450 lines
15 KiB
Python
450 lines
15 KiB
Python
import pygame
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from classes import system
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from random import randrange
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from classes import decisionTrees
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pygame.mixer.init()
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# mina
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class Mine:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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image_text: pygame.surface.Surface
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timer_text: pygame.surface.Surface
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timer_event: pygame.USEREVENT
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font: pygame.font.Font
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difficulty: int = 1
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weight: float = 1.0
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explosion_timer: int = 100
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def __init__(self, position_x, position_y, size, difficulty=1, weight=1.0, timer=100):
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self.position_x = position_x
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self.position_y = position_y
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self.size = size
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self.weight = weight
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self.explosion_timer = timer
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self.difficulty = difficulty
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if self.difficulty == 2:
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self.image = pygame.image.load("assets/sprites/mine2.png")
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elif self.difficulty == 3:
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self.image = pygame.image.load("assets/sprites/mine3.png")
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elif self.difficulty == 4:
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self.image = pygame.image.load("assets/sprites/mine4.png")
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else:
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self.image = pygame.image.load("assets/sprites/mine_fun_sized.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.font = pygame.font.SysFont('Comic Sans MS', int(self.size * 0.4))
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self.image_text = self.font.render(str(self.weight), False, (0, 0, 0))
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self.timer_text = self.font.render(str(self.explosion_timer), False, (255, 0, 0))
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timer_interval = 1000
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self.timer_event = pygame.USEREVENT + 1
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pygame.time.set_timer(self.timer_event, timer_interval)
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def draw(self, window):
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self.timer_text = self.font.render(str(self.explosion_timer), False, (255, 0, 0))
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position_on_screen = (self.size * self.position_x, self.size * self.position_y)
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window.blit(self.image, position_on_screen)
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window.blit(self.image_text, (position_on_screen[0] + self.size / 4, position_on_screen[1] + self.size / 2))
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window.blit(self.timer_text, (position_on_screen[0] + self.size / 4, position_on_screen[1] - self.size / 8))
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class Cliff:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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type: int
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rotation: int
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def __init__(self, position_x, position_y, size, rotation, type=0):
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self.position_x = position_x
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self.position_y = position_y
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self.size = size
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self.rotation = rotation
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self.type = type
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if self.type == 0:
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self.image = pygame.image.load("assets/sprites/cliff.png")
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elif self.type == 1:
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self.image = pygame.image.load("assets/sprites/cliff_corner.png")
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elif self.type == 2:
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self.image = pygame.image.load("assets/sprites/cliff_end1.png")
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elif self.type == 3:
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self.image = pygame.image.load("assets/sprites/cliff_end2.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.image = pygame.transform.rotate(self.image, self.rotation)
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def draw(self, window):
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position_on_screen = (self.size * self.position_x, self.size * self.position_y)
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window.blit(self.image, position_on_screen)
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# mapa
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class Map:
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window: system.Window
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tile_size: int
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tiles_x: int
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tiles_y: int
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tile_palette: list
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terrain_matrix: list
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cliffs = []
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mines = []
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def __init__(self, window: system.Window, tile_size: int = 64, tiles_x: int = 8, tiles_y: int = 8):
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self.window = window
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self.tile_size = tile_size
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self.tiles_x = tiles_x
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self.tiles_y = tiles_y
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# dodanie grafik wszystkich typów terenu do jednej listy
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self.tile_palette = [None] * 20
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image = pygame.image.load("assets/sprites/sand.png")
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image = pygame.transform.scale(image, (tile_size, tile_size))
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self.tile_palette[0] = image
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image = pygame.image.load("assets/sprites/stone.png")
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image = pygame.transform.scale(image, (tile_size, tile_size))
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self.tile_palette[10] = image
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image = pygame.image.load("assets/sprites/grass.png")
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image = pygame.transform.scale(image, (tile_size, tile_size))
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self.tile_palette[5] = image
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def generate(self):
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# generowanie terenu
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matrix = []
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for i in range(self.tiles_y):
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matrix.append([])
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for j in range(self.tiles_x):
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# sprawdza czy są tu jakieś klify
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ok = True
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for cliff in self.cliffs:
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for i2 in range(i - 1, i + 2):
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if (j, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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elif (j - 1, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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elif (j + 1, i2) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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# od liczby zależy jaki teren, np. 0 - piasek
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rng = randrange(10)
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if ok and rng == 0 and not (i < 2 and j < 3):
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matrix[i].append(10) # kamień
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elif ok and rng > 6 and not (i < 2 and j < 3):
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matrix[i].append(5) # trawa
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elif ok and rng < 2 and not (i < 2 and j < 3):
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matrix[i].append(0) # piasek
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rand_rotate = 0 # randrange(4)*90
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if rand_rotate == 0 and j + 3 < self.tiles_x and not (
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i == 0 or i == self.tiles_y - 1 or j == 0 or j == self.tiles_x - 1):
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cliff = Cliff(j, i, self.tile_size, rand_rotate, type=2)
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# self.cliffs.append(cliff)
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cliff = Cliff(j + 1, i, self.tile_size, rand_rotate, type=0)
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# self.cliffs.append(cliff)
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cliff = Cliff(j + 2, i, self.tile_size, rand_rotate, type=3)
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# self.cliffs.append(cliff)
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else:
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matrix[i].append(0)
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self.terrain_matrix = matrix
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for i in range(self.tiles_y):
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for j in range(self.tiles_x):
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if matrix[i][j] < 10:
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ok = True
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for cliff in self.cliffs:
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if (j, i) == (cliff.position_x, cliff.position_y):
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ok = False
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break
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if ok and randrange(10) == 0 and not (i < 2 and j < 3):
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difficulty = randrange(0, 4) + 1
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weight = randrange(10, 31) / 10
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timer = randrange(100, 200)
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mine = Mine(j, i, self.tile_size, difficulty, weight, timer)
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self.mines.append(mine)
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def draw_tiles(self):
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# narysowanie na ekranie terenu
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for i in range(len(self.terrain_matrix)):
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for j in range(len(self.terrain_matrix[i])):
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self.window.window.blit(self.tile_palette[self.terrain_matrix[i][j]],
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(self.tile_size * j, self.tile_size * i))
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def draw_objects(self):
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for mine in self.mines:
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mine.draw(self.window.window)
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for cliff in self.cliffs:
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cliff.draw(self.window.window)
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# broń
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class Weapon:
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size: int
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image: pygame.surface.Surface
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rotated_image: pygame.surface.Surface
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owner: str
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weight: float
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weapon_type: int
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# baza operacji
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class Base:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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weapon_level: int
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weapons = []
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# schron
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class Shelter:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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# składowisko
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class Dumpster:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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# cywile
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class NPC:
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position_x: int
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position_y: int
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size: int
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image: pygame.surface.Surface
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rotated_image: pygame.surface.Surface
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offset_x: int = 0
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offset_y: int = 0
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current_map: Map
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type: str
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value: int
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weight: float
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# saper
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class Minesweeper:
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size: int
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rotation_degrees: int
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position_x: int
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position_y: int
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image: pygame.surface.Surface
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rotated_image: pygame.surface.Surface
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offset_x: int = 0
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offset_y: int = 0
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current_map: Map
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carried_objects = []
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speed = 1
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ability = 1
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max_carried_weight = 5.0
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def __init__(self, position_x=0, position_y=0, size=64):
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self.position_x = position_x
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self.position_y = position_y
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self.size = size
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self.image = pygame.image.load("assets/sprites/saper_fun_sized.png")
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self.image = pygame.transform.scale(self.image, (self.size, self.size))
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self.rotated_image = self.image
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self.rotation_degrees = 0
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def set_map(self, map: Map):
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self.current_map = map
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def update_offset(self, delta: float):
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dist = round(self.speed * delta / 8)
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finished = False
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if self.offset_x > 0:
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self.offset_x -= dist
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if self.offset_x <= 0:
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finished = True
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elif self.offset_x < 0:
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self.offset_x += dist
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if self.offset_x >= 0:
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finished = True
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if self.offset_y > 0:
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self.offset_y -= dist
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if self.offset_y <= 0:
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finished = True
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elif self.offset_y < 0:
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self.offset_y += dist
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if self.offset_y < -self.size and self.offset_y > -1.2 * self.size:
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pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/ledge.wav"))
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if self.offset_y >= 0:
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finished = True
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if finished:
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pygame.mixer.Channel(1).stop()
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self.offset_y = 0
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self.offset_x = 0
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if self.current_map.terrain_matrix[self.position_y][self.position_x] < 5:
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self.speed = 1
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def draw(self, window, delta: float):
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position_on_screen = (self.size * self.position_x + self.offset_x, self.size * self.position_y + self.offset_y)
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window.blit(self.rotated_image, position_on_screen)
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self.update_offset(delta)
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def rotate(self, dir: str):
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dirr = 0
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if dir == "N":
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dirr = 180
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elif dir == "S":
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dirr = 0
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elif dir == "W":
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dirr = 270
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elif dir == "E":
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dirr = 90
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elif dir == "left":
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dirr = (self.rotation_degrees + 90) % 360
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elif dir == "right":
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dirr = (self.rotation_degrees - 90) % 360
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else:
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return
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self.rotation_degrees = dirr
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self.rotated_image = pygame.transform.rotate(self.image, dirr)
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def move(self, dir: int = -1):
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# południe - 0
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# wschód - 90
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# północ - 180
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# zachód - 270
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if self.offset_x != 0 or self.offset_y != 0:
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return
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if dir == -1:
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dir = self.rotation_degrees
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else:
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self.rotation_degrees = dir
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self.rotated_image = pygame.transform.rotate(self.image, dir)
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move_legal = True
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cliff_jump = False
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next_x = self.position_x
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next_y = self.position_y
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if dir == 0:
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next_y = self.position_y + 1
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elif dir == 180:
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next_y = self.position_y - 1
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elif dir == 270:
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next_x = self.position_x - 1
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elif dir == 90:
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next_x = self.position_x + 1
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if next_x == self.current_map.tiles_x or next_x == -1:
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move_legal = False
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elif next_y == self.current_map.tiles_y or next_y == -1:
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move_legal = False
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elif self.current_map.terrain_matrix[next_y][next_x] > 9:
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move_legal = False
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for cliff in self.current_map.cliffs:
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if (next_x, next_y) == (cliff.position_x, cliff.position_y):
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if dir == 0 and cliff.rotation == 0:
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cliff_jump = True
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else:
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move_legal = False
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if move_legal:
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if self.current_map.terrain_matrix[next_y][next_x] > 4:
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self.speed = 0.5
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pygame.mixer.Channel(1).set_volume(0.3)
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pygame.mixer.Channel(1).play(pygame.mixer.Sound("assets/sounds/moving.wav"))
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if dir == 0:
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self.position_y += 1
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self.offset_y = -self.size
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if cliff_jump:
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self.position_y += 1
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self.offset_y = -2 * self.size
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elif dir == 180:
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self.position_y -= 1
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self.offset_y = self.size
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elif dir == 270:
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self.position_x -= 1
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self.offset_x = self.size
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elif dir == 90:
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self.position_x += 1
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self.offset_x = -self.size
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else:
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pygame.mixer.Channel(2).set_volume(0.5)
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pygame.mixer.Channel(2).play(pygame.mixer.Sound("assets/sounds/collision.wav"))
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def pick_up(self, model):
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if self.offset_x != 0 or self.offset_y != 0:
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return
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for mine in self.current_map.mines:
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if (self.position_x, self.position_y) == (mine.position_x, mine.position_y):
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tree = decisionTrees.DecisionTrees()
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decision = tree.return_predict(model)
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print("Decision : ", decision, "\n")
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self.current_map.mines.remove(mine)
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pygame.mixer.Channel(3).set_volume(0.7)
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pygame.mixer.Channel(3).play(pygame.mixer.Sound("assets/sounds/pickup.wav"))
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break
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def drop_bombs(self):
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pass
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def drop_civilians(self):
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pass
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def sensor(self, x: int = -1, y: int = -1):
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if x == -1:
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x = self.position_x
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if y == -1:
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y = self.position_y
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sensor_list = [["", "", ""], ["", "", ""], ["", "", ""]]
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for i in range(3):
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for j in range(3):
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posx = x - 1 + j
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posy = y - 1 + i
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if posx >= self.current_map.tiles_x or posx <= -1:
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sensor_list[i][j] = "wall"
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elif posy >= self.current_map.tiles_y or posy <= -1:
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sensor_list[i][j] = "wall"
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elif self.current_map.terrain_matrix[posy][posx] > 9:
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sensor_list[i][j] = "wall"
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elif self.current_map.terrain_matrix[posy][posx] > 4:
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sensor_list[i][j] = "grass"
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else:
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sensor_list[i][j] = "sand"
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for cliff in self.current_map.cliffs:
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if (posx, posy) == (cliff.position_x, cliff.position_y):
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if cliff.rotation == 0:
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sensor_list[i][j] = "cliff_south"
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elif cliff.rotation == 90:
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sensor_list[i][j] = "cliff_east"
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elif cliff.rotation == 180:
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sensor_list[i][j] = "cliff_north"
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elif cliff.rotation == 270:
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sensor_list[i][j] = "cliff_west"
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break
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for mine in self.current_map.mines:
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if (posx, posy) == (mine.position_x, mine.position_y):
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sensor_list[i][j] = "mine"
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break
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return sensor_list
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