Refactoring lab
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games/snake/snake.py
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160
games/snake/snake.py
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class SnakeHead:
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"""An Agent representing the snake's head. When the game starts, you control
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the snake head using the arrow keys. The SnakeHead always has a direction, and
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will keep moving in that direction every turn. When you press an arrow key,
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you change the SnakeHead's direction.
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Attributes:
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name: "Snake head"
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position: (0,0)
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character: ``'v'`` Depending on the snake head's direction, its character
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changes to ``'<'``, ``'^'``, ``'>'``, or ``'v'``.
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next_segment: Initially ``None``, this is a reference to a SnakeBodySegment.
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growing: When set to True, the snake will grow a new segment on its next move.
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"""
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RIGHT = (1, 0)
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UP = (0, -1)
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LEFT = (-1, 0)
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DOWN = (0, 1)
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name = "Snake head"
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position = (0, 0)
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direction = DOWN
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character = 'v'
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next_segment = None
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growing = False
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def play_turn(self, game):
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"""On each turn, the snake head uses its position and direction to figure out
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its next position. If the snake head is able to move there (it's on the board and
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not occuppied by part of the snake's body), it moves.
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Then, if the snake head is on the Apple, the Apple moves to a new random position
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and ``growing`` is set to True.
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Now we need to deal with two situations. First, if ``next_segment`` is not None, there is
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a SnakeBodySegment attached to the head. We need the body to follow the head,
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so we call ``self.next_segment.move``, passing the head's old position
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(this will be the body's new position), a reference to the game, and a value for
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``growing``. If the snake needs to grow, we need to pass this information along
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the body until it reaches the tail--this is where the next segment will be attached.
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If there is no ``next_segment`` but ``self.growing`` is True, it's time to add
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a body! We set ``self.next_segment`` to a new SnakeBodySegment, set its
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position to the head's old position, and add it to the game. We also add 1 to the
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game's score.
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"""
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x, y = self.position
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dx, dy = self.direction
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next_pos = (x + dx, y + dy)
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if self.can_move(next_pos, game):
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apple = game.get_agent_by_name("Apple")
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ax, ay = apple.position
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old_dist = abs(x - ax) + abs(y - ay)
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new_dist = abs(next_pos[0] - ax) + abs(next_pos[1] - ay)
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game.state['reward'] += old_dist - new_dist # +1 toward apple, -1 away
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game.state['energy'] -= 1
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self.position = next_pos
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if self.is_on_apple(self.position, game):
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apple.relocate(game)
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self.growing = True
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game.state['score'] += 50
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game.state['reward'] += 50
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game.state['energy'] = 150
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if self.next_segment:
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self.next_segment.move((x, y), game, growing=self.growing)
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elif self.growing:
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self.next_segment = SnakeBodySegment(1, (x, y))
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game.add_agent(self.next_segment)
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self.growing = False
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bw, bh = game.board_size
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hx, hy = self.position
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ax, ay = apple.position
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game.state['apple_dx'] = (ax - hx) / bw
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game.state['apple_dy'] = (ay - hy) / bh
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if game.state['energy'] <= 0:
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game.state['reward'] -= 10
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game.end()
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else:
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game.state['reward'] -= 10
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game.end()
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def handle_keystroke(self, keystroke, game):
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"""Checks whether one of the arrow keys has been pressed.
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If so, sets the SnakeHead's direction and character.
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"""
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x, y = self.position
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if keystroke.name == "KEY_RIGHT":
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self.direction = self.RIGHT
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self.character = '>'
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elif keystroke.name == "KEY_UP":
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self.direction = self.UP
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self.character = '^'
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elif keystroke.name == "KEY_LEFT":
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self.direction = self.LEFT
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self.character = '<'
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elif keystroke.name == "KEY_DOWN":
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self.direction = self.DOWN
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self.character = 'v'
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def can_move(self, position, game):
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on_board = game.on_board(position)
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empty = game.is_empty(position)
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on_apple = self.is_on_apple(position, game)
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return on_board and (empty or on_apple)
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def is_on_apple(self, position, game):
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apple = game.get_agent_by_name("Apple")
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return apple.position == position
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class SnakeBodySegment:
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"""Finally, we need an Agent for the snake's body segments.
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SnakeBodySegment doesn't have ``play_turn`` or ``handle_keystroke`` methods because
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it never does anything on its own. It only moves when the SnakeHead, or the previous
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segment, tells it to move.
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Arguments:
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segment_id (int): Keeps track of how far back this segment is from the head.
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This is used to give the segment a unique name, and also to keep track
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of how many points the player earns for eating the next apple.
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position (int, int): The initial position.
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Attributes:
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character: '*'
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next_segment: Initially ``None``, this is a reference to a SnakeBodySegment
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when this segment is not the last one in the snake's body.
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"""
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character = '*'
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next_segment = None
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def __init__(self, segment_id, position):
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self.segment_id = segment_id
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self.name = f"Snake body segment {segment_id}"
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self.position = position
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def move(self, new_position, game, growing=False):
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"""When SnakeHead moves, it sets off a chain reaction, moving all its
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body segments. Whenever the head or a body segment has another segment
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(``next_segment``), it calls that segment's ``move`` method.
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This method updates the SnakeBodySegment's position. Then, if
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``self.next_segment`` is not None, calls that segment's ``move`` method.
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If there is no next segment and ``growing`` is True, then we set
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``self.next_segment`` to a new SnakeBodySegment in this segment's old
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position, and update the game's score.
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Arguments:
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new_position (int, int): The new position.
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game (Game): A reference to the current game.
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growing (bool): (Default False) When True, the snake needs to
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add a new segment.
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"""
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old_position = self.position
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self.position = new_position
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if self.next_segment:
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self.next_segment.move(old_position, game, growing=growing)
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elif growing:
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self.next_segment = SnakeBodySegment(self.segment_id + 1, old_position)
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game.add_agent(self.next_segment)
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