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2 Commits
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d39e6ecc25
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assets/1.bmp
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assets/1on.bmp
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assets/2.bmp
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assets/2on.bmp
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assets/3.bmp
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assets/3on.bmp
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assets/4.bmp
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assets/4on.bmp
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17
src/GUI.py
@@ -4,6 +4,7 @@ from typing import override
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import pygame
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from src.algorithms.wfc import WFCSolver
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from src.algorithms.bruteforce import BruteForceSolver
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from src.net import NetGame
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@@ -32,8 +33,9 @@ class PieceSprite(pygame.sprite.Sprite):
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@override
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def update(self, game: NetGame, events: list[pygame.event.Event]):
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piece = game.get_piece(self.x, self.y)
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image = pygame.image.load(os.path.join("assets", f"{piece.type}.bmp")).convert()
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image.set_colorkey("#ffffff")
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image = pygame.image.load(
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os.path.join("assets", f"{piece.type}.bmp")
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).convert_alpha()
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image = pygame.transform.rotate(image, -90 * int(piece.direction))
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if piece.locked:
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self.image.fill("#a0a0a0")
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@@ -87,6 +89,7 @@ class NetGUI:
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def run_game(self):
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current_solver = None
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display_solver = False
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step_solver = False
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while not self.game.solved():
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events = pygame.event.get()
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@@ -102,16 +105,22 @@ class NetGUI:
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_b:
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current_solver = BruteForceSolver(self.game).solve()
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if event.key == pygame.K_d:
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elif event.key == pygame.K_d:
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display_solver = not display_solver
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elif event.key == pygame.K_s:
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step_solver = not step_solver
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elif event.key == pygame.K_w:
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current_solver = WFCSolver(self.game).solve()
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if current_solver:
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try:
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_ = next(current_solver)
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except StopIteration:
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current_solver = None
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if step_solver:
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_ = input()
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if (not current_solver) or display_solver:
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self.update_display(events)
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sleep(2)
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NetGUI(3, 3).run_game()
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NetGUI(5, 5).run_game()
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@@ -1,13 +1,14 @@
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import time
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from multiprocessing import Pool
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from src.algorithms.wfc import WFCSolver
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from src.algorithms.bruteforce import BruteForceSolver
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from src.net import NetGame
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def test_run() -> float:
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game = NetGame(3, 3)
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solver = BruteForceSolver(game)
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def test_run(i: int) -> float:
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game = NetGame(5, 5, i)
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solver = WFCSolver(game)
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a = time.perf_counter()
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for _ in solver.solve():
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pass
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@@ -18,7 +19,7 @@ def test_run() -> float:
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if __name__ == "__main__":
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total = 0
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with Pool() as p:
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processes = [p.apply_async(test_run) for _ in range(100)]
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processes = [p.apply_async(test_run, (i,)) for i in range(1000)]
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for proc in processes:
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total += proc.get()
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print(total)
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print(total / 1000)
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@@ -1,4 +1,5 @@
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from netTypes import Direction, PieceType
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from collections.abc import Generator
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from src.netTypes import Direction, PieceType
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from src.net import NetGame
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@@ -36,13 +37,13 @@ class WFCSolver:
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return dirs
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elif ptype == PieceType.CORNER:
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possible: set[Direction] = set()
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if dirs.union({Direction.UP, Direction.RIGHT}):
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if dirs.issuperset({Direction.UP, Direction.RIGHT}):
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possible.add(Direction.UP)
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if dirs.union({Direction.RIGHT, Direction.DOWN}):
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if dirs.issuperset({Direction.RIGHT, Direction.DOWN}):
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possible.add(Direction.RIGHT)
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if dirs.union({Direction.DOWN, Direction.LEFT}):
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if dirs.issuperset({Direction.DOWN, Direction.LEFT}):
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possible.add(Direction.DOWN)
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if dirs.union({Direction.LEFT, Direction.UP}):
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if dirs.issuperset({Direction.LEFT, Direction.UP}):
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possible.add(Direction.LEFT)
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return possible
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elif ptype == PieceType.STRAIGHT:
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@@ -67,56 +68,33 @@ class WFCSolver:
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else:
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return set()
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def get_possible_direction_count(self, x: int, y: int) -> int:
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ptype = self.game.get_piece(x, y).type
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connectable = self.possible_connections[x][y]
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camount = len(connectable)
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if camount == 4:
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return 4
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if ptype == PieceType.NODE:
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return camount
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elif ptype == PieceType.CORNER:
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if camount == 3:
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return 2
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elif (
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camount == 2
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and connectable != {Direction.UP, Direction.DOWN}
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and connectable != {Direction.LEFT, Direction.RIGHT}
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): # 2 nicht-gegenüberliegende seiten
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return 1
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else:
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return 0
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elif ptype == PieceType.STRAIGHT:
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if camount == 4:
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return 4
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elif (
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camount == 3
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or connectable == {Direction.UP, Direction.DOWN}
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or connectable == {Direction.LEFT, Direction.RIGHT}
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):
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return 1
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else:
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return 0
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else: # T-JUNCTION
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if camount == 4:
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return 4
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elif camount == 3:
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return 1
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else:
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return 0
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def solve(self) -> None:
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def solve(self) -> Generator[None]:
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coordinates = list(
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((i, j) for i in range(self.game.width) for j in range(self.game.height))
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)
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while not self.game.solved():
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yield
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(x, y) = min(
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coordinates, key=lambda t: self.get_possible_direction_count(*t)
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coordinates, key=lambda t: len(self.get_possible_directions(*t))
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)
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if self.get_possible_direction_count(x, y) == 0:
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if len(self.get_possible_directions(x, y)) == 0:
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raise NotImplementedError(
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"Irgendwo eine falsche Richtung gewählt, muss diese Logik noch schreiben"
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)
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direction = self.get_possible_directions(x, y).pop()
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self.game.set_direction(x, y, direction)
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# TODO: Nachbaren updaten
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self.game.lock(x, y)
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coordinates.remove((x, y))
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for nx, ny in self.game.neighbors(x, y):
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dx = nx - x
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dy = ny - y
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ndir = Direction.from_offset(dx, dy)
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if ndir not in self.game.get_piece(x, y).connected_directions():
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try:
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self.possible_connections[nx][ny].remove(
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Direction((ndir + 2) % 4)
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)
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except KeyError:
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pass
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elif self.game.get_piece(nx, ny).type == PieceType.NODE:
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self.possible_connections[nx][ny] = {Direction((ndir + 2) % 4)}
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12
src/net.py
@@ -13,13 +13,16 @@ class Grid:
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width: int
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height: int
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def __init__(self, width: int, height: int) -> None:
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def __init__(self, width: int, height: int, specific: int | None = None) -> None:
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self.height = height
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self.width = width
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if width != height or width not in [3, 5, 7, 9, 11, 13]:
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raise ValueError("Feldgrösse nicht erlaubt")
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with open(f"descriptions/{width}x{height}.txt") as f:
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lines = f.readlines()
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if specific:
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selected = lines[specific].strip()
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else:
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selected = choice(lines).strip()
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self.pieces = parse_description(selected)
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@@ -71,8 +74,8 @@ class NetGame:
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width: int
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height: int
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def __init__(self, width: int, height: int) -> None:
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self._grid = Grid(width, height)
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def __init__(self, width: int, height: int, specific: int | None = None) -> None:
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self._grid = Grid(width, height, specific)
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self.width = width
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self.height = height
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@@ -94,5 +97,8 @@ class NetGame:
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def set_direction(self, x: int, y: int, dir: Direction) -> None:
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self._grid.pieces[x][y].direction = dir
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def neighbors(self, x: int, y: int) -> list[Coordinate]:
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return self._grid.neighbors(x, y)
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def solved(self):
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return self._grid.solved()
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