How to use the pelita.maze_generator.str_to_maze function in pelita

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github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_remove_one_dead_end():
    # this maze has exactly one dead end at coordinate (1,1)
    maze_dead = """########
                   # #    #
                   #      #
                   #      #
                   ########"""

    maze = mg.str_to_maze(maze_dead)
    mg.remove_dead_end((1,1), maze)
    assert maze[1,1] == mg.E
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_add_food():
    mini = """########
              #      #
              #      #
              ########"""
    maze = mg.str_to_maze(mini)
    # We have 12 empty squares in total, so 6 on the left side.
    # -> 2 slots are taken by the dividing border, so we have 4 left
    # -> 2 are reserved for pacmen, so we have only 2 slots for food
    # - check that we can indeed accommodate 2 pellets in the maze
    lmaze = maze.copy()
    mg.add_food(lmaze, 2)
    assert (lmaze == mg.F).sum() == 2
    # - check that if we add a wall in a free spot that is not reserved by the
    #   pacmen we can only accommodate 1 pellet
    lmaze = maze.copy()
    lmaze[1,2] = mg.W
    mg.add_food(lmaze, 1)
    assert (lmaze == mg.F).sum() == 1
    # - if we try to add more food, we complain
    lmaze = maze.copy()
    lmaze[1,2] = mg.W
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_conversion_to_nx_graph():
    maze_str = """##################
                  #       ##       #
                  # # #      ### # #
                  # # ##           #
                  #           ## # #
                  # # ###      # # #
                  #       ##       #
                  ##################"""
    maze = mg.str_to_maze(maze_str)
    graph = mg.walls_to_graph(maze)
    # now derive a maze from a graph manually
    # - start with a maze full of walls
    newmaze = mg.empty_maze(maze.shape[0], maze.shape[1])
    newmaze.fill(mg.W)
    # - loop through each node of the graph and remove a wall at the
    # corresponding coordinate
    for node in graph.nodes():
        newmaze[node[1], node[0]] = mg.E
    assert np.all(maze == newmaze)
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_remove_multiple_dead_ends(set_seed):
    # this maze has exactly three dead ends at coordinates (1,1), (1,5), (3,5)
    maze_dead = """############
                   # #        #
                   #          #
                   #          #
                   # # #      #
                   # # #      #
                   ############"""

    maze = mg.str_to_maze(maze_dead)
    mg.remove_all_dead_ends(maze)
    # There are many ways of getting rid of the two dead ends at the bottom
    # The one that requires the less work is to remove the left-bottom wall
    # This one is the solution we get from remove_all_dead_ends, but just
    # because the order in which we find dead ends is from top to bottom and from
    # left to right.
    # In other words, remove the dead ends here actually means getting this maze back
    expected_maze = """############
                       #          #
                       #          #
                       #          #
                       # # #      #
                       #   #      #
                       ############"""
    expected_maze = mg.str_to_maze(expected_maze)
    assert np.all(maze == expected_maze)
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_find_multiple_dead_ends_on_the_right(set_seed):
    # this maze has exactly three dead ends at coordinates (10,1), (10,5), (8,5)
    maze_dead = """############
                   #        # #
                   #          #
                   #          #
                   #      # # #
                   #      # # #
                   ############"""

    maze = mg.str_to_maze(maze_dead)
    graph = mg.walls_to_graph(maze)
    width = maze.shape[1]
    dead_ends = mg.find_dead_ends(graph, width)
    assert len(dead_ends) == 3
    dead_ends.sort()
    assert dead_ends[2] == (10,5)
    assert dead_ends[1] == (10,1)
    assert dead_ends[0] == (8,5)
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_find_chamber():
    # This maze has one single chamber, whose entrance is one of the
    # nodes (1,2), (1,3) or (1,4)
    maze_chamber = """############
                      #   #      #
                      #   #      #
                      # ###      #
                      #          #
                      #          #
                      ############"""

    maze = mg.str_to_maze(maze_chamber)
    maze_orig = maze.copy()
    mg.remove_all_dead_ends(maze)
    # first, check that the chamber is not mistaken for a dead end
    assert np.all(maze_orig == maze)
    # now check that we detect it
    graph = mg.walls_to_graph(maze)
    # there are actually two nodes that can be considered entrances
    entrance, chamber = mg.find_chamber(graph)
    assert entrance in ((1,2), (1,3), (1,4))
    # check that the chamber contains the right nodes. Convert to set, because
    # the order is irrelevant
    if entrance == (1,4):
        expected_chamber = {(1,1), (1,2), (1,3), (2,1), (2,2), (3,1), (3,2)}
    elif entrance == (1,3):
        expected_chamber = {(1,1), (1,2), (2,1), (2,2), (3,1), (3,2)}
    else:
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_remove_all_chambers(set_seed, maze_chamber):
    maze = mg.str_to_maze(maze_chamber)
    mg.remove_all_chambers(maze)
    # there are no more chambers if the connectivity of the graph is larger than 1
    graph = mg.walls_to_graph(maze)
    assert nx.node_connectivity(graph) > 1
    #XXX: TODO -> an easy way of getting rid of chambers is to just remove all the
github ASPP / pelita / test / test_maze_generation.py View on Github external
def test_get_new_maze(set_seed, iteration):
    # generate a few mazes and check them for consistency
    local_seed = random.randint(1,2**31-1)*iteration
    maze_str = mg.get_new_maze(8,16,nfood=15,seed=local_seed)
    maze = mg.str_to_maze(maze_str)
    height, width = maze.shape
    # check that the returned maze has all the pacmen
    for pacman in (b'0',b'1',b'2',b'3'):
        assert np.any(maze == pacman)
        # now that we now we have a pacman, check that we have it only once
        # and remove it by putting an empty space instead
        row, col = np.nonzero(maze == pacman)
        assert len(row) == 1
        assert len(col) == 1
        maze[row,col] = mg.E

    # check that we have in total twice nfood in the maze
    assert (maze == mg.F).sum() == 15*2
    # remove the food for computing dead ends and chambers
    maze[maze == mg.F] = mg.E
github ASPP / pelita / test / test_maze_generation.py View on Github external
maze = mg.str_to_maze(maze_dead)
    mg.remove_all_dead_ends(maze)
    # There are many ways of getting rid of the two dead ends at the bottom
    # The one that requires the less work is to remove the left-bottom wall
    # This one is the solution we get from remove_all_dead_ends, but just
    # because the order in which we find dead ends is from top to bottom and from
    # left to right.
    # In other words, remove the dead ends here actually means getting this maze back
    expected_maze = """############
                       #          #
                       #          #
                       #          #
                       # # #      #
                       #   #      #
                       ############"""
    expected_maze = mg.str_to_maze(expected_maze)
    assert np.all(maze == expected_maze)