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brutemunk.py
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brutemunk.py
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import sys
import pygame
from pygame.locals import *
import pymunk
import pymunk.pygame_util
import random
from tqdm import trange
# INIT
pygame.init()
size = 256
screen = pygame.display.set_mode((size, size))
pygame.display.set_caption("Phyre Task 00002:015")
clock = pygame.time.Clock()
draw_options = pymunk.pygame_util.DrawOptions(screen)
# SETUP
# Space
def add_ball(space, radius, pos, color= (200, 0 , 0, 255)):
mass = radius / 5
moment = pymunk.moment_for_circle(mass, 0, radius)
body = pymunk.Body(mass, moment)
body.position = pos
shape = pymunk.Circle(body, radius)
shape.friction = 0.5
shape.color = color
space.add(body, shape)
return shape
def setup_space():
space = pymunk.Space()
space.gravity = (0.0, -1000.0)
# Walls
wall_body = pymunk.Body(body_type = pymunk.Body.STATIC)
wall_body.position = (0,0)
wall_width = 1
wd = pymunk.Segment(wall_body, (-1, 0), (size, 0), wall_width)
wu = pymunk.Segment(wall_body, (-1, 1+size), (size, 1+size), wall_width)
wl = pymunk.Segment(wall_body, (-1, 0), (-1, size), wall_width)
wr = pymunk.Segment(wall_body, (size, 0), (size, size), wall_width)
space.add(wall_body, wl, wr, wu, wd)
# Segments
segment_width = 5
floor_body = pymunk.Body(body_type = pymunk.Body.STATIC)
wall_body.position = (0, 0)
floor = pymunk.Segment(floor_body, (0, 3), (size, 3), segment_width)
floor.color = (0, 0, 180, 255)
floor.friction = 1
plank_body = pymunk.Body(body_type = pymunk.Body.STATIC)
plank_body.position = (0, 156)
plank = pymunk.Segment(plank_body, (0, 0), (3*size//5, 0), segment_width)
plank.color = (0, 0, 0, 255)
plank.friction = 1
space.add(floor_body, floor, plank_body, plank)
# Ball
ball = add_ball(space, 16, (size//3, 7.5*size//8), color = (0, 200, 0, 255))
#add_ball(space, 16, (size//3 - 5, 5.5*size//8)) # One Solution
return space
# Collision
def begin_col(arbiter, space, data):
global tags, solved
a, b = arbiter.shapes
try:
a, b = tags[a], tags[b]
except Exception:
pass
if (a == 1 and b == 2) or (a == 2 and b == 1):
solved = True
print("solved!")
return True
# Simulation
def find_solving_action(space):
global size
while True:
action_pos = (random.random()*size, random.random()*size)
action_radius = 5 + random.random()*size/4
if not space.point_query_nearest(action_pos, action_radius, []):
add_ball(space, action_radius, action_pos)
break
return action_radius, action_pos
def simulate(space, visual = False):
for frame in range(350):
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit(0)
space.step(1/70.0)
if visual:
screen.fill((255,255,255))
space.debug_draw(draw_options)
pygame.display.flip()
clock.tick(50)
space_init = setup_space()
handler = space_init.add_default_collision_handler()
handler.begin = begin_col
# MAIN LOOP
count = 0
while True:
solved = False
space = space_init.copy()
action_radius, action_pos = find_solving_action(space)
sh = space.shapes
tags = {sh[6]:1, sh[4]:2, sh[-1]:6, sh[5]:4}
# SIMULATION
print("simulating...", count)
simulate(space)
count += 1
if solved:
space = space_init.copy()
add_ball(space, action_radius, action_pos)
simulate(space, visual=True)