Delete game with huggingface_hub
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- game/data/Block3D/__init__.py +0 -0
- game/data/Block3D/__pycache__/__init__.cpython-313.pyc +0 -0
- game/data/Block3D/__pycache__/generate.cpython-313.pyc +0 -0
- game/data/Block3D/__pycache__/level_data.cpython-313.pyc +0 -0
- game/data/Block3D/generate.py +0 -57
- game/data/Block3D/level_data.py +0 -1
- game/data/__init__.py +0 -0
- game/data/__pycache__/__init__.cpython-313.pyc +0 -0
- game/data/maze3d/Level_01.png +0 -3
- game/data/maze3d/Level_01.txt +0 -5
- game/data/maze3d/Level_02.png +0 -3
- game/data/maze3d/Level_02.txt +0 -5
- game/data/maze3d/Level_03.png +0 -3
- game/data/maze3d/Level_03.txt +0 -5
- game/data/maze3d/Level_04.png +0 -3
- game/data/maze3d/Level_04.txt +0 -7
- game/data/maze3d/Level_05.png +0 -3
- game/data/maze3d/Level_05.txt +0 -7
- game/data/maze3d/Level_06.png +0 -3
- game/data/maze3d/Level_06.txt +0 -7
- game/data/maze3d/Level_07.png +0 -3
- game/data/maze3d/Level_07.txt +0 -7
- game/data/maze3d/Level_08.png +0 -3
- game/data/maze3d/Level_08.txt +0 -7
- game/data/maze3d/Level_09.png +0 -3
- game/data/maze3d/Level_09.txt +0 -9
- game/data/maze3d/Level_10.png +0 -3
- game/data/maze3d/Level_10.txt +0 -9
- game/data/maze3d/Level_11.png +0 -3
- game/data/maze3d/Level_11.txt +0 -9
- game/data/maze3d/Level_12.png +0 -3
- game/data/maze3d/Level_12.txt +0 -9
- game/data/maze3d/Level_13.png +0 -3
- game/data/maze3d/Level_13.txt +0 -11
- game/data/maze3d/Level_14.png +0 -3
- game/data/maze3d/Level_14.txt +0 -11
- game/data/maze3d/Level_15.png +0 -3
- game/data/maze3d/Level_15.txt +0 -11
- game/data/maze3d/Level_16.png +0 -3
- game/data/maze3d/Level_16.txt +0 -11
- game/data/maze3d/Level_17.png +0 -3
- game/data/maze3d/Level_17.txt +0 -11
- game/data/maze3d/Level_18.png +0 -3
- game/data/maze3d/Level_18.txt +0 -13
- game/data/maze3d/Level_19.png +0 -3
- game/data/maze3d/Level_19.txt +0 -13
- game/data/maze3d/Level_20.png +0 -3
- game/data/maze3d/Level_20.txt +0 -13
- game/data/maze3d/__pycache__/generate.cpython-313.pyc +0 -0
- game/data/maze3d/generate.py +0 -202
game/data/Block3D/__init__.py
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game/data/Block3D/__pycache__/__init__.cpython-313.pyc
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game/data/Block3D/__pycache__/generate.cpython-313.pyc
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game/data/Block3D/__pycache__/level_data.cpython-313.pyc
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game/data/Block3D/generate.py
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import random
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STATIC_LEVELS = [{'name': '入门 - 一字型 (2块)', 'blocks': [(2, 2, 0), (3, 2, 0)]}, {'name': '简单 - 椅子 (4块)', 'blocks': [(2, 2, 0), (2, 3, 0), (2, 2, 1), (2, 2, 2)]}, {'name': '中等 - 拱门 (9块)', 'blocks': [(1, 2, 0), (1, 2, 1), (1, 2, 2), (3, 2, 0), (3, 2, 1), (3, 2, 2), (1, 2, 3), (2, 2, 3), (3, 2, 3)]}, {'name': '困难 - 螺旋梯 (10块)', 'blocks': [(2, 2, 0), (2, 3, 0), (3, 3, 0), (3, 2, 0), (3, 1, 1), (2, 1, 1), (1, 1, 1), (1, 2, 1), (1, 3, 2), (2, 3, 2)]}, {'name': '进阶 - 实心立方体 (8块)', 'blocks': [(2, 2, 0), (3, 2, 0), (2, 3, 0), (3, 3, 0), (2, 2, 1), (3, 2, 1), (2, 3, 1), (3, 3, 1)]}, {'name': '进阶 - 金字塔 (15块)', 'blocks': [(1, 1, 0), (2, 1, 0), (3, 1, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (1, 3, 0), (2, 3, 0), (3, 3, 0), (2, 1, 1), (1, 2, 1), (2, 2, 1), (3, 2, 1), (2, 3, 1), (2, 2, 2)]}, {'name': '挑战 - 字母 H (10块)', 'blocks': [(1, 2, 0), (1, 2, 1), (1, 2, 2), (1, 2, 3), (3, 2, 0), (3, 2, 1), (3, 2, 2), (3, 2, 3), (2, 2, 1), (2, 2, 2)]}, {'name': '挑战 - 枯井 (16块)', 'blocks': [(1, 1, 0), (2, 1, 0), (3, 1, 0), (1, 3, 0), (2, 3, 0), (3, 3, 0), (1, 2, 0), (3, 2, 0), (1, 1, 1), (2, 1, 1), (3, 1, 1), (1, 3, 1), (2, 3, 1), (3, 3, 1), (1, 2, 1), (3, 2, 1)]}, {'name': '专家 - 浮空十字 (8块)', 'blocks': [(2, 2, 0), (2, 2, 1), (2, 2, 2), (2, 2, 3), (1, 2, 2), (3, 2, 2), (2, 1, 2), (2, 3, 2)]}]
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def generate_random_level_data(num_blocks, grid_size=6):
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"""Helpers."""
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blocks = set()
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start_pos = (random.randint(1, grid_size - 2), random.randint(1, grid_size - 2), 0)
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blocks.add(start_pos)
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attempts = 0
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while len(blocks) < num_blocks and attempts < 1000:
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attempts += 1
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base = random.choice(list(blocks))
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bx, by, bz = base
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directions = [(1, 0, 0), (-1, 0, 0), (0, 1, 0), (0, -1, 0), (0, 0, 1), (0, 0, -1)]
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dx, dy, dz = random.choice(directions)
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nx, ny, nz = (bx + dx, by + dy, bz + dz)
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if 0 <= nx < grid_size and 0 <= ny < grid_size and (0 <= nz < grid_size):
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blocks.add((nx, ny, nz))
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return sorted(list(blocks))
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def export_to_file(filename='level_data.py'):
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all_levels = []
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all_levels.extend(STATIC_LEVELS)
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random_counts = [1, 1, 1, 3, 3, 3, 4, 4, 4, 5, 5]
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for count in random_counts:
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blocks = generate_random_level_data(count)
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all_levels.append({'name': f'随机生成 - 未知结构 ({count}块)', 'blocks': blocks})
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all_levels.sort(key=lambda x: len(x['blocks']))
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with open(filename, 'w', encoding='utf-8') as f:
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f.write('# Auto-generated Level Data\n')
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f.write('# Sorted by block count (Easy -> Hard)\n\n')
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f.write('LEVEL_DESIGNS = {\n')
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for index, data in enumerate(all_levels):
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new_id = str(index + 1)
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block_count = len(data['blocks'])
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f.write(f' "{new_id}": {{\n')
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f.write(f""" "name": "[Lv.{new_id}] {data['name']} (共{block_count}块)",\n""")
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f.write(f' "blocks": [\n')
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blocks = data['blocks']
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line_buffer = ''
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for b in blocks:
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s = str(b) + ', '
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if len(line_buffer) + len(s) > 80:
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f.write(f' {line_buffer}\n')
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line_buffer = s
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else:
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line_buffer += s
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if line_buffer:
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f.write(f' {line_buffer}\n')
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f.write(f' ]\n')
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f.write(f' }},\n')
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f.write('}\n')
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print(f'成功生成 {filename}!')
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print(f'共导出 {len(all_levels)} 个关卡,已按物块数量从小到大排序。')
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print(f'现在你可以按顺序游玩:python game.py 1, python game.py 2 ...')
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if __name__ == '__main__':
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export_to_file()
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game/data/Block3D/level_data.py
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LEVEL_DESIGNS = {'1': {'name': '[Lv.1] 随机生成 - 未知结构 (1块) (共1块)', 'blocks': [(2, 2, 0)]}, '2': {'name': '[Lv.2] 随机生成 - 未知结构 (1块) (共1块)', 'blocks': [(4, 4, 0)]}, '3': {'name': '[Lv.3] 随机生成 - 未知结构 (1块) (共1块)', 'blocks': [(1, 3, 0)]}, '4': {'name': '[Lv.4] 入门 - 一字型 (2块) (共2块)', 'blocks': [(2, 2, 0), (3, 2, 0)]}, '5': {'name': '[Lv.5] 随机生成 - 未知结构 (3块) (共3块)', 'blocks': [(1, 1, 0), (1, 1, 1), (1, 2, 0)]}, '6': {'name': '[Lv.6] 随机生成 - 未知结构 (3块) (共3块)', 'blocks': [(0, 4, 1), (1, 4, 0), (1, 4, 1)]}, '7': {'name': '[Lv.7] 随机生成 - 未知结构 (3块) (共3块)', 'blocks': [(4, 4, 0), (4, 5, 0), (5, 5, 0)]}, '8': {'name': '[Lv.8] 简单 - 椅子 (4块) (共4块)', 'blocks': [(2, 2, 0), (2, 3, 0), (2, 2, 1), (2, 2, 2)]}, '9': {'name': '[Lv.9] 随机生成 - 未知结构 (4块) (共4块)', 'blocks': [(2, 0, 0), (2, 1, 0), (3, 1, 0), (4, 1, 0)]}, '10': {'name': '[Lv.10] 随机生成 - 未知结构 (4块) (共4块)', 'blocks': [(3, 1, 0), (3, 2, 0), (4, 1, 0), (5, 1, 0)]}, '11': {'name': '[Lv.11] 随机生成 - 未知结构 (4块) (共4块)', 'blocks': [(1, 3, 0), (2, 2, 0), (2, 3, 0), (3, 2, 0)]}, '12': {'name': '[Lv.12] 随机生成 - 未知结构 (5块) (共5块)', 'blocks': [(4, 1, 0), (4, 2, 0), (4, 2, 1), (4, 2, 2), (5, 2, 0)]}, '13': {'name': '[Lv.13] 随机生成 - 未知结构 (5块) (共5块)', 'blocks': [(1, 2, 0), (1, 2, 1), (1, 2, 2), (1, 3, 1), (2, 2, 0)]}, '14': {'name': '[Lv.14] 进阶 - 实心立方体 (8块) (共8块)', 'blocks': [(2, 2, 0), (3, 2, 0), (2, 3, 0), (3, 3, 0), (2, 2, 1), (3, 2, 1), (2, 3, 1), (3, 3, 1)]}, '15': {'name': '[Lv.15] 专家 - 浮空十字 (8块) (共8块)', 'blocks': [(2, 2, 0), (2, 2, 1), (2, 2, 2), (2, 2, 3), (1, 2, 2), (3, 2, 2), (2, 1, 2), (2, 3, 2)]}, '16': {'name': '[Lv.16] 中等 - 拱门 (9块) (共9块)', 'blocks': [(1, 2, 0), (1, 2, 1), (1, 2, 2), (3, 2, 0), (3, 2, 1), (3, 2, 2), (1, 2, 3), (2, 2, 3), (3, 2, 3)]}, '17': {'name': '[Lv.17] 困难 - 螺旋梯 (10块) (共10块)', 'blocks': [(2, 2, 0), (2, 3, 0), (3, 3, 0), (3, 2, 0), (3, 1, 1), (2, 1, 1), (1, 1, 1), (1, 2, 1), (1, 3, 2), (2, 3, 2)]}, '18': {'name': '[Lv.18] 挑战 - 字母 H (10块) (共10块)', 'blocks': [(1, 2, 0), (1, 2, 1), (1, 2, 2), (1, 2, 3), (3, 2, 0), (3, 2, 1), (3, 2, 2), (3, 2, 3), (2, 2, 1), (2, 2, 2)]}, '19': {'name': '[Lv.19] 进阶 - 金字塔 (15块) (共15块)', 'blocks': [(1, 1, 0), (2, 1, 0), (3, 1, 0), (1, 2, 0), (2, 2, 0), (3, 2, 0), (1, 3, 0), (2, 3, 0), (3, 3, 0), (2, 1, 1), (1, 2, 1), (2, 2, 1), (3, 2, 1), (2, 3, 1), (2, 2, 2)]}, '20': {'name': '[Lv.20] 挑战 - 枯井 (16块) (共16块)', 'blocks': [(1, 1, 0), (2, 1, 0), (3, 1, 0), (1, 3, 0), (2, 3, 0), (3, 3, 0), (1, 2, 0), (3, 2, 0), (1, 1, 1), (2, 1, 1), (3, 1, 1), (1, 3, 1), (2, 3, 1), (3, 3, 1), (1, 2, 1), (3, 2, 1)]}}
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game/data/maze3d/Level_01.png
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game/data/maze3d/__pycache__/generate.cpython-313.pyc
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game/data/maze3d/generate.py
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| 1 |
-
import os
|
| 2 |
-
import random
|
| 3 |
-
import collections
|
| 4 |
-
import matplotlib.pyplot as plt
|
| 5 |
-
import numpy as np
|
| 6 |
-
OUTPUT_DIR = 'D:\\work\\agent\\3Dplanning\\spatial_planning_game\\data\\maze3d'
|
| 7 |
-
WALL = '#'
|
| 8 |
-
EMPTY = ' '
|
| 9 |
-
START = 'S'
|
| 10 |
-
EXIT = 'E'
|
| 11 |
-
if not os.path.exists(OUTPUT_DIR):
|
| 12 |
-
os.makedirs(OUTPUT_DIR)
|
| 13 |
-
|
| 14 |
-
def _generate_single_attempt(width, height, straightness, dead_end_removal, difficulty):
|
| 15 |
-
grid = [[WALL for _ in range(width)] for _ in range(height)]
|
| 16 |
-
sx, sy = (1, 1)
|
| 17 |
-
ex, ey = (width - 2, height - 2)
|
| 18 |
-
obstacle_coords = set()
|
| 19 |
-
if width >= 15:
|
| 20 |
-
raw_len = int(min(width, height) * (0.05 + difficulty * 0.15))
|
| 21 |
-
safe_limit = min(width, height) // 4
|
| 22 |
-
protrude_len = max(2, min(raw_len, safe_limit))
|
| 23 |
-
start_top_x = 5
|
| 24 |
-
start_left_y = 5
|
| 25 |
-
end_bottom_x = width - 6
|
| 26 |
-
end_right_y = height - 6
|
| 27 |
-
if start_top_x < width - 2:
|
| 28 |
-
for i in range(protrude_len):
|
| 29 |
-
obstacle_coords.add((start_top_x, 1 + i))
|
| 30 |
-
if start_left_y < height - 2:
|
| 31 |
-
for i in range(protrude_len):
|
| 32 |
-
obstacle_coords.add((1 + i, start_left_y))
|
| 33 |
-
if end_bottom_x > 2:
|
| 34 |
-
for i in range(protrude_len):
|
| 35 |
-
obstacle_coords.add((end_bottom_x, height - 2 - i))
|
| 36 |
-
if end_right_y > 2:
|
| 37 |
-
for i in range(protrude_len):
|
| 38 |
-
obstacle_coords.add((width - 2 - i, end_right_y))
|
| 39 |
-
if width > 13:
|
| 40 |
-
area = width * height
|
| 41 |
-
density_base = 0.005 if width < 21 else 0.01
|
| 42 |
-
num_random = int(area * density_base * (1 + difficulty * 2))
|
| 43 |
-
num_random = min(num_random, area // 15)
|
| 44 |
-
for _ in range(num_random):
|
| 45 |
-
cx = random.randrange(3, width - 3, 2)
|
| 46 |
-
cy = random.randrange(3, height - 3, 2)
|
| 47 |
-
if abs(cx - sx) + abs(cy - sy) > 4 and abs(cx - ex) + abs(cy - ey) > 4:
|
| 48 |
-
obstacle_coords.add((cx, cy))
|
| 49 |
-
grid[sy][sx] = START
|
| 50 |
-
visited = set([(sx, sy)]) | obstacle_coords
|
| 51 |
-
stack = [(sx, sy, 0, 0)]
|
| 52 |
-
directions = [(0, -2), (0, 2), (-2, 0), (2, 0)]
|
| 53 |
-
while stack:
|
| 54 |
-
cx, cy, last_dx, last_dy = stack[-1]
|
| 55 |
-
neighbors = []
|
| 56 |
-
for dx, dy in directions:
|
| 57 |
-
nx, ny = (cx + dx, cy + dy)
|
| 58 |
-
if 1 <= nx < width - 1 and 1 <= ny < height - 1:
|
| 59 |
-
if (nx, ny) not in visited:
|
| 60 |
-
neighbors.append((nx, ny, dx, dy))
|
| 61 |
-
if neighbors:
|
| 62 |
-
same_dir_n = next((n for n in neighbors if n[2] == last_dx and n[3] == last_dy), None)
|
| 63 |
-
if same_dir_n and random.random() < straightness:
|
| 64 |
-
chosen = same_dir_n
|
| 65 |
-
else:
|
| 66 |
-
chosen = random.choice(neighbors)
|
| 67 |
-
nx, ny, dx, dy = chosen
|
| 68 |
-
grid[cy + dy // 2][cx + dx // 2] = EMPTY
|
| 69 |
-
grid[ny][nx] = EMPTY
|
| 70 |
-
visited.add((nx, ny))
|
| 71 |
-
stack.append((nx, ny, dx, dy))
|
| 72 |
-
else:
|
| 73 |
-
stack.pop()
|
| 74 |
-
grid[ey][ex] = EXIT
|
| 75 |
-
if dead_end_removal > 0:
|
| 76 |
-
dead_ends = []
|
| 77 |
-
for y in range(1, height - 1):
|
| 78 |
-
for x in range(1, width - 1):
|
| 79 |
-
if grid[y][x] == EMPTY:
|
| 80 |
-
w_count = sum((1 for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)] if grid[y + dy][x + dx] == WALL))
|
| 81 |
-
if w_count == 3:
|
| 82 |
-
dead_ends.append((x, y))
|
| 83 |
-
random.shuffle(dead_ends)
|
| 84 |
-
remove_count = int(len(dead_ends) * dead_end_removal)
|
| 85 |
-
for i in range(remove_count):
|
| 86 |
-
dx, dy = dead_ends[i]
|
| 87 |
-
valid_n = []
|
| 88 |
-
for nx, ny in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
|
| 89 |
-
tx, ty = (dx + nx, dy + ny)
|
| 90 |
-
if 1 <= tx < width - 1 and 1 <= ty < height - 1:
|
| 91 |
-
if grid[ty][tx] == WALL and (tx, ty) not in obstacle_coords:
|
| 92 |
-
valid_n.append((nx, ny))
|
| 93 |
-
if valid_n:
|
| 94 |
-
wx, wy = random.choice(valid_n)
|
| 95 |
-
grid[dy + wy][dx + wx] = EMPTY
|
| 96 |
-
return (grid, (sx, sy), (ex, ey), obstacle_coords)
|
| 97 |
-
|
| 98 |
-
def solve_bfs(grid, width, height, start, end):
|
| 99 |
-
"""Helpers."""
|
| 100 |
-
queue = collections.deque([[start]])
|
| 101 |
-
visited = set([start])
|
| 102 |
-
while queue:
|
| 103 |
-
path = queue.popleft()
|
| 104 |
-
cx, cy = path[-1]
|
| 105 |
-
if (cx, cy) == end:
|
| 106 |
-
return path
|
| 107 |
-
for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:
|
| 108 |
-
nx, ny = (cx + dx, cy + dy)
|
| 109 |
-
if 0 <= nx < width and 0 <= ny < height and (grid[ny][nx] != WALL) and ((nx, ny) not in visited):
|
| 110 |
-
visited.add((nx, ny))
|
| 111 |
-
new_path = list(path)
|
| 112 |
-
new_path.append((nx, ny))
|
| 113 |
-
queue.append(new_path)
|
| 114 |
-
return []
|
| 115 |
-
|
| 116 |
-
def generate_maze_robust(width, height, straightness, removal, difficulty):
|
| 117 |
-
"""Helpers."""
|
| 118 |
-
attempt = 0
|
| 119 |
-
while True:
|
| 120 |
-
attempt += 1
|
| 121 |
-
grid, start, end, obstacles = _generate_single_attempt(width, height, straightness, removal, difficulty)
|
| 122 |
-
if solve_bfs(grid, width, height, start, end):
|
| 123 |
-
return (grid, start, end, obstacles)
|
| 124 |
-
if attempt > 30:
|
| 125 |
-
return _generate_single_attempt(width, height, straightness, removal, 0.0)
|
| 126 |
-
|
| 127 |
-
def hash_grid(grid, start, end):
|
| 128 |
-
"""Helpers."""
|
| 129 |
-
grid_str = ''.join([''.join(row) for row in grid])
|
| 130 |
-
return f'{grid_str}|{start}|{end}'
|
| 131 |
-
|
| 132 |
-
def save_unique_level(index, width, height, straightness, removal, difficulty, seen_hashes):
|
| 133 |
-
MAX_RETRIES = 50
|
| 134 |
-
for attempt in range(MAX_RETRIES):
|
| 135 |
-
grid, start, end, obstacles = generate_maze_robust(width, height, straightness, removal, difficulty)
|
| 136 |
-
if width == height and width < 10:
|
| 137 |
-
ops = random.choice(['none', 'flip_h', 'flip_v', 'transpose'])
|
| 138 |
-
if ops != 'none':
|
| 139 |
-
grid_np = np.array([list(r) for r in grid])
|
| 140 |
-
if ops == 'flip_h':
|
| 141 |
-
grid_np = np.fliplr(grid_np)
|
| 142 |
-
start = (width - 1 - start[0], start[1])
|
| 143 |
-
end = (width - 1 - end[0], end[1])
|
| 144 |
-
elif ops == 'flip_v':
|
| 145 |
-
grid_np = np.flipud(grid_np)
|
| 146 |
-
start = (start[0], height - 1 - start[1])
|
| 147 |
-
end = (end[0], height - 1 - end[1])
|
| 148 |
-
elif ops == 'transpose':
|
| 149 |
-
grid_np = grid_np.T
|
| 150 |
-
start = (start[1], start[0])
|
| 151 |
-
end = (end[1], end[0])
|
| 152 |
-
grid = grid_np.tolist()
|
| 153 |
-
current_hash = hash_grid(grid, start, end)
|
| 154 |
-
if current_hash not in seen_hashes:
|
| 155 |
-
seen_hashes.add(current_hash)
|
| 156 |
-
filename_base = f'Level_{index + 1:02d}'
|
| 157 |
-
with open(os.path.join(OUTPUT_DIR, f'{filename_base}.txt'), 'w', encoding='utf-8') as f:
|
| 158 |
-
for line in grid:
|
| 159 |
-
f.write(''.join(line) + '\n')
|
| 160 |
-
path = solve_bfs(grid, width, height, start, end)
|
| 161 |
-
matrix = np.zeros((height, width))
|
| 162 |
-
for y in range(height):
|
| 163 |
-
for x in range(width):
|
| 164 |
-
if (x, y) in obstacles and width >= 13:
|
| 165 |
-
matrix[y][x] = 0.3
|
| 166 |
-
elif grid[y][x] == WALL:
|
| 167 |
-
matrix[y][x] = 0.0
|
| 168 |
-
else:
|
| 169 |
-
matrix[y][x] = 1.0
|
| 170 |
-
plt.figure(figsize=(8, 8))
|
| 171 |
-
plt.imshow(matrix, cmap='gray', interpolation='nearest')
|
| 172 |
-
if path:
|
| 173 |
-
px, py = zip(*path)
|
| 174 |
-
plt.plot(px, py, color='red', linewidth=2, alpha=0.6)
|
| 175 |
-
plt.scatter(start[0], start[1], c='lime', s=100, label='Start')
|
| 176 |
-
plt.scatter(end[0], end[1], c='orange', s=100, label='Exit')
|
| 177 |
-
plt.title(f'Level {index + 1}: {width}x{height} | Obstacles: {len(obstacles)}')
|
| 178 |
-
plt.axis('off')
|
| 179 |
-
plt.savefig(os.path.join(OUTPUT_DIR, f'{filename_base}.png'), bbox_inches='tight')
|
| 180 |
-
plt.close()
|
| 181 |
-
return True
|
| 182 |
-
print(f' [警告] Level {index + 1} ({width}x{height}): 尝试 {MAX_RETRIES} 次仍无法生成完全唯一的地图,保留最后一次结果。')
|
| 183 |
-
return True
|
| 184 |
-
|
| 185 |
-
def main():
|
| 186 |
-
print(f'🚀 开始生成动态难度迷宫 (防重复增强版)...')
|
| 187 |
-
TOTAL_LEVELS = 20
|
| 188 |
-
MIN_SIZE, MAX_SIZE = (5, 13)
|
| 189 |
-
seen_hashes = set()
|
| 190 |
-
for i in range(TOTAL_LEVELS):
|
| 191 |
-
t = i / (TOTAL_LEVELS - 1)
|
| 192 |
-
size = int(MIN_SIZE + t * (MAX_SIZE - MIN_SIZE))
|
| 193 |
-
if size % 2 == 0:
|
| 194 |
-
size += 1
|
| 195 |
-
difficulty = t
|
| 196 |
-
straightness = 0.85 - t * 0.5
|
| 197 |
-
removal = 0.5 - t * 0.4
|
| 198 |
-
save_unique_level(i, size, size, straightness, removal, difficulty, seen_hashes)
|
| 199 |
-
print(f' [进度 {i + 1}/{TOTAL_LEVELS}] 已生成 {size}x{size} 关卡')
|
| 200 |
-
print(f'\n✅ 全部完成!文件已保存至: {OUTPUT_DIR}')
|
| 201 |
-
if __name__ == '__main__':
|
| 202 |
-
main()
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