dev-jakklu #5

Merged
s452701 merged 14 commits from dev-jakklu into master 2021-05-08 22:22:47 +02:00
4 changed files with 128 additions and 22 deletions
Showing only changes of commit d513223a6d - Show all commits

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@ -1,13 +1,12 @@
from survival.enums import Direction from survival.enums import Direction
from survival.settings import DIRECTION_CHANGE_DELAY
class PositionComponent: class PositionComponent:
def __init__(self, pos, grid_pos): def __init__(self, pos, grid_pos, direction=Direction.DOWN):
self.position = pos self.position = pos
self.grid_position = grid_pos self.grid_position = grid_pos
self.direction = Direction.DOWN self.direction = direction
self.direction_change_timer = DIRECTION_CHANGE_DELAY self.direction_change_timer = 0
def rotate_left(self): def rotate_left(self):
return Direction.rotate_left(self.direction) return Direction.rotate_left(self.direction)

88
survival/graph_search.py Normal file
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@ -0,0 +1,88 @@
from enum import Enum
from survival import GameMap
from survival.components.position_component import PositionComponent
from survival.enums import Direction
class Action(Enum):
ROTATE_LEFT = 0
ROTATE_RIGHT = 1
MOVE = 2
class State:
def __init__(self, position, direction):
self.position = position
self.direction = direction
class Node:
def __init__(self, state: State, parent=None, action=None):
self.state = state
self.parent = parent
self.action = action
def get_moved_position(position, direction):
vector = Direction.get_vector(direction)
return position[0] + vector[0], position[1] + vector[1]
def get_states(state: State, game_map: GameMap):
states = list()
states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction))))
states.append((Action.ROTATE_RIGHT, State(state.position, state.direction.rotate_right(state.direction))))
target_state = get_moved_position(state.position, state.direction)
if not game_map.is_colliding(target_state):
states.append((Action.MOVE, State(target_state, state.direction)))
return states
def graph_search(game_map: GameMap, start: PositionComponent, goal: tuple):
fringe = list()
explored = list()
explored_states = set()
fringe_states = set()
start = State(start.grid_position, start.direction)
fringe.append(Node(start))
fringe_states.add((tuple(start.position), start.direction))
while True:
# No solutions found
if not any(fringe):
return []
node = fringe.pop(0)
fringe_states.remove((tuple(node.state.position), node.state.direction))
# Check goal
if node.state.position == goal:
actions = [node.action]
parent = node.parent
while parent is not None:
if parent.action is not None:
actions.append(parent.action)
parent = parent.parent
actions.reverse()
return actions
explored.append(node)
explored_states.add((tuple(node.state.position), node.state.direction))
# Get all possible states
for state in get_states(node.state, game_map):
sub_state = (tuple(state[1].position), state[1].direction)
if sub_state not in fringe_states and sub_state not in explored_states:
new_node = Node(state=state[1],
parent=node,
action=state[0])
fringe.append(new_node)
fringe_states.add((tuple(new_node.state.position), new_node.state.direction))

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@ -19,9 +19,8 @@ class InputSystem(esper.Processor):
if mouse[0] == 1: if mouse[0] == 1:
pos = pygame.mouse.get_pos() pos = pygame.mouse.get_pos()
pos = (pos[0] - self.camera.camera.left, pos[1] - self.camera.camera.top) pos = (pos[0] - self.camera.camera.left, pos[1] - self.camera.camera.top)
if self.world.has_component(ent, PathfindingComponent): if not self.world.has_component(ent, PathfindingComponent):
self.world.remove_component(ent, PathfindingComponent) self.world.add_component(ent, PathfindingComponent(pos))
self.world.add_component(ent, PathfindingComponent(pos))
if self.world.has_component(ent, MovingComponent): if self.world.has_component(ent, MovingComponent):
continue continue

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@ -4,6 +4,7 @@ from survival.components.movement_component import MovementComponent
from survival.components.moving_component import MovingComponent from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent from survival.components.position_component import PositionComponent
from survival.enums import Direction from survival.enums import Direction
from survival.graph_search import graph_search, Action
from survival.pathfinding import breadth_first_search from survival.pathfinding import breadth_first_search
from survival.systems.input_system import PathfindingComponent from survival.systems.input_system import PathfindingComponent
@ -17,26 +18,45 @@ class PathfindingMovementSystem(esper.Processor):
for ent, (pos, pathfinding, movement) in self.world.get_components(PositionComponent, PathfindingComponent, for ent, (pos, pathfinding, movement) in self.world.get_components(PositionComponent, PathfindingComponent,
MovementComponent): MovementComponent):
if pathfinding.path is None: if pathfinding.path is None:
pathfinding.path = breadth_first_search(self.game_map, pos.grid_position, pathfinding.target_grid_pos) pathfinding.path = graph_search(self.game_map, pos, pathfinding.target_grid_pos)
if len(pathfinding.path) < 1 and pathfinding.current_target is None: if len(pathfinding.path) < 1:
self.world.remove_component(ent, PathfindingComponent) self.world.remove_component(ent, PathfindingComponent)
continue continue
if self.world.has_component(ent, MovingComponent): if self.world.has_component(ent, MovingComponent) or self.world.has_component(ent, DirectionChangeComponent):
continue continue
if pathfinding.current_target is None: action = pathfinding.path.pop(0)
target = pathfinding.path.pop(0)
if action == Action.ROTATE_LEFT:
self.world.add_component(ent, DirectionChangeComponent(Direction.rotate_left(pos.direction)))
elif action == Action.ROTATE_RIGHT:
self.world.add_component(ent, DirectionChangeComponent(Direction.rotate_right(pos.direction)))
else: else:
target = pathfinding.current_target self.world.add_component(ent, MovingComponent())
vector = (target[0] - pos.grid_position[0], target[1] - pos.grid_position[1]) # if pathfinding.path is None:
direction = Direction.from_vector(vector) # pathfinding.path = breadth_first_search(self.game_map, pos.grid_position, pathfinding.target_grid_pos)
if direction != pos.direction: #
pathfinding.current_target = target # if len(pathfinding.path) < 1 and pathfinding.current_target is None:
self.world.add_component(ent, DirectionChangeComponent(direction)) # self.world.remove_component(ent, PathfindingComponent)
continue # continue
#
pathfinding.current_target = None # if self.world.has_component(ent, MovingComponent):
self.world.add_component(ent, MovingComponent()) # continue
#
# if pathfinding.current_target is None:
# target = pathfinding.path.pop(0)
# else:
# target = pathfinding.current_target
#
# vector = (target[0] - pos.grid_position[0], target[1] - pos.grid_position[1])
# direction = Direction.from_vector(vector)
# if direction != pos.direction:
# pathfinding.current_target = target
# self.world.add_component(ent, DirectionChangeComponent(direction))
# continue
#
# pathfinding.current_target = None
# self.world.add_component(ent, MovingComponent())