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pg_Sudoku_manuell.py
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pg_Sudoku_manuell.py
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import subprocess as sp
import pygame
import math
from timeit import default_timer as timer
from pygame import display, Surface, sprite, font, Color, Rect
import os
import csv
class GameBoard(sprite.Sprite):
def __init__(self, cubesize:int = 10, sud=None, sol=None) -> None:
pygame.init()
self.display_game = display.set_mode((1000,600))
self.display_game.fill(Color("black"))
self.running = True
self.dbcClock = pygame.time.Clock()
self.tClock = pygame.time.Clock()
self.dbcT = 1000
self.auto = False
self.cubesize = 60
self.build_UI()
# 0 = write full size(tile is that number), 1 = pencil mark (tile can be that number), 2 = strong mark(tile has to be one of these numbers)
self.edit_mode = 0
self.holding_mb1 = False
self.ind = 0
self.image = Surface((cubesize*9, cubesize*9))
self.image.fill(Color("white"))
self.color_line = Color("black")
# Sudoku
if sud and sol:
self.sudoku, self.solution = sud, sol
else:
self.sudoku, self.solution = self.get_next_sudoku()
# self.sudoku, self.solution = self.get_sudoku_from_cvs()
#board
self.position = (20,20)
self._build_Board()
self.update_image()
def draw(self, surface):
surface.blit(self.image, self.position)
def update_image(self):
self.image = Surface((self.cubesize*9, self.cubesize*9))
self.tiles.draw(self.image)
for i in range(9):
# add lines
if i == 0:
width = 0
elif i % 3 == 0:
width = 3
else:
width = 1
pygame.draw.line(self.image, self.color_line,
(i*self.cubesize, 0), (i*self.cubesize, self.cubesize*9), width)
pygame.draw.line(self.image, self.color_line,
(0, i*self.cubesize), (self.cubesize*9, i*self.cubesize), width)
self.rect = self.image.get_rect()
def _get_sudoku_from_qqwing(self):
clean_out = []
out = []
filePath = os.path.dirname(os.path.abspath(__file__))
# difficulties: simple,easy, intermediate, or expert
with sp.Popen(["node", os.path.join(filePath, "qqwing-1.3.4", "qqwing-main-1.3.4.js"),
"--generate", "1", "--one-line", "--solution", "--difficulty", "intermediate"], stdout=sp.PIPE) as proc:
assert proc.stdout is not None
out = proc.stdout.readlines()
if len(out) > 0:
for sudoku in out:
cs = sudoku.decode('UTF-8')
clean_out.append(cs[:-1])
# clean_out[0] = '093004560060003140004608309981345000347286951652070483406002890000400010029800034'
# clean_out[1] = "093004560060003140004608309981345000347286951652070483406002890000400010029800034"
sudoku = clean_out[0].replace(".", "0")
solution = clean_out[1]
else:
sudoku = '000002534034010280200034100023000740906000312147203908708326401300009600460070803'
solution = '671892534534617289289534176823961745956748312147253968798326451315489627462175893'
return sudoku, solution
def _get_sudoku_from_cvs(self):
with open('sudoku17.csv', newline='') as f:
reader = csv.reader(f)
counter = 0
for row in reader:
if counter > self.ind:
if len(row) >= 2:
...
return row[0], row[1] if len(row) >= 2 else None
counter +=1
return '070000043040009610800634900094052000358460020000800530080070091902100005007040802', '679518243543729618821634957794352186358461729216897534485276391962183475137945862'
def get_next_sudoku(self):
return self._get_sudoku_from_qqwing()
def _build_Board(self):
self.tiles = sprite.Group()
self.rows = [sprite.Group() for row in range(9)]
self.columns = [sprite.Group() for colum in range(9)]
self.blocks = [sprite.Group() for block in range(9)]
tile_font = 'Arial'
for ind in range(len(self.sudoku)):
# add self.tiles
self.tiles.add(
Tile(self.cubesize, ind, self.sudoku[ind], tile_font, self.rows, self.columns, self.blocks))
def reset(self):
self.ind +=1
self.sudoku, self.solution = self.get_next_sudoku()
# self.sudoku, self.solution = self.get_sudoku_from_cvs()
for i, tile in enumerate(self.tiles):
assert isinstance(tile, Tile)
tile.reset(self.sudoku[i])
self.update_image()
def game_loop(self):
while self.running:
events = pygame.event.get()
self.get_input(self.dbcClock, events)
# self.tiles.update(events)
self.draw(self.display_game)
self.UIs.update(events)
self.UIs.draw(self.display_game)
display.update()
display.flip()
def build_UI(self):
self.UIs = sprite.Group()
ui_font = 'Arial'
mon = display.Info()
# add UI
ui_x = mon.current_w - self.cubesize - 10
gap = 10
size_margin = self.cubesize+gap
self.UIs.add(ColorButton(self.cubesize, (ui_x - size_margin *
3, + gap), "", ui_font, Color("grey")))
self.UIs.add(ColorButton(self.cubesize, (ui_x - size_margin*3,
size_margin*1 + gap), "", ui_font, Color("green")))
self.UIs.add(ColorButton(self.cubesize, (ui_x - size_margin*3,
size_margin*2 + gap), "", ui_font, Color("red")))
self.UIs.add(ColorButton(self.cubesize, (ui_x - size_margin*3,
size_margin*3 + gap), "", ui_font, Color("yellow")))
self.UIs.add(UIButton(self.cubesize, (ui_x - size_margin*4, gap), "Mark", ui_font, 1))
self.UIs.add(UIButton(self.cubesize, (ui_x - size_margin*4,
size_margin*1 + gap), "SMark", ui_font, 2))
self.UIs.add(ClearButton(self.cubesize, (ui_x - size_margin *
4, size_margin*2 + gap), "clear", ui_font))
self.UIs.add(CheckButton(self.cubesize, (ui_x - size_margin *
4, size_margin*3 + gap), "Check", ui_font))
self.UIs.add(ResetButton(self.cubesize, (ui_x - size_margin *
2, size_margin*5 + gap), "Reset", ui_font))
def get_input(self, dbcClock: pygame.time.Clock, events):
# events = pygame.event.get()
mouse_pos = pygame.mouse.get_pos()
mods = pygame.key.get_mods()
for event in events:
if event.type == pygame.QUIT:
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
assert isinstance(self.rect, Rect)
if self.rect.collidepoint(mouse_pos):
self.select_tile_at(
pygame.mouse.get_pos(), mods)
self.holding_mb1 = True
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
# global dbcT
dbcT = dbcClock.tick()
self.holding_mb1 = False
if dbcT < 300:
tile = self.select_tile_at(event.pos, mods)
if isinstance(tile, Tile):
tile.select_all()
else:
pass
self.select_ui_at(event.pos, mods)
if event.type == pygame.KEYDOWN:
if event.unicode in ("1", "2", "3", "4", "5", "6", "7", "8", "9"):
self.update_selected(event.unicode)
elif event.key == pygame.K_BACKSPACE:
for tile in self.tiles:
assert isinstance(tile, Tile)
if tile.selected:
tile.clear()
elif event.key == pygame.K_a:
if mods & pygame.KMOD_LCTRL:
for tile in self.tiles:
assert isinstance(tile, Tile)
tile.select()
assert isinstance(self.rect, Rect)
if self.holding_mb1 and self.rect.collidepoint(mouse_pos):
# assert isinstance(dbcT, int)
tile = self.select_tile_at(mouse_pos, mods)
if tile != None:
tile.select()
def select_ui_at(self, position: tuple, mods: int):
for ui in self.UIs:
assert isinstance(ui, Tile_parent)
assert isinstance(ui.rect, Rect)
if ui.rect.collidepoint(position):
ui.select(pygame.KMOD_LSHIFT)
return
def reset(self):
self.edit_mode = 0
# rules.timeTaken = {"assign":0., "soleCand":0., "hiddCand":0., "nakedSub":0., "hiddSub2":0., "hiddSub3":0., "pointSub":0., "xwing":0.}
for bttn in self.UIs:
if isinstance(bttn, UIButton):
bttn.deselect()
if isinstance(bttn, CheckButton):
bttn.deselect()
else:
continue
self.reset()
def select_tile_at(self, position:tuple, mods:pygame.key):
t_tile = None
for tile in self.tiles:
assert isinstance(tile, Tile_parent)
assert isinstance(tile.rect, Rect)
if tile.rect.collidepoint(position[0]-20, position[1]-20):
t_tile = tile
else:
if mods & pygame.KMOD_ALT:
pass
elif not self.holding_mb1: # Left ALT
tile.deselect()
else:
pass
# t_tile = None
return t_tile
def update_selected(self, string:str):
for tile in self.tiles:
assert isinstance(tile, Tile)
if tile.selected:
tile.update_value(string)
def getTileAtPos(self, x, y):
for tile in self.tiles:
assert isinstance(tile, Tile)
if tile.x == x and tile.y == y:
return tile
return
def check_unique(self):
boardState = ""
validity = True
for tile in self.tiles:
assert isinstance(tile, Tile)
boardState += str(tile.value)
for i, tile in enumerate(self.tiles):
assert isinstance(tile, Tile)
if tile.value == 0:
tile.update_color(tile.color_default, True)
validity = False
continue
if any(tile.value == t.value for t in tile.row if t != tile) or \
any(tile.value == t.value for t in tile.column if t != tile) or \
any(tile.value == t.value for t in tile.block if t != tile):
print(tile.value)
print([t.value for t in tile.row if t != tile])
print([t.value for t in tile.column if t != tile])
print([t.value for t in tile.block if t != tile])
tile.update_color(Color("red"), True)
validity = False
# return False
elif not tile._locked:
tile.update_color(Color("green"), True)
return validity
def check_board(self):
validity = None
if self.solution:
validity = self.check_solution()
else:
validity = self.check_unique()
return validity
def check_solution(self):
boardState = ""
validity = True
for tile in self.tiles:
assert isinstance(tile, Tile)
boardState += str(tile.value)
# if boardState == gameBoard.solution:
for tile in self.tiles:
assert isinstance(tile, Tile)
tile.reset_color()
# tile.update_color("green")
# else:
for i, tile in enumerate(self.tiles):
assert isinstance(tile, Tile)
if boardState[i] != self.solution[i]:
if tile.value == 0:
tile.update_color(tile.color_default, True)
validity = False
else:
tile.update_color(Color("red"), True)
validity = False
elif not tile._locked:
tile.update_color(Color("green"), True)
return validity
class Tile_parent(sprite.Sprite):
def __init__(self, size:int, position:tuple, string:str, font:str) -> None:
self.position = pygame.Vector2(position)
sprite.Sprite.__init__(self)
self.rect = Rect(position, pygame.Vector2(size, size))
self.bg = Color("white")
self.color_default = Color("white")
self.txtfont = pygame.font.SysFont(font, math.floor(size/4))
self.font = font
# self._txt_pos = (0, 0)
self.set_value(string)
self._txt_pos = (self.rect.size[0]/2 - self.txt.get_size()[0]/2,
self.rect.size[1]/2 - self.txt.get_size()[1]/2)
self.selected = False
self._locked = False
self.image = Surface(self.rect.size)
# self.update_sprite()
def update(self, events):
pass
def select(self, mod:bool=False):
if not self.selected and not self._locked:
self.selected = True
self.update_sprite()
def deselect(self):
if self.selected and not self._locked:
self.selected = False
self.bg = self.color_default
self.update_sprite()
def update_sprite(self):
assert isinstance(self.image, Surface)
self.image.fill(self.bg)
self.image.blit(self.txt, self._txt_pos)
try:
gameBoard.update_image()
except:
pass
def set_value(self, val:str|int):
val = str(val)
self.title = str(val)
if val.isdigit():
self.value = int(val)
assert isinstance (self.rect, Rect)
fontsize = math.floor(self.rect.height/4)
while self.txtfont.size(val)[0] > self.rect.size[0]:
fontsize -=1
self.txtfont = pygame.font.SysFont(self.font, fontsize)
self.txt = self.txtfont.render(self.title, True, (0, 0, 0))
self.txt = self.txtfont.render(self.title, True, (0, 0, 0))
try:
self.update_sprite()
except:
pass
def update_color(self, color:Color):
self.bg = color
self.update_sprite()
class Tile(Tile_parent):
def __init__(self, size: int, position: int, value: str, tfont: str, rows: list[pygame.sprite.Group], columns: list[pygame.sprite.Group], blocks: list[pygame.sprite.Group]) -> None:
self.x = position%9
self.y = math.floor(position/9)
super().__init__(
size, (self.x*size, self.y*size), value, tfont)
self.row = columns[self.y]
self.column = rows[self.x]
self.block = blocks[int(self.y/3)*3+int(self.x/3)]
# self.subsets = (self.column, self.row, self.block)
self.row.add(self)
self.column.add(self)
self.block.add(self)
self.txtfont = font.SysFont(tfont, math.floor(size/2))
self._penmark_font = font.SysFont(tfont, math.floor(size/4))
self._spenmark_font = font.SysFont(tfont, math.floor(size/3))
self.color_clue = Color("lightgrey")
self.color_rect = Color("red")
self.value = int(value)
self.pen_marks = []
self.spen_marks = []
self.possibleValues = list(range(1,10)) if value== '0' else []
self.index = position
marktxt = self._penmark_font.render("0", True, (0, 0, 0))
markx = marktxt.get_width()
marky = marktxt.get_height()
self._pen_positions = [(2, 2), (size-markx -2, 2),
(2, size-marky), (size-markx-2, size-marky),
(size/2-markx/2, 2), (size/2-markx/2, size-marky),
(2, size/2-marky/2), (size-markx-2, size/2-marky/2),
(size/2-markx/2, size/2-marky/2)]
self.possibleValueBools = {}
if self.value == 0:
self._locked = False
self.bg = self.color_default
else:
self._locked = True
# self.color_default = self.color_clue
self.bg = self.color_clue
self.update_sprite()
def update(self):
if self.selected:
self.update_sprite()
def select(self):
if not self.selected:
self.selected = True
self.update_sprite()
def select_all(self):
if self.bg != self.color_default and self.bg != self.color_clue:
for tile in gameBoard.tiles:
assert isinstance(tile,Tile)
if tile.bg == self.bg:
tile.select()
elif self.value == 0 and self.pen_marks!=[]:
for tile in gameBoard.tiles:
assert isinstance(tile,Tile)
if all(mark in tile.pen_marks for mark in self.pen_marks):
tile.select()
elif self.value != 0:
for tile in gameBoard.tiles:
assert isinstance(tile, Tile)
if tile.value == self.value:# or self.value in tile.possibleValues:
tile.select()
def deselect(self):
if self.selected:
self.selected = False
self.update_sprite()
def update_sprite(self):
assert isinstance(self.rect, Rect)
self.image = Surface(self.rect.size)
self.image.fill(self.bg)
if self.selected:
pygame.draw.rect(self.image, self.color_rect,
self.image.get_rect().move(1, 1).inflate(-1,-1), 3)
if self.value == 0:
self.txt = self.txtfont.render("", True, (0, 0, 0))
for i in range(len(self.pen_marks)):
marktxt = self._penmark_font.render(str(self.pen_marks[i]), True, (0, 0, 0))
self.image.blit(marktxt, self._pen_positions[i] )
sPenStr = ""
for s in self.spen_marks:
sPenStr = sPenStr + str(s)
smarktxt = self._penmark_font.render(sPenStr, True, (0, 0, 0))
self.image.blit(smarktxt, (self.rect.width/2 - smarktxt.get_width()/2, self.rect.height/2 - smarktxt.get_height()/2))
else:
self.txt = self.txtfont.render(str(self.value), True, (0, 0, 0))
self.image.blit(self.txt, (self.rect.size[0]/2 - self.txt.get_size()[0]/2,
self.rect.size[1]/2 - self.txt.get_size()[1]/2))
try:
gameBoard.update_image()
except:
pass
def update_value(self, value: str):
val = int(value)
if val is not None and not self._locked:
if gameBoard.edit_mode == 0:
if self.value == val:
self.value = 0
elif val in range(0,10):
self.value = val
pass
elif gameBoard.edit_mode == 1 and self.value == 0:
if val in self.pen_marks:
self.pen_marks.remove(val)
else:
self.pen_marks.append(val)
self.pen_marks = sorted(self.pen_marks)
elif gameBoard.edit_mode == 2 and self.value == 0:
if val in self.spen_marks:
self.spen_marks.remove(val)
else:
self.spen_marks.append(val)
self.spen_marks = sorted(self.spen_marks)
else:
return
self.update_sprite()
def update_color(self, color: Color, forced = False):
if self.bg == color and not forced:
self.reset_color()
else:
self.bg = color
self.update_sprite()
def clear(self):
if not self._locked:
self.pen_marks = []
self.spen_marks = []
self.possibleValues = []
self.bg = self.color_default
self.value = 0
self.update_sprite()
def reset(self, value:str):
self.value = int(value)
self.pen_marks = []
self.spen_marks = []
self.deselect()
if self.value == 0:
self.possibleValues = [i for i in range(1,10)]
self._locked = False
# self.color_default = Color("white")
self.bg = self.color_default
else:
self.possibleValues = []
self._locked = True
self.bg = self.color_clue
self.update_sprite()
def reset_color(self):
if self._locked:
self.bg = self.color_clue
else:
self.bg = self.color_default
self.update_sprite()
class UIButton(Tile_parent):
def __init__(self, size:int, position:tuple, string:str, font:str, mode:int) -> None:
super().__init__(size, position, string, font)
assert isinstance(self.rect, Rect)
# self._txt_pos = (self.rect.size[0]/2 - self.txt.get_size()[0]/2,
# self.rect.size[1]/2 - self.txt.get_size()[1]/2)
self.mode = mode
self.color_selected = Color("green")
self.update_sprite()
def select(self, mod=False):
if not self.selected:
self.selected = True
gameBoard.edit_mode = self.mode
self.update_color(self.color_selected)
for ui in gameBoard.UIs:
if ui is not self:
assert isinstance(ui, Tile_parent)
ui.deselect()
else:
gameBoard.edit_mode = 0
self.deselect()
def deselect(self):
self.selected = False
self.update_color(self.color_default)
class ClearButton(Tile_parent):
def __init__(self, size:int, position:tuple, string:str, font:str) -> None:
super().__init__(size, position, string, font)
assert isinstance(self.rect, Rect)
self.update_sprite()
def select(self, mod=False):
for tile in gameBoard.tiles:
assert isinstance(tile, Tile)
if tile.selected:
tile.clear()
class ColorButton(Tile_parent):
def __init__(self, size: int, position: tuple, string: str, font: str, color: Color) -> None:
super().__init__(size, position, string, font)
self.bg = color
self.color_default = color
self.update_sprite()
def select(self, mod=False):
for tile in gameBoard.tiles:
assert isinstance(tile, Tile)
if tile.selected:
tile.update_color(self.bg)
class CheckButton(Tile_parent):
def __init__(self, size:int, position:tuple, string:str, font:str) -> None:
super().__init__(size, position, string, font)
assert isinstance(self.rect, Rect)
self.color_correct = Color("green")
self.color_incorrect = Color("red")
self.update_sprite()
def select(self, mod=False):
# if solution == sudoku:
self.deselect
b =gameBoard.check_board()
if b:
self.update_color(self.color_correct)
self.selected = True
elif b == False:
self.update_color(self.color_incorrect)
self.selected = True
else:
self.update_color(self.color_default)
self.selected = False
self.update_sprite()
return b
class ResetButton(Tile_parent):
def __init__(self, size:int, position:tuple, string:str, font:str) -> None:
super().__init__(size, position, string, font)
self.update_sprite()
def select(self, mod=False):
gameBoard.reset()
class SelectRulesButton(Tile_parent):
def __init__(self, size, position: tuple, string: str, font: str) -> None:
super().__init__(size, position, string, font)
self.rect = Rect(position, pygame.Vector2(size*2, size))
self.image = Surface(self.rect.size)
self.update_sprite()
gameBoard = GameBoard()
if __name__ == "__main__":
gameBoard.game_loop()
else:
gameBoard.edit_mode=0
# solveBttn = SolveButton(10, (10, 10), "Solve", "arial")