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tetris_fair.py
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tetris_fair.py
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import copy
import torch
from tetris_model import *
from tetris_agent import *
class Tetris:
def __init__(self, screen, mode, draw):
self.draw = draw
self.mode = mode
self.screen = screen
self.top_left_x = 150
self.top_left_y = 90
self.locked_positions = {}
self.font_small = pygame.font.SysFont('Arial', 20)
font = pygame.font.SysFont('Arial', 40)
self.label = font.render('AI Player', 1, (255, 255, 255))
self.label_held_piece = self.font_small.render('Held Piece', 1, (255, 255, 255))
self.label_next_piece = self.font_small.render('Next Piece', 1, (255, 255, 255))
self.outgoing_lines = 0
self.incoming_lines = 0
self.bag = get_shapes()
self.change_piece = False
self.current_piece = self.bag.pop()
self.next_piece = self.bag.pop()
self.held_piece = []
self.switch_piece = True
self.run = True
self.score = 0
self.total_pieces_placed = 0
self.total_lines_cleared = 0
self.combo = 0
self.max_combo = 0
self.last_score = 0
self.top_score = 0
self.move = 0
self.x_move = 0
self.area = pygame.Rect(0, 75, 700, 625)
self.small_area = pygame.Rect(self.top_left_x - 50, self.top_left_y + 100, 400, 660)
self.initial_grid = [[(0, 0, 0) for x in range(10)] for x in range(20)]
draw_title(self.screen, self.label, self.top_left_x)
# Swaps current piece and held piece or next piece
def get_held_piece(self):
if not self.held_piece:
self.held_piece = self.current_piece
self.current_piece = self.next_piece
self.current_piece.y = self.held_piece.y
self.current_piece.x = self.held_piece.x
self.next_piece = self.bag.pop()
if not self.bag:
self.bag = get_shapes()
else:
holder = self.held_piece
self.held_piece = self.current_piece
self.current_piece = holder
self.current_piece.y = self.held_piece.y
self.current_piece.x = self.held_piece.x
# returns a copy of the next or held piece
def swap_piece(self):
if not self.held_piece:
return copy.deepcopy(self.next_piece)
else:
return copy.deepcopy(self.held_piece)
# returns properties of the simulated board
def get_state_properties(self, grid):
lines_cleared, board = cleared(grid)
number_of_holes = holes(board)
bumpiness, height = bumpiness_and_height(board)
return torch.FloatTensor([lines_cleared, number_of_holes, bumpiness, height, abs(self.x_move)])
# Checks all possible moves and returns the properties of those moves
def get_next_states(self):
states = {}
number = 1
grid = create_grid(self.locked_positions)
accepted_positions = self.locked_positions
use_piece = copy.deepcopy(self.current_piece)
starting_x = use_piece.x
starting_y = use_piece.y
cp = [row[:] for row in grid]
if self.switch_piece:
number = 2
for k in range(number):
if k == 1:
use_piece = self.swap_piece()
use_piece.x = starting_x
use_piece.y = starting_y
if k < 2:
normal_x = use_piece.x
normal_y = use_piece.y
normal_rotate = use_piece.rotation
if use_piece.index < 3:
rotates = 3
elif use_piece.index > 3:
rotates = 4
else:
rotates = 1
for j in range(2):
valid = True
grid = [row[:] for row in cp]
# checks all positions right with all rotations
if j == 0:
for z in range(rotates):
x_move = -1
if z > 0:
use_piece.rotation = use_piece.rotation + 1 % len(
use_piece.shape)
valid = True
while valid:
x_move += 1
use_piece.x += x_move
if not valid_space(use_piece, accepted_positions):
use_piece.x = normal_x
valid = False
if valid:
while valid_space(use_piece, accepted_positions):
use_piece.y += 1
use_piece.y -= 1
shape_pos = convert_shape_format(use_piece)
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y > -1:
grid[y][x] = use_piece.color
states[(x_move, z, k)] = self.get_state_properties(grid)
use_piece.x = normal_x
use_piece.y = normal_y
grid = [row[:] for row in cp]
use_piece.rotation = normal_rotate
# checks all positions right with all rotations
elif j == 1:
for z in range(rotates):
x_move = 0
if z > 0:
use_piece.rotation = use_piece.rotation + 1 % len(
use_piece.shape)
while valid:
x_move -= 1
use_piece.x += x_move
if not valid_space(use_piece, accepted_positions):
use_piece.x = normal_x
valid = False
if valid:
while valid_space(use_piece, accepted_positions):
use_piece.y += 1
use_piece.y -= 1
shape_pos = convert_shape_format(use_piece)
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y > -1:
grid[y][x] = use_piece.color
states[(x_move, z, k)] = self.get_state_properties(grid)
use_piece.x = normal_x
use_piece.y = normal_y
grid = [row[:] for row in cp]
valid = True
use_piece.rotation = normal_rotate
return states
# Resets the game
def reset(self):
self.locked_positions = {}
self.outgoing_lines = 0
self.incoming_lines = 0
self.bag = get_shapes()
self.change_piece = False
self.current_piece = self.bag.pop()
self.next_piece = self.bag.pop()
self.held_piece = []
self.switch_piece = True
self.last_score = self.score
self.score = 0
self.total_pieces_placed = 0
self.run = False
self.move = 0
self.total_lines_cleared = 0
self.combo = 0
return self.get_state_properties(self.initial_grid)
# Draws select stats to the screen
def draw_stats(self):
area = pygame.Rect(0, 75, 800, 600)
self.screen.fill((0, 0, 0), area)
label = self.font_small.render(f'Lines cleared = {self.total_lines_cleared}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y))
label = self.font_small.render(f'Pieces placed = {self.total_pieces_placed}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y + 20))
label = self.font_small.render(f'Score = {self.score}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y + 40))
label = self.font_small.render(f'Max Combo = {self.max_combo}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y + 60))
label = self.font_small.render(f'Last Score = {self.last_score}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y + 80))
label = self.font_small.render(f'Top Score = {self.top_score}', 1, (255, 255, 255))
self.screen.blit(label, (self.top_left_x + 400, self.top_left_y + 100))
# Draws incoming lines
def lines(self, lines_sent):
self.incoming_lines += lines_sent
draw_lines_sent(self.screen, self.top_left_x, self.top_left_y, self.incoming_lines)
# processes and returns the reward of a step
def step(self, action=[-1, -1, -1], lines_sent=0):
self.incoming_lines += lines_sent
direction, num_rotations, swap = action
self.move = self.move + 1
score = 0
grid = create_grid(self.locked_positions)
accepted_positions = self.locked_positions
# Actions Swap/Rotate/Move
if swap == 1:
self.get_held_piece()
self.switch_piece = False
while num_rotations > 0:
self.current_piece.rotation = self.current_piece.rotation + 1 % len(self.current_piece.shape)
num_rotations -= 1
if direction < 0:
self.current_piece.x -= 1
if not valid_space(self.current_piece, accepted_positions):
self.current_piece.x += 1
elif direction > 0:
self.current_piece.x += 1
if not valid_space(self.current_piece, accepted_positions):
self.current_piece.x -= 1
if direction == 0:
self.current_piece.y += 1
self.move = 0
if valid_space(self.current_piece, accepted_positions):
while valid_space(self.current_piece, accepted_positions):
self.screen.fill((0, 0, 0), self.small_area)
shape_pos = convert_shape_format(self.current_piece)
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y > -1:
grid[y][x] = self.current_piece.color
draw_window(self.screen, self.top_left_x, grid, self.top_left_y)
pygame.display.update(self.small_area)
self.current_piece.y += 1
grid = create_grid(self.locked_positions)
self.current_piece.y -= 1
else:
self.current_piece.y -= 1
self.change_piece = True
# moves piece down every 2 moves (gravity)
if self.move == 2:
self.move = 0
self.current_piece.y += 1
if not (valid_space(self.current_piece, accepted_positions)) and self.current_piece.y > 0:
self.current_piece.y -= 1
self.change_piece = True
shape_pos = convert_shape_format(self.current_piece)
for i in range(len(shape_pos)):
x, y = shape_pos[i]
if y > -1:
grid[y][x] = self.current_piece.color
# When a piece has hit the ground
lines_cleared = 0
if self.change_piece:
self.switch_piece = True
self.total_pieces_placed += 1
for pos in shape_pos:
p = (pos[0], pos[1])
self.locked_positions[p] = self.current_piece.color
self.current_piece = self.next_piece
self.next_piece = self.bag.pop()
if not self.bag:
self.bag = get_shapes()
self.change_piece = False
if check_lost(self.locked_positions):
self.run = True
if not self.run:
# counts how many lines have been cleared
self.outgoing_lines += clear_rows(grid, self.locked_positions)
self.score += self.outgoing_lines
self.total_lines_cleared += self.outgoing_lines
lines_cleared = self.outgoing_lines
self.outgoing_lines = 0
if lines_cleared > 0:
self.combo = (self.combo + 1)
else:
self.combo = 0
if self.combo > 1:
lines_cleared = lines_cleared
elif lines_cleared > 0 and self.mode != "training":
lines_cleared = lines_cleared - 1
# Checks for incoming lines and subtracts from them outgoing lines
if not self.draw:
if lines_cleared > self.incoming_lines:
lines_cleared = lines_cleared - self.incoming_lines
elif lines_cleared == self.incoming_lines:
lines_cleared = 0
self.incoming_lines = 0
elif lines_cleared < self.incoming_lines:
self.incoming_lines = self.incoming_lines - lines_cleared
# Adds a row for each incoming line and moves rows up
if self.incoming_lines > 0:
for j in range(10):
for i in range(20):
if (j, i) in self.locked_positions:
self.locked_positions[j, i - self.incoming_lines] = self.locked_positions[j, i]
del self.locked_positions[j, i]
lines_sent = random.sample(range(10), 9)
for x in range(self.incoming_lines):
for r in lines_sent:
self.locked_positions[r, 19 - x] = (169, 169, 169)
self.incoming_lines = 0
score = 1 + lines_cleared ** 2
if self.combo > self.max_combo:
self.max_combo = self.combo
self.score += score
if self.top_score < self.score:
self.top_score = self.score
if self.draw:
self.draw_stats()
else:
self.screen.fill((0, 0, 0), self.area)
draw_lines_sent(self.screen, self.top_left_x, self.top_left_y, self.incoming_lines)
draw_window(self.screen, self.top_left_x, grid, self.top_left_y)
draw_next_shape(self.next_piece, self.screen, self.top_left_x, self.label_next_piece, self.top_left_y)
draw_held_shape(self.held_piece, self.screen, self.top_left_x, self.label_held_piece, self.top_left_y)
if not self.draw:
pygame.display.update(self.area)
if self.mode == "training":
out = score
else:
out = lines_cleared
return out, self.run