cols-1],self.cols))
     for x in range(1,self.cols-1):
     if miny_arr[x-1]-miny_arr[x]>2 or miny_arr[x+1]-miny_arr[x]>2: empty_arr.append((miny_arr[x-1]-miny_arr[x],miny_arr[x+1]-miny_arr[x]))
     return empty_arr
    
     def print_matrix(self):
     for i in range(self.rows):
     print self.data[self.cols*i:self.cols*(i+1)]
    
    class Player(object):
     auto_mode=False
     def __init__(self):
     pass
     def run(self, panel): 
     pass
    
    class HumanPlayer(Player):
     def __init__(self):
     super(Player, self).__init__()
    
    class AIPlayer(Player):
     cal_block_id=-1 
     ctl_arr=[] # control arr, 1=change、2=left、3=right、4=down
     auto_mode=True
     ai_diff_ticks = 100 #timespan between two controls
     
     def __init__(self):
     super(Player, self).__init__()
     self.ctl_ticks = pygame.time.get_ticks() + self.ai_diff_ticks
    
     def get_cost_of_emptycol(self, empty_arr):
     cost = 0
     for l,r in empty_arr:
     if l>2 and r>2: cost += (l+r)*2
     elif l>2: cost += l
     else: cost += r
     return cost
    
     def cal_best_arr(self, panel):
     matrix = panel.get_rect_matrix()
     cur_shape_id = panel.moving_block.shape_id
     shape_num = panel.moving_block.shape_num
     max_score = -10000
     best_arr = []
     for i in range(shape_num):
     tmp_shape_id = cur_shape_id + i
     if tmp_shape_id >= shape_num: tmp_shape_id = tmp_shape_id % shape_num
     tmp_shape = panel.moving_block.get_shape(sid=tmp_shape_id)
     center_shape = []
     for x,y in tmp_shape: center_shape.append((x+COL_COUNT/2-2,y-2))
     minx = COL_COUNT
     maxx = 0
     miny = ROW_COUNT
     maxy = -2
     for x,y in center_shape:
     if x<minx: minx = x
     if x>maxx: maxx = x
     if y<miny: miny = y
     if y>maxy: maxy = y
    
     for xdiff in range(-minx,COL_COUNT-maxx): 
     arr = [1 for _ in range(i)] 
     if xdiff < 0: [arr.append(2) for _ in range(-xdiff)]
     if xdiff > 0: [arr.append(3) for _ in range(xdiff)]
    
     max_yindex = -miny
     for yindex in range(-miny, ROW_COUNT-maxy):
     if matrix.cross_block(center_shape, xdiff=xdiff, ydiff=yindex):
     break
     max_yindex = yindex
     score = sum([y+max_yindex for x,y in center_shape])
    
     # clone matrix and fill new block to calculate holes
     clone_matrix = matrix.clone()
     clone_matrix.fill_block(center_shape, xdiff=xdiff, ydiff=max_yindex)
     clear_num = clone_matrix.do_clear()
     score -= clone_matrix.get_block_above_hole()
     empty_arr = clone_matrix.get_empty_col()
     score -= self.get_cost_of_emptycol(empty_arr)
     score += clear_num * 5
     score -= clone_matrix.get_hole_number() * COL_COUNT
    
     if score > max_score: 
     max_score = score
     best_arr = arr
     self.ctl_arr = best_arr+[4]
    
     def run(self, panel):
     if pygame.time.get_ticks() < self.ctl_ticks: return
     self.ctl_ticks += self.ai_diff_ticks
     if panel.block_id == self.cal_block_id: # block_id not change
     if len(self.ctl_arr)>0:
     ctl = self.ctl_arr.pop(0)
     if ctl == 1: panel.change_block()
     if ctl == 2: panel.control_block(-1,0)
     if ctl == 3: panel.control_block(1,0)
     if ctl == 4:
     flag = panel.move_block()
     while flag==1: 
     flag = panel.move_block()
    
     else: # block_id is new
     self.cal_block_id = panel.block_id
     self.cal_best_arr(panel)
     
    
    class RectInfo(object):
     def __init__(self, x, y, color):
     self.x = x
     self.y = y
     self.color = color
    
    class HintBox(object):
     next_block=None
     def __init__(self, bg, block_size, position):
     self._bg=bg;
     self._x,self._y,self._width,self._height=position
     self._block_size=block_size
     self._bgcolor=[0,0,0]
    
     def take_block(self):
     block = self.next_block
     if block is None: # make first block
     block = create_block()
     
     self.next_block = create_block()
     return block
    
     def paint(self):
     mid_x=self._x+self._width/2
     pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) 
     bz=self._block_size
     
     if self.next_block:
     arr = self.next_block.get_rect_arr()
     minx,miny=arr[0]
     maxx,maxy=arr[0]
     for x,y in arr:
     if x<minx: minx=x
     if x>maxx: maxx=x
     if y<miny: miny=y
     if y>maxy: maxy=y
     w=(maxx-minx)*bz
     h=(maxy-miny)*bz
     
     cx=self._width/2-w/2-minx*bz-bz/2 
     cy=self._height/2-h/2-miny*bz-bz/2
    
     for rect in arr:
     x,y=rect
     pygame.draw.line(self._bg,self.next_block.color,[self._x+x*bz+cx+bz/2,self._y+cy+y*bz],[self._x+x*bz+cx+bz/2,self._y+cy+(y+1)*bz],bz)
     pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz+cx,self._y+y*bz+cy,bz+1,bz+1],1)
    
    class ScoreBox(object):
     total_score = 0
     high_score = 0
     db_file = 'tetris.db'
     def __init__(self, bg, block_size, position):
     self._bg=bg;
     self._x,self._y,self._width,self._height=position
     self._block_size=block_size
     self._bgcolor=[0,0,0]
     
     if os.path.exists(self.db_file): self.high_score = pickle.load(open(self.db_file,'rb'))
    
     def paint(self):
     myfont = pygame.font.Font(None,36)
     white = 255,255,255
     textImage = myfont.render('High: %06d'%(self.high_score), True, white)
     self._bg.blit(textImage, (self._x,self._y))
     textImage = myfont.render('Score:%06d'%(self.total_score), True, white)
     self._bg.blit(textImage, (self._x,self._y+40))
    
     def add_score(self, score):
     self.total_score += score
     if self.total_score > self.high_score:
     self.high_score=self.total_score
     pickle.dump(self.high_score, open(self.db_file,'wb+'))
    
    class Panel(object): 
     block_id=0
     rect_arr=[] 
     moving_block=None 
     hint_box=None
     score_box=None
     def __init__(self,bg, block_size, position):
     self._bg=bg;
     self._x,self._y,self._width,self._height=position
     self._block_size=block_size
     self._bgcolor=[0,0,0]
     
     def get_rect_matrix(self):
     matrix = Matrix(ROW_COUNT, COL_COUNT)
     for rect_info in self.rect_arr:
     matrix.set_val(rect_info.x, rect_info.y, 1)
     return matrix
    
     def add_block(self,block):
     for x,y in block.get_rect_arr():
     self.rect_arr.append(RectInfo(x,y, block.color))
    
     def create_move_block(self):
     self.block_id+=1
     block = self.hint_box.take_block()
     #block = create_block()
     block.move(COL_COUNT/2-2,-2) # move block to top center
     self.moving_block=block
    
     def check_overlap(self, diffx, diffy, check_arr=None):
     if check_arr is None: check_arr = self.moving_block.get_rect_arr()
     for x,y in check_arr:
     for rect_info in self.rect_arr:
     if x+diffx==rect_info.x and y+diffy==rect_info.y:
     return True
     return False
    
     def control_block(self, diffx, diffy):
     if self.moving_block.can_move(diffx,diffy) and not self.check_overlap(diffx, diffy):
     self.moving_block.move(diffx,diffy)
    
     def change_block(self):
     if self.moving_block:
     new_arr = self.moving_block.change()
     if new_arr and not self.check_overlap(0, 0, check_arr=new_arr): 
     self.moving_block.rect_arr=new_arr
    
    
     def move_block(self):
     if self.moving_block is None: create_move_block()
     if self.moving_block.can_move(0,1) and not self.check_overlap(0,1): 
     self.moving_block.move(0,1)
     return 1
     else:
     self.add_block(self.moving_block)
     self.check_clear()
    
     for rect_info in self.rect_arr:
     if rect_info.y<0: return 9 # gameover
     self.create_move_block()
     return 2
    
     def check_clear(self):
     tmp_arr = [[] for i in range(20)]
     
     for rect_info in self.rect_arr:
     if rect_info.y<0: return
     tmp_arr[rect_info.y].append(rect_info)
    
     clear_num=0
     clear_lines=set([])
     y_clear_diff_arr=[[] for i in range(20)]
     
     for y in range(19,-1,-1):
     if len(tmp_arr[y])==10:
     clear_lines.add(y)
     clear_num += 1
     y_clear_diff_arr[y] = clear_num
    
     if clear_num>0:
     new_arr=[]
     
     for y in range(19,-1,-1):
     if y in clear_lines: continue
     tmp_row = tmp_arr[y]
     y_clear_diff=y_clear_diff_arr[y]
     for rect_info in tmp_row:
     #new_arr.append([x,y+y_clear_diff])
     new_arr.append(RectInfo(rect_info.x, rect_info.y+y_clear_diff, rect_info.color))
     
     self.rect_arr = new_arr
     score = SCORE_MAP[clear_num-1]
     self.score_box.add_score(score)
    
    
     def paint(self):
     mid_x=self._x+self._width/2
     pygame.draw.line(self._bg,self._bgcolor,[mid_x,self._y],[mid_x,self._y+self._height],self._width) # 用一个粗线段来填充背景
     
     bz=self._block_size
     for rect_info in self.rect_arr:
     x=rect_info.x
     y=rect_info.y
     pygame.draw.line(self._bg,rect_info.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
     pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
     
     if self.move_block:
     for rect in self.moving_block.get_rect_arr():
     x,y=rect
     pygame.draw.line(self._bg,self.moving_block.color,[self._x+x*bz+bz/2,self._y+y*bz],[self._x+x*bz+bz/2,self._y+(y+1)*bz],bz)
     pygame.draw.rect(self._bg,[255,255,255],[self._x+x*bz,self._y+y*bz,bz+1,bz+1],1)
    
    class Block(object):
     sx=0
     sy=0
     def __init__(self):
     self.rect_arr=[]
    
     def get_rect_arr(self): 
     return self.rect_arr
    
     def move(self,xdiff,ydiff):
     self.sx+=xdiff
     self.sy+=ydiff
     self.new_rect_arr=[]
     for x,y in self.rect_arr:
     self.new_rect_arr.append((x+xdiff,y+ydiff))
     self.rect_arr=self.new_rect_arr
    
     def can_move(self,xdiff,ydiff):
     for x,y in self.rect_arr:
     if y+ydiff>=20: return False
     if x+xdiff<0 or x+xdiff>=10: return False
     return True
    
     def change(self):
     self.shape_id+=1 
     if self.shape_id >= self.shape_num: 
     self.shape_id=0
    
     arr = self.get_shape()
     new_arr = []
     for x,y in arr:
     if x+self.sx<0 or x+self.sx>=10: 
     self.shape_id -= 1
     if self.shape_id < 0: self.shape_id = self.shape_num - 1
     return None 
    
     new_arr.append([x+self.sx,y+self.sy])
    
     return new_arr
    
    class LongBlock(Block):
     shape_id=0
     shape_num=2
     def __init__(self, n=None): 
     super(LongBlock, self).__init__()
     if n is None: n=random.randint(0,1)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(50,180,50)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     return [(1,0),(1,1),(1,2),(1,3)] if sid==0 else [(0,2),(1,2),(2,2),(3,2)]
    
    class SquareBlock(Block): 
     shape_id=0
     shape_num=1
     def __init__(self, n=None):
     super(SquareBlock, self).__init__()
     self.rect_arr=self.get_shape()
     self.color=(0,0,255)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     return [(1,1),(1,2),(2,1),(2,2)]
    
    class ZBlock(Block): 
     shape_id=0
     shape_num=2
     def __init__(self, n=None):
     super(ZBlock, self).__init__()
     if n is None: n=random.randint(0,1)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(30,200,200)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     return [(2,0),(2,1),(1,1),(1,2)] if sid==0 else [(0,1),(1,1),(1,2),(2,2)]
    
    class SBlock(Block):
     shape_id=0
     shape_num=2
     def __init__(self, n=None):
     super(SBlock, self).__init__()
     if n is None: n=random.randint(0,1)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(255,30,255)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     return [(1,0),(1,1),(2,1),(2,2)] if sid==0 else [(0,2),(1,2),(1,1),(2,1)]
    
    class LBlock(Block): 
     shape_id=0
     shape_num=4
     def __init__(self, n=None):
     super(LBlock, self).__init__()
     if n is None: n=random.randint(0,3)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(200,200,30)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     if sid==0: return [(1,0),(1,1),(1,2),(2,2)]
     elif sid==1: return [(0,1),(1,1),(2,1),(0,2)]
     elif sid==2: return [(0,0),(1,0),(1,1),(1,2)]
     else: return [(0,1),(1,1),(2,1),(2,0)]
    
    class JBlock(Block):
     shape_id=0
     shape_num=4
     def __init__(self, n=None):
     super(JBlock, self).__init__()
     if n is None: n=random.randint(0,3)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(200,100,0)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     if sid==0: return [(1,0),(1,1),(1,2),(0,2)]
     elif sid==1: return [(0,1),(1,1),(2,1),(0,0)]
     elif sid==2: return [(2,0),(1,0),(1,1),(1,2)]
     else: return [(0,1),(1,1),(2,1),(2,2)]
    
    class TBlock(Block):
     shape_id=0
     shape_num=4
     def __init__(self, n=None):
     super(TBlock, self).__init__()
     if n is None: n=random.randint(0,3)
     self.shape_id=n
     self.rect_arr=self.get_shape()
     self.color=(255,0,0)
    
     def get_shape(self, sid=None):
     if sid is None: sid = self.shape_id
     if sid==0: return [(0,1),(1,1),(2,1),(1,2)]
     elif sid==1: return [(1,0),(1,1),(1,2),(0,1)]
     elif sid==2: return [(0,1),(1,1),(2,1),(1,0)]
     else: return [(1,0),(1,1),(1,2),(2,1)]
    
    def create_block():
     n = random.randint(0,18)
     if n==0: return SquareBlock(n=0)
     elif n==1 or n==2: return LongBlock(n=n-1)
     elif n==3 or n==4: return ZBlock(n=n-3)
     elif n==5 or n==6: return SBlock(n=n-5)
     elif n>=7 and n<=10: return LBlock(n=n-7)
     elif n>=11 and n<=14: return JBlock(n=n-11)
     else: return TBlock(n=n-15)
    
    def run():
     pygame.init()
     space=30
     main_block_size=30
     main_panel_width=main_block_size*COL_COUNT
     main_panel_height=main_block_size*ROW_COUNT
     screencaption = pygame.display.set_caption('Tetris')
     screen = pygame.display.set_mode((main_panel_width+160+space*3,main_panel_height+space*2)) 
     main_panel=Panel(screen,main_block_size,[space,space,main_panel_width,main_panel_height])
     hint_box=HintBox(screen,main_block_size,[main_panel_width+space+space,space,160,160])
     score_box=ScoreBox(screen,main_block_size,[main_panel_width+space+space,160+space*2,160,160])
     
     main_panel.hint_box=hint_box
     main_panel.score_box=score_box
    
     pygame.key.set_repeat(200, 30)
     main_panel.create_move_block()
    
     diff_ticks = 300 
     ticks = pygame.time.get_ticks() + diff_ticks
    
     player = AIPlayer()
    
     pause=0
     game_state = 1 # game status 1.normal 2.gameover
     while True:
     for event in pygame.event.get():
     if event.type == pygame.QUIT:
     pygame.quit()
     exit()
     if event.type == KEYDOWN:
     if event.key==97: pause=1-pause # press a to pause
     if event.key==112: # for debug where press p
     main_panel.get_rect_matrix().print_matrix()
     if player.auto_mode:continue
     if event.type == KEYDOWN:
     if event.key == K_LEFT: main_panel.control_block(-1,0)
     if event.key == K_RIGHT: main_panel.control_block(1,0)
     if event.key == K_UP: main_panel.change_block()
     if event.key == K_DOWN: main_panel.control_block(0,1)
     if event.key == K_SPACE:
     flag = main_panel.move_block()
     while flag==1: 
     flag = main_panel.move_block()
     if flag == 9: game_state = 2
     
     screen.fill((100,100,100)) # make background gray
     main_panel.paint() 
     hint_box.paint() 
     score_box.paint() 
    
     if game_state == 2:
     myfont = pygame.font.Font(None,30)
     white = 255,255,255
     textImage = myfont.render("Game over", True, white)
     screen.blit(textImage, (160,190))
    
     pygame.display.update() 
    
     if pause==1: continue
     if game_state == 1: player.run(main_panel)
     if game_state == 1 and pygame.time.get_ticks() >= ticks:
     ticks+=diff_ticks
     if main_panel.move_block()==9: game_state = 2 # gameover
    
    run()