For the Exapunk minigame, ПАСЬЯНС

Overview

Exapunks Automation

This repository solves Exapunk's Solitaire minigame, ПАСЬЯНС. This repository is useable, but only with specific display conditions (more on that below under Usage)

How it works

main.py contains the Board class, which is responsible for reading your screen and creating a Game object from it. The Game object is a programatic version of the game board that contains an array of Rank objects. Ranks are containers for each column in the game, but instead of containing an array of Card objects, they contain a list of Stack objects, which only know their front card, back card, and their length. When Board generates Game, it combines all pre-existing stacks that are able to merge (that is to say: Stacks in the same Rank that can be combined, are combined). Game.solve checks the front stack in each rank against all other front stacks, seeing if the back card and front card are compatible. If they are, that particular move is added to the state space to further investigate.

The solver is breadth-first and it finds all possible solutions for the particular puzzle. Game.move_stack is a collections.deque that stores each possible set of moves. Every Game.iteration, a list of consecutive moves is popped off of the move stack and checked for child moves. If a child move is found, it's appended to the end of a copy of the move list, then the new move list is appended to the back of the move stack. If there are no moves left, we check if the board we're looking at is a winning board. If it is, append that particular move list to Game.winning_moves. Win or not, the move stack shrinks until it's empty and we know we've searched all possible states.

Example of solution

Usage & Installation

This code wasn't really made with other people using it mind. That said, if your monitor resolution is 1920x1080 and Exapunks is full screen, this should work for you. You'll just need to fork this repository and run main.py. There are some things you can change to tailor this for yourself.

This project uses Pillow and pyautogui

python -m pip install Pillow
python -m pip install pyautogui

Under main.py's main function, there is a function call for board.play_games(n) or board.play_quick_games(n). A quick game doesn't look at moves that involve moving cards to the hand and it generally solves the board on the order of ~2 seconds. There is no guarentee that the game will be possible without the hand (maybe ~50% to 60% are completable without it?), but it's very fast and it'll redeal the board until it completes n games. A normal game looks at the hand as a last resort and it's success rate is 100%, but it takes maybe ~20 seconds to solve and it'll keep playing until it reaches n games completed.

If your screen dimensions aren't 1920x1080, it's technically possible to modify this code to work for you, but it'll be a pain. Your game will still need to be fullscreen. You'll need to recreate all of the images in res/ and edit the constants in the Board class. Here are some steps to help you out:

  1. Recreate the images in res/. These images are special - their names matter (so keep red 10s as 0R, for example) and they're square and equidistant. Recreate these images and make sure you don't get any pixels from the face cards in their images (I noticed the texture for the Ace & Queen get near the suit icon, so make sure those aren't in them). Remember - it needs to be the same square relative to the card for all these images.
  2. Measure the distance between the squares both horizontally and vertically, along with the distance between the top row of squares and the top of your screen, and the left column and the left of your screen. Also, you'll need the size of the square. These are the Board.square_size, Board.vertical_spacing_with_square, Board.horizontal_spacing_with_square, Board.left_offset, and Board.top_offset.
  3. Measure a card's height and width for Board.card_width and Board.card_height
  4. Get coordinates for the newgame button for newgame_x and newgame_y
  5. Calculate hand_x and hand_y. hand_x is the middle of the hand horizontally and hand_y is maybe 10% of the height from the top (it's not terribly sensitive).

I can't guarentee this will work for you, but there are no magic numbers and it should work.

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Comments
  • Memory + CPU Optimization, Solver Fix

    Memory + CPU Optimization, Solver Fix

    I rewrote the solver to eliminate recursive calls. This branch does several things:

    1. Moves each class to its own file
    2. The solver was completed and is now a breadth-first solution that finds every winning combo of moves
    3. Memory and CPU usage were reduced (but more improvements can be made)
    opened by EngineerYo 0
Owner
Will C
I graduated from the University of Nevada, Reno with a degree Mechanical Engineering. I've been teaching myself how to program since I was 10 years old.
Will C