forked from s464965/WMICraft
Merge branch 'master' of https://git.wmi.amu.edu.pl/s464965/WMICraft
Conflicts: logic/game.py
This commit is contained in:
commit
1998f94c3d
198
algorithms/a_star.py
Normal file
198
algorithms/a_star.py
Normal file
@ -0,0 +1,198 @@
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from __future__ import annotations
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import heapq
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from dataclasses import dataclass, field
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from typing import Tuple, Optional, List
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from common.constants import ROWS, COLUMNS
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EMPTY_FIELDS = ['s', 'g', ' ']
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LEFT = 'LEFT'
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RIGHT = 'RIGHT'
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UP = 'UP'
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DOWN = 'DOWN'
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TURN_LEFT = 'TURN_LEFT'
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TURN_RIGHT = 'TURN_RIGHT'
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FORWARD = 'FORWARD'
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directions = {
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LEFT: (0, -1),
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RIGHT: (0, 1),
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UP: (-1, 0),
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DOWN: (1, 0)
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}
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@dataclass
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class State:
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position: Tuple[int, int]
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direction: str
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def __eq__(self, other: State) -> bool:
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return other.position == self.position and self.direction == other.direction
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def __lt__(self, state):
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return self.position < state.position
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def __hash__(self) -> int:
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return hash(self.position)
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@dataclass
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class Node:
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state: State
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parent: Optional[Node]
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action: Optional[str]
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grid: List[List[str]]
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cost: int = field(init=False)
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depth: int = field(init=False)
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def __lt__(self, node) -> None:
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return self.state < node.state
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def __post_init__(self) -> None:
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if self.grid[self.state.position[0]][self.state.position[1]] == 'g':
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self.cost = 1 if not self.parent else self.parent.cost + 1
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else:
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self.cost = 2 if not self.parent else self.parent.cost + 2
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self.depth = 0 if not self.parent else self.parent.depth + 1
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def __hash__(self) -> int:
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return hash(self.state)
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def expand(node: Node, grid: List[List[str]]) -> List[Node]:
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return [child_node(node=node, action=action, grid=grid) for action in actions(node.state, grid)]
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def child_node(node: Node, action: str, grid: List[List[str]]) -> Node:
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next_state = result(state=node.state, action=action)
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return Node(state=next_state, parent=node, action=action, grid=grid)
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def next_position(current_position: Tuple[int, int], direction: str) -> Tuple[int, int]:
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next_row, next_col = directions[direction]
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row, col = current_position
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return next_row + row, next_col + col
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def valid_move(position: Tuple[int, int], grid: List[List[str]]) -> bool:
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row, col = position
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return grid[row][col] in EMPTY_FIELDS
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def actions(state: State, grid: List[List[str]]) -> List[str]:
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possible_actions = [FORWARD, TURN_LEFT, TURN_RIGHT]
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row, col = state.position
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direction = state.direction
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if direction == UP and row == 0:
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remove_forward(possible_actions)
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if direction == DOWN and row == ROWS - 1:
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remove_forward(possible_actions)
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if direction == LEFT and col == 0:
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remove_forward(possible_actions)
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if direction == RIGHT and col == COLUMNS - 1:
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remove_forward(possible_actions)
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if FORWARD in possible_actions and not valid_move(next_position(state.position, direction), grid):
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remove_forward(possible_actions)
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return possible_actions
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def remove_forward(possible_actions: List[str]) -> None:
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if FORWARD in possible_actions:
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possible_actions.remove(FORWARD)
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def result(state: State, action: str) -> State:
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next_state = State(state.position, state.direction)
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if state.direction == UP:
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if action == TURN_LEFT:
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next_state.direction = LEFT
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elif action == TURN_RIGHT:
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next_state.direction = RIGHT
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elif action == FORWARD:
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next_state.position = next_position(state.position, UP)
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elif state.direction == DOWN:
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if action == TURN_LEFT:
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next_state.direction = RIGHT
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elif action == TURN_RIGHT:
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next_state.direction = LEFT
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elif action == FORWARD:
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next_state.position = next_position(state.position, DOWN)
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elif state.direction == LEFT:
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if action == TURN_LEFT:
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next_state.direction = DOWN
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elif action == TURN_RIGHT:
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next_state.direction = UP
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elif action == FORWARD:
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next_state.position = next_position(state.position, LEFT)
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elif state.direction == RIGHT:
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if action == TURN_LEFT:
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next_state.direction = UP
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elif action == TURN_RIGHT:
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next_state.direction = DOWN
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elif action == FORWARD:
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next_state.position = next_position(state.position, RIGHT)
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return next_state
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def goal_test(state: State, goal_list: List[Tuple[int, int]]) -> bool:
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return state.position in goal_list
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def h(state: State, goal: Tuple[int, int]) -> int:
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"""heuristics that calculates Manhattan distance between current position and goal"""
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x1, y1 = state.position
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x2, y2 = goal
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return abs(x1 - x2) + abs(y1 - y2)
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def f(current_node: Node, goal: Tuple[int, int]) -> int:
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"""f(n) = g(n) + h(n), g stands for current cost, h for heuristics"""
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return current_node.cost + h(state=current_node.state, goal=goal)
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def get_path_from_start(node: Node) -> List[str]:
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path = [node.action]
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while node.parent is not None:
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node = node.parent
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if node.action:
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path.append(node.action)
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path.reverse()
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return path
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def a_star(state: State, grid: List[List[str]], goals: List[Tuple[int, int]]) -> List[str]:
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node = Node(state=state, parent=None, action=None, grid=grid)
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frontier = list()
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heapq.heappush(frontier, (f(node, goals[0]), node))
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explored = set()
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while frontier:
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r, node = heapq.heappop(frontier)
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if goal_test(node.state, goals):
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return get_path_from_start(node)
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explored.add(node.state)
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for child in expand(node, grid):
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p = f(child, goals[0])
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if child.state not in explored and (p, child) not in frontier:
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heapq.heappush(frontier, (p, child))
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elif (r, child) in frontier and r > p:
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heapq.heappush(frontier, (p, child))
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return []
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@ -114,7 +114,7 @@ def go(row, column, direction):
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def is_valid_move(map, target_row, target_column):
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] == ' ':
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] in ['g', 's', ' ']:
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return True
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return False
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@ -4,7 +4,7 @@ GAME_TITLE = 'WMICraft'
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WINDOW_HEIGHT = 800
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WINDOW_WIDTH = 1360
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FPS_COUNT = 60
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TURN_INTERVAL = 1000
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TURN_INTERVAL = 300
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GRID_CELL_PADDING = 5
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GRID_CELL_SIZE = 36
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@ -29,6 +29,7 @@ CASTLE_SPAWN_FIRST_COL = 9
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NBR_OF_WATER = 16
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NBR_OF_TREES = 20
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NBR_OF_MONSTERS = 2
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NBR_OF_SANDS = 35
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TILES = [
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'grass1.png',
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@ -19,12 +19,13 @@ class Game:
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pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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self.logs = Logs(self.screen)
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self.clock = pygame.time.Clock()
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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self.level = Level(self.screen)
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self.level = Level(self.screen, self.logs)
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def main_menu(self):
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menu = MainMenu(self.screen, self.clock, self.bg,
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@ -34,8 +35,7 @@ class Game:
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menu.display_screen()
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def game(self):
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stats = Stats(self.screen)
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logs = Logs()
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stats = Stats()
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# setup clock for rounds
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NEXT_TURN = pygame.USEREVENT + 1
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@ -63,8 +63,8 @@ class Game:
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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self.level.handle_turn()
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stats.draw()
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logs.draw(self.screen)
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stats.draw(self.screen)
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self.logs.draw()
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self.level.update()
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@ -2,7 +2,7 @@ import random
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import pygame
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from algorithms.bfs import graphsearch, State
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from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD, UP, DOWN, LEFT, RIGHT
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from common.constants import *
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from common.helpers import castle_neighbors
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from logic.knights_queue import KnightsQueue
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@ -14,13 +14,13 @@ from models.tile import Tile
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class Level:
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def __init__(self, screen):
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def __init__(self, screen, logs):
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self.screen = screen
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self.logs = logs
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# sprite group setup
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self.sprites = pygame.sprite.Group()
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self.map = [[' ' for x in range(COLUMNS)] for y in range(ROWS)]
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self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)]
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self.list_knights_blue = []
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self.list_knights_red = []
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@ -37,18 +37,19 @@ class Level:
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def generate_map(self):
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spawner = Spawner(self.map)
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spawner.spawn_where_possible(['w' for x in range(NBR_OF_WATER)])
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spawner.spawn_where_possible(['t' for x in range(NBR_OF_TREES)])
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spawner.spawn_where_possible(['w' for _ in range(NBR_OF_WATER)])
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spawner.spawn_where_possible(['t' for _ in range(NBR_OF_TREES)])
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spawner.spawn_where_possible(['s' for _ in range(NBR_OF_SANDS)])
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spawner.spawn_in_area(['k_b' for x in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
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spawner.spawn_in_area(['k_b' for _ in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
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spawner.spawn_in_area(['k_r' for x in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
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spawner.spawn_in_area(['k_r' for _ in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
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KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
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spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
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CASTLE_SPAWN_HEIGHT, 2)
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spawner.spawn_where_possible(['m' for x in range(NBR_OF_MONSTERS)])
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spawner.spawn_where_possible(['m' for _ in range(NBR_OF_MONSTERS)])
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def setup_base_tiles(self):
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textures = []
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@ -69,8 +70,12 @@ class Level:
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texture_index = 6
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites, 't')
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elif col == "s":
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texture_index = 4
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites)
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else:
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texture_index = random.randint(0, 4)
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texture_index = random.randint(0, 3)
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texture_surface = textures[texture_index][1]
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Tile((col_index, row_index), texture_surface, self.sprites)
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@ -106,34 +111,41 @@ class Level:
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current_knight = self.knights_queue.dequeue_knight()
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knight_pos_x = current_knight.position[0]
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knight_pos_y = current_knight.position[1]
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state = State(knight_pos_y, knight_pos_x, current_knight.direction)
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castle_cords = (self.list_castles[0].position[0], self.list_castles[0].position[1])
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goal_list = castle_neighbors(self.map, castle_cords[0], castle_cords[1]) # list of castle neighbors
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action_list = graphsearch(state, self.map, goal_list)
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state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
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action_list = a_star(state, self.map, goal_list)
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print(action_list)
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if len(action_list) == 0:
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return
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next_action = action_list.pop(0)
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if next_action == ACTION.get("rotate_left"):
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if next_action == TURN_LEFT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
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current_knight.rotate_left()
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elif next_action == ACTION.get("rotate_right"):
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elif next_action == TURN_RIGHT:
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self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.')
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current_knight.rotate_right()
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elif next_action == ACTION.get("go"):
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elif next_action == FORWARD:
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current_knight.step_forward()
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self.map[knight_pos_y][knight_pos_x] = ' '
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self.map[knight_pos_y][knight_pos_x] = 'g'
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# update knight on map
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if current_knight.direction.name == 'UP':
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight
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elif current_knight.direction.name == 'RIGHT':
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self.map[knight_pos_y][knight_pos_x + 1] = current_knight
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elif current_knight.direction.name == 'DOWN':
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self.map[knight_pos_y + 1][knight_pos_x] = current_knight
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elif current_knight.direction.name == 'LEFT':
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight
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if current_knight.direction.name == UP:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
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self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == RIGHT:
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||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.')
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||||
self.map[knight_pos_y][knight_pos_x + 1] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == DOWN:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w dół.')
|
||||
self.map[knight_pos_y + 1][knight_pos_x] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == LEFT:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
|
||||
self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
|
||||
|
||||
def update(self):
|
||||
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
|
||||
|
@ -8,7 +8,7 @@ class Spawner:
|
||||
self.map = map
|
||||
|
||||
def __is_free_field(self, field):
|
||||
return field == ' '
|
||||
return field in ['g', 's', ' ']
|
||||
|
||||
def spawn_in_area(self, objects: list, spawn_area_pos_row=0, spawn_area_pos_column=0, spawn_area_width=0,
|
||||
spawn_area_height=0, size=1):
|
||||
@ -17,17 +17,17 @@ class Spawner:
|
||||
while spawned_objects_count != len(objects):
|
||||
x = random.randint(0, spawn_area_height) + spawn_area_pos_row
|
||||
y = random.randint(0, spawn_area_width) + spawn_area_pos_column
|
||||
if x < ROWS-1 and y < COLUMNS-1 and self.__is_free_field(self.map[x][y]):
|
||||
if x < ROWS - 1 and y < COLUMNS - 1 and self.__is_free_field(self.map[x][y]):
|
||||
for i in range(size):
|
||||
for j in range(size):
|
||||
self.map[x-i][y-j] = objects[spawned_objects_count]
|
||||
self.map[x - i][y - j] = objects[spawned_objects_count]
|
||||
spawned_objects_count += 1
|
||||
|
||||
def spawn_where_possible(self, objects: list):
|
||||
spawned_objects_count = 0
|
||||
while spawned_objects_count != len(objects):
|
||||
x = random.randint(0, ROWS-1)
|
||||
y = random.randint(0, COLUMNS-1)
|
||||
x = random.randint(0, ROWS - 1)
|
||||
y = random.randint(0, COLUMNS - 1)
|
||||
if self.__is_free_field(self.map[x][y]):
|
||||
self.map[x][y] = objects[spawned_objects_count]
|
||||
spawned_objects_count += 1
|
||||
|
@ -1,6 +1,7 @@
|
||||
import pygame.image
|
||||
import random
|
||||
|
||||
import pygame.image
|
||||
|
||||
from common.constants import GRID_CELL_SIZE, Direction
|
||||
from common.helpers import parse_cord
|
||||
from logic.health_bar import HealthBar
|
||||
@ -59,3 +60,6 @@ class Knight(pygame.sprite.Sprite):
|
||||
elif self.direction.name == 'LEFT':
|
||||
self.position = (self.position[0] - 1, self.position[1])
|
||||
self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
|
||||
|
||||
def team_alias(self) -> str:
|
||||
return "k_b" if self.team == "blue" else "k_r"
|
||||
|
29
ui/logs.py
29
ui/logs.py
@ -1,3 +1,5 @@
|
||||
from queue import Queue
|
||||
|
||||
import pygame
|
||||
|
||||
from common.colors import FONT_DARK, ORANGE, WHITE
|
||||
@ -6,20 +8,31 @@ from common.helpers import draw_text
|
||||
|
||||
|
||||
class Logs:
|
||||
def __init__(self):
|
||||
self.grid = []
|
||||
def __init__(self, screen):
|
||||
self.log_queue = Queue(maxsize=7)
|
||||
self.screen = screen
|
||||
|
||||
def draw(self, screen):
|
||||
def draw(self):
|
||||
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
|
||||
y = 470
|
||||
|
||||
# background
|
||||
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 323), 0, BORDER_RADIUS)
|
||||
pygame.draw.rect(self.screen, WHITE, pygame.Rect(x, y, 340, 323), 0, BORDER_RADIUS)
|
||||
|
||||
# title
|
||||
draw_text('LOGS', FONT_DARK, screen, x + 120, y + 10, 36)
|
||||
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
|
||||
draw_text('LOGS', FONT_DARK, self.screen, x + 120, y + 10, 36)
|
||||
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
|
||||
|
||||
# texts
|
||||
draw_text('AI Blue: Zniszczyła fortecę (4, 8).', FONT_DARK, screen, x + 35, y + 90, 16)
|
||||
draw_text('AI Red: Zniszczyła fortecę (12, 5).', FONT_DARK, screen, x + 35, y + 120, 16)
|
||||
next_y = y + 90
|
||||
i = 0
|
||||
start = len(self.log_queue.queue) - 1
|
||||
for idx in range(start, -1, -1):
|
||||
draw_text(self.log_queue.queue[idx], FONT_DARK, self.screen, x + 35, next_y + i * 30, 16)
|
||||
i = i + 1
|
||||
|
||||
def enqueue_log(self, text):
|
||||
if self.log_queue.full():
|
||||
self.log_queue.get()
|
||||
self.log_queue.put(text)
|
||||
self.draw()
|
||||
|
Loading…
Reference in New Issue
Block a user