Jam/polyomino.py

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Python
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import math
import sys
from kivy.graphics import Color,Line,Rectangle
from point import Point,l_infinity
from tools import isint_nonzero,sgn,in_interval
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# parent class of all polyominos
class Polyomino():
def __init__(self,**kwargs):
# square elements that maje up the polyomino
self.squares=kwargs.get("squares",[])
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self.color=kwargs.get("color",(0,0,1))
self.selected=False
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# mesh of background grid (no grid for mesh size 0)
self.grid=kwargs.get("grid",0)
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# draw function
def draw(self):
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# set color
if not self.selected:
Color(*self.color)
else:
(r,g,b)=self.color
# darken selected
Color(r/2,g/2,b/2)
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for square in self.squares:
Rectangle(pos=((square.pos.x-0.5)*square.size,(square.pos.y-0.5)*square.size),size=(square.size,square.size))
# draw boundary
self.stroke()
# draw boundary (override for connected polyominos)
def stroke(self):
# white
Color(1,1,1)
for square in self.squares:
Line(points=(
*((square.pos.x-0.5)*square.size,(square.pos.y-0.5)*square.size),
*((square.pos.x-0.5)*square.size,(square.pos.y+0.5)*square.size),
*((square.pos.x+0.5)*square.size,(square.pos.y+0.5)*square.size),
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*((square.pos.x+0.5)*square.size,(square.pos.y-0.5)*square.size),
*((square.pos.x-0.5)*square.size,(square.pos.y-0.5)*square.size)
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))
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# move by delta
def move(self,delta):
for square in self.squares:
square.pos+=delta
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# whether x is in the support of the polyomino
def in_support(self,x):
for square in self.squares:
if l_infinity(square.pos-x)<=1/2:
return True
return False
# check whether self interacts with candidate if candidate were moved by offset
def check_interaction(self,candidate,offset):
for square1 in self.squares:
for square2 in candidate.squares:
if square1.check_interaction(square2.pos+offset):
return True
return False
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# square
class Square(Polyomino):
def __init__(self,x,y,**kwargs):
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super(Square,self).__init__(**kwargs,squares=[Square_element(x,y)])
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# cross
class Cross(Polyomino):
def __init__(self,x,y,**kwargs):
super(Cross,self).__init__(**kwargs,squares=[\
Square_element(x,y),\
Square_element(x+1,y),\
Square_element(x-1,y),\
Square_element(x,y+1),\
Square_element(x,y-1)\
])
# redefine stroke to avoid lines between touching squares
def stroke(self):
Color(1,1,1)
Line(points=(
*((self.squares[0].pos.x-0.5)*Square_element.size,(self.squares[0].pos.y-0.5)*Square_element.size),
*((self.squares[0].pos.x-0.5)*Square_element.size,(self.squares[0].pos.y-1.5)*Square_element.size),
*((self.squares[0].pos.x+0.5)*Square_element.size,(self.squares[0].pos.y-1.5)*Square_element.size),
*((self.squares[0].pos.x+0.5)*Square_element.size,(self.squares[0].pos.y-0.5)*Square_element.size),
*((self.squares[0].pos.x+1.5)*Square_element.size,(self.squares[0].pos.y-0.5)*Square_element.size),
*((self.squares[0].pos.x+1.5)*Square_element.size,(self.squares[0].pos.y+0.5)*Square_element.size),
*((self.squares[0].pos.x+0.5)*Square_element.size,(self.squares[0].pos.y+0.5)*Square_element.size),
*((self.squares[0].pos.x+0.5)*Square_element.size,(self.squares[0].pos.y+1.5)*Square_element.size),
*((self.squares[0].pos.x-0.5)*Square_element.size,(self.squares[0].pos.y+1.5)*Square_element.size),
*((self.squares[0].pos.x-0.5)*Square_element.size,(self.squares[0].pos.y+0.5)*Square_element.size),
*((self.squares[0].pos.x-1.5)*Square_element.size,(self.squares[0].pos.y+0.5)*Square_element.size),
*((self.squares[0].pos.x-1.5)*Square_element.size,(self.squares[0].pos.y-0.5)*Square_element.size),
*((self.squares[0].pos.x-0.5)*Square_element.size,(self.squares[0].pos.y-0.5)*Square_element.size),
))
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# square building block of polyominos
class Square_element():
# size
size=50
def __init__(self,x,y,**kwargs):
self.pos=Point(x,y)
# set position
def setpos(self,x,y):
self.pos.x=x
self.pos.y=y
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# check whether a square at pos interacts with square
def check_interaction(self,pos):
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return l_infinity(pos-self.pos)<1
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# check whether a square at position pos is touching self
def check_touch(self,pos):
# allow for error
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if in_interval(l_infinity(pos-self.pos),1-1e-11,1+1e-11):
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return True
return False
# find position along a line that comes in contact with the line going through pos in direction v
def move_on_line_to_stick(self,pos,v):
# compute intersections with four lines making up square
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if v.x!=0:
if v.y!=0:
intersections=[\
Point(self.pos.x+1,pos.y+v.y/v.x*(self.pos.x+1-pos.x)),\
Point(self.pos.x-1,pos.y+v.y/v.x*(self.pos.x-1-pos.x)),\
Point(pos.x+v.x/v.y*(self.pos.y+1-pos.y),self.pos.y+1),\
Point(pos.x+v.x/v.y*(self.pos.y-1-pos.y),self.pos.y-1)\
]
else:
intersections=[\
Point(self.pos.x+1,pos.y+v.y/v.x*(self.pos.x+1-pos.x)),\
Point(self.pos.x-1,pos.y+v.y/v.x*(self.pos.x-1-pos.x))
]
else:
if v.y!=0:
intersections=[\
Point(pos.x+v.x/v.y*(self.pos.y+1-pos.y),self.pos.y+1),\
Point(pos.x+v.x/v.y*(self.pos.y-1-pos.y),self.pos.y-1)\
]
else:
print("error: move_on_line_to_stick called with v=0, please file a bug report with the developer",file=sys.stderr)
exit(-1)
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# compute closest one, on square
closest=None
dist=math.inf
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for i in range(0,len(intersections)):
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# check that it is on square
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if abs(intersections[i].x-self.pos.x)<=1+1e-11 and abs(intersections[i].y-self.pos.y)<=1+1e-11:
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if (intersections[i]-pos)**2<dist:
closest=intersections[i]
dist=(intersections[i]-pos)**2
if closest==None:
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print("error: cannot move particle at (",pos.x,",",pos.y,") to the boundary of (",self.pos.x,",",self.pos.y,") in direction (",v.x,",",v.y,")",file=sys.stderr)
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exit(-1)
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# return difference to pos
return closest-pos
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# move along edge of square
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def move_along(self,delta,pos):
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rel=pos-self.pos
# check if the particle is stuck in the x direction
if isint_nonzero(rel.x):
# check y direction
if isint_nonzero(rel.y):
# in corner
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if sgn(delta.y)==-sgn(rel.y):
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# stuck in x direction
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return self.move_stuck_x(delta,pos)
elif sgn(delta.x)==-sgn(rel.x):
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# stuck in y direction
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return self.move_stuck_y(delta,pos)
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# stuck in both directions
return pos
else:
# stuck in x direction
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return self.move_stuck_x(delta,pos)
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elif isint_nonzero(rel.y):
# stuck in y direction
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return self.move_stuck_y(delta,pos)
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# this should never happen
else:
print("error: stuck particle has non-integer relative position: (",rel.x,",",rel.y,")",file=sys.stderr)
exit(-1)
# move when stuck in the x direction
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def move_stuck_x(self,delta,pos):
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# only move in y direction
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candidate=Point(0,delta.y)
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# do not move past corners
rel=pos.y-self.pos.y
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if delta.y>0:
if rel<math.ceil(rel)-1e-11 and delta.y+rel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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# stick to corner
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candidate.y=math.ceil(rel)+self.pos.y-pos.y
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else:
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if rel>math.floor(rel)+1e-11 and delta.y+rel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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# stick to corner
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candidate.y=math.floor(rel)+self.pos.y-pos.y
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return candidate
# move when stuck in the y direction
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def move_stuck_y(self,delta,pos):
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# onlx move in x direction
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candidate=Point(delta.x,0)
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# do not move past corners
rel=pos.x-self.pos.x
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if delta.x>0:
if rel<math.ceil(rel)-1e-11 and delta.x+rel>math.ceil(rel)+1e-11 and math.ceil(rel)!=0:
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# stick to corner
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candidate.x=math.ceil(rel)+self.pos.x-pos.x
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else:
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if rel>math.floor(rel)+1e-11 and delta.x+rel<math.floor(rel)-1e-11 and math.floor(rel)!=0:
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# stick to corner
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candidate.x=math.floor(rel)+self.pos.x-pos.x
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return candidate