forked from s464965/WMICraft
Compare commits
10 Commits
updated_fo
...
master
Author | SHA1 | Date | |
---|---|---|---|
f4aa9741e3 | |||
|
3591fedfa2 | ||
050a0359b0 | |||
c6cc763fe1 | |||
08ea0e945e | |||
cb9b8e6b2d | |||
|
dfa408d5fa | ||
|
ebaf97d82c | ||
8666a7dbf9 | |||
952e8663b4 |
@ -6,7 +6,7 @@ GAME_TITLE = 'WMICraft'
|
|||||||
WINDOW_HEIGHT = 800
|
WINDOW_HEIGHT = 800
|
||||||
WINDOW_WIDTH = 1360
|
WINDOW_WIDTH = 1360
|
||||||
FPS_COUNT = 60
|
FPS_COUNT = 60
|
||||||
TURN_INTERVAL = 500
|
TURN_INTERVAL = 200
|
||||||
|
|
||||||
GRID_CELL_PADDING = 5
|
GRID_CELL_PADDING = 5
|
||||||
GRID_CELL_SIZE = 36
|
GRID_CELL_SIZE = 36
|
||||||
|
1001
learning/dataset_tree_1000.csv
Normal file
1001
learning/dataset_tree_1000.csv
Normal file
File diff suppressed because it is too large
Load Diff
@ -299,4 +299,4 @@ tower_dist;mob1_dist;mob2_dist;opp1_dist;opp2_dist;opp3_dist;opp4_dist;agent_hp;
|
|||||||
29;25;30;19;35;38;33;6;68;5;1;0;5;11;6;mob1
|
29;25;30;19;35;38;33;6;68;5;1;0;5;11;6;mob1
|
||||||
23;43;41;25;27;26;19;7;12;8;3;4;10;11;9;tower
|
23;43;41;25;27;26;19;7;12;8;3;4;10;11;9;tower
|
||||||
7;9;18;31;36;21;16;4;23;8;4;9;8;11;5;tower
|
7;9;18;31;36;21;16;4;23;8;4;9;8;11;5;tower
|
||||||
35;21;39;36;36;37;33;10;41;9;4;1;0;7;0;mob1
|
35;21;39;36;36;37;33;10;41;9;4;1;0;7;0;mob1
|
|
@ -26,7 +26,7 @@ def parse_idx_of_opp_or_monster(s: str) -> int:
|
|||||||
|
|
||||||
class DecisionTree:
|
class DecisionTree:
|
||||||
def __init__(self) -> None:
|
def __init__(self) -> None:
|
||||||
data_frame = pd.read_csv('learning/dataset_tree.csv', delimiter=';')
|
data_frame = pd.read_csv('learning/dataset_tree_1000.csv', delimiter=';')
|
||||||
unlabeled_goals = data_frame['goal']
|
unlabeled_goals = data_frame['goal']
|
||||||
self.goals_label_encoder = LabelEncoder()
|
self.goals_label_encoder = LabelEncoder()
|
||||||
self.goals = self.goals_label_encoder.fit_transform(unlabeled_goals)
|
self.goals = self.goals_label_encoder.fit_transform(unlabeled_goals)
|
||||||
|
@ -45,6 +45,7 @@ class Game:
|
|||||||
# create level
|
# create level
|
||||||
level.create_map()
|
level.create_map()
|
||||||
stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
|
stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
|
||||||
|
level.setup_stats(stats)
|
||||||
|
|
||||||
print_numbers_flag = False
|
print_numbers_flag = False
|
||||||
running = True
|
running = True
|
||||||
|
@ -10,7 +10,7 @@ class KnightsQueue:
|
|||||||
def dequeue_knight(self):
|
def dequeue_knight(self):
|
||||||
if self.both_teams_alive():
|
if self.both_teams_alive():
|
||||||
knight = self.queues[self.team_idx_turn].popleft()
|
knight = self.queues[self.team_idx_turn].popleft()
|
||||||
if knight.max_hp <= 0:
|
if knight.health_bar.current_hp <= 0:
|
||||||
return self.dequeue_knight()
|
return self.dequeue_knight()
|
||||||
else:
|
else:
|
||||||
self.queues[self.team_idx_turn].append(knight)
|
self.queues[self.team_idx_turn].append(knight)
|
||||||
|
147
logic/level.py
147
logic/level.py
@ -31,6 +31,15 @@ class Level:
|
|||||||
|
|
||||||
self.knights_queue = None
|
self.knights_queue = None
|
||||||
|
|
||||||
|
self.stats = None
|
||||||
|
|
||||||
|
def setup_stats(self, stats):
|
||||||
|
self.stats = stats
|
||||||
|
|
||||||
|
def add_points(self, team, points_to_add):
|
||||||
|
if self.stats is not None:
|
||||||
|
self.stats.add_points(team, points_to_add)
|
||||||
|
|
||||||
def create_map(self):
|
def create_map(self):
|
||||||
self.map = import_random_map()
|
self.map = import_random_map()
|
||||||
self.setup_base_tiles()
|
self.setup_base_tiles()
|
||||||
@ -92,6 +101,112 @@ class Level:
|
|||||||
self.map[row_index][col_index] = castle
|
self.map[row_index][col_index] = castle
|
||||||
self.list_castles.append(castle)
|
self.list_castles.append(castle)
|
||||||
|
|
||||||
|
#def attack_knight(self, knights_list, positions, current_knight):
|
||||||
|
# op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
|
||||||
|
# positions.append(op_pos_1)
|
||||||
|
# op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
|
||||||
|
# positions.append(op_pos_2)
|
||||||
|
# op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
|
||||||
|
# positions.append(op_pos_3)
|
||||||
|
# op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
|
||||||
|
# positions.append(op_pos_4)
|
||||||
|
# for some_knight in knights_list:
|
||||||
|
# for some_position in positions:
|
||||||
|
# if (some_knight.position == some_position and some_knight.team != current_knight.team):
|
||||||
|
# some_knight.health_bar.take_dmg(current_knight.attack)
|
||||||
|
# if some_knight.health_bar.current_hp == 0:
|
||||||
|
# some_knight.kill()
|
||||||
|
# positions.clear()
|
||||||
|
|
||||||
|
def attack_knight_left(self, knights_list, current_knight):
|
||||||
|
position_left = current_knight.position[0] - 1, current_knight.position[1]
|
||||||
|
for some_knight in knights_list:
|
||||||
|
if (some_knight.position == position_left and some_knight.team != current_knight.team):
|
||||||
|
some_knight.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if some_knight.health_bar.current_hp <= 0:
|
||||||
|
some_knight.kill()
|
||||||
|
self.add_points(current_knight.team, 5)
|
||||||
|
for monster in self.list_monsters:
|
||||||
|
if monster.position == position_left:
|
||||||
|
monster.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if monster.health_bar.current_hp <= 0:
|
||||||
|
monster.kill()
|
||||||
|
self.add_points(current_knight.team, monster.points)
|
||||||
|
else:
|
||||||
|
current_knight.health_bar.take_dmg(monster.attack)
|
||||||
|
if current_knight.health_bar.current_hp <= 0:
|
||||||
|
current_knight.kill()
|
||||||
|
for castle in self.list_castles:
|
||||||
|
if castle.position == position_left:
|
||||||
|
castle.health_bar.take_dmg(current_knight.attack)
|
||||||
|
|
||||||
|
|
||||||
|
def attack_knight_right(self, knights_list, current_knight):
|
||||||
|
position_right = current_knight.position[0] + 1, current_knight.position[1]
|
||||||
|
for some_knight in knights_list:
|
||||||
|
if (some_knight.position == position_right and some_knight.team != current_knight.team):
|
||||||
|
some_knight.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if some_knight.health_bar.current_hp == 0:
|
||||||
|
some_knight.kill()
|
||||||
|
self.add_points(current_knight.team, 5)
|
||||||
|
for monster in self.list_monsters:
|
||||||
|
if monster.position == position_right:
|
||||||
|
monster.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if monster.health_bar.current_hp <= 0:
|
||||||
|
monster.kill()
|
||||||
|
self.add_points(current_knight.team, monster.points)
|
||||||
|
else:
|
||||||
|
current_knight.health_bar.take_dmg(monster.attack)
|
||||||
|
if current_knight.health_bar.current_hp <= 0:
|
||||||
|
current_knight.kill()
|
||||||
|
for castle in self.list_castles:
|
||||||
|
if castle.position == position_right:
|
||||||
|
castle.health_bar.take_dmg(current_knight.attack)
|
||||||
|
|
||||||
|
def attack_knight_up(self, knights_list, current_knight):
|
||||||
|
position_up = current_knight.position[0], current_knight.position[1] - 1
|
||||||
|
for some_knight in knights_list:
|
||||||
|
if (some_knight.position == position_up and some_knight.team != current_knight.team):
|
||||||
|
some_knight.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if some_knight.health_bar.current_hp == 0:
|
||||||
|
some_knight.kill()
|
||||||
|
self.add_points(current_knight.team, 5)
|
||||||
|
for monster in self.list_monsters:
|
||||||
|
if monster.position == position_up:
|
||||||
|
monster.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if monster.health_bar.current_hp <= 0:
|
||||||
|
monster.kill()
|
||||||
|
self.add_points(current_knight.team, monster.points)
|
||||||
|
else:
|
||||||
|
current_knight.health_bar.take_dmg(monster.attack)
|
||||||
|
if current_knight.health_bar.current_hp <= 0:
|
||||||
|
current_knight.kill()
|
||||||
|
for castle in self.list_castles:
|
||||||
|
if castle.position == position_up:
|
||||||
|
castle.health_bar.take_dmg(current_knight.attack)
|
||||||
|
|
||||||
|
def attack_knight_down(self, knights_list, current_knight):
|
||||||
|
position_down = current_knight.position[0], current_knight.position[1] + 1
|
||||||
|
for some_knight in knights_list:
|
||||||
|
if (some_knight.position == position_down and some_knight.team != current_knight.team):
|
||||||
|
some_knight.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if some_knight.health_bar.current_hp == 0:
|
||||||
|
some_knight.kill()
|
||||||
|
self.add_points(current_knight.team, 5)
|
||||||
|
for monster in self.list_monsters:
|
||||||
|
if monster.position == position_down:
|
||||||
|
monster.health_bar.take_dmg(current_knight.attack)
|
||||||
|
if monster.health_bar.current_hp <= 0:
|
||||||
|
monster.kill()
|
||||||
|
self.add_points(current_knight.team, monster.points)
|
||||||
|
else:
|
||||||
|
current_knight.health_bar.take_dmg(monster.attack)
|
||||||
|
if current_knight.health_bar.current_hp <= 0:
|
||||||
|
current_knight.kill()
|
||||||
|
for castle in self.list_castles:
|
||||||
|
if castle.position == position_down:
|
||||||
|
castle.health_bar.take_dmg(current_knight.attack)
|
||||||
|
|
||||||
def handle_turn(self):
|
def handle_turn(self):
|
||||||
current_knight = self.knights_queue.dequeue_knight()
|
current_knight = self.knights_queue.dequeue_knight()
|
||||||
knights_list = self.list_knights_red + self.list_knights_blue
|
knights_list = self.list_knights_red + self.list_knights_blue
|
||||||
@ -99,14 +214,6 @@ class Level:
|
|||||||
knight_pos_x = current_knight.position[0]
|
knight_pos_x = current_knight.position[0]
|
||||||
knight_pos_y = current_knight.position[1]
|
knight_pos_y = current_knight.position[1]
|
||||||
positions = []
|
positions = []
|
||||||
op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
|
|
||||||
positions.append(op_pos_1)
|
|
||||||
op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
|
|
||||||
positions.append(op_pos_2)
|
|
||||||
op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
|
|
||||||
positions.append(op_pos_3)
|
|
||||||
op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
|
|
||||||
positions.append(op_pos_4)
|
|
||||||
|
|
||||||
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
|
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
|
||||||
monsters=self.list_monsters,
|
monsters=self.list_monsters,
|
||||||
@ -114,6 +221,9 @@ class Level:
|
|||||||
if current_knight.team_alias() == 'k_r' else self.list_knights_red,
|
if current_knight.team_alias() == 'k_r' else self.list_knights_red,
|
||||||
castle=self.list_castles[0])
|
castle=self.list_castles[0])
|
||||||
|
|
||||||
|
if (len(self.list_knights_blue) == 0 or len(self.list_knights_red) == 0):
|
||||||
|
pygame.quit()
|
||||||
|
|
||||||
if len(goal_list) == 0:
|
if len(goal_list) == 0:
|
||||||
return
|
return
|
||||||
|
|
||||||
@ -126,10 +236,18 @@ class Level:
|
|||||||
return
|
return
|
||||||
|
|
||||||
next_action = action_list.pop(0)
|
next_action = action_list.pop(0)
|
||||||
for some_knight in knights_list:
|
|
||||||
for some_position in positions:
|
#if current_knight.health_bar.current_hp != 0:
|
||||||
if some_knight.position == some_position:
|
#self.attack_knight(knights_list, positions, current_knight)
|
||||||
some_knight.health_bar.take_dmg(1)
|
|
||||||
|
if current_knight.direction.name == UP:
|
||||||
|
self.attack_knight_up(knights_list, current_knight)
|
||||||
|
elif current_knight.direction.name == DOWN:
|
||||||
|
self.attack_knight_down(knights_list, current_knight)
|
||||||
|
elif current_knight.direction.name == RIGHT:
|
||||||
|
self.attack_knight_right(knights_list, current_knight)
|
||||||
|
elif current_knight.direction.name == LEFT:
|
||||||
|
self.attack_knight_left(knights_list, current_knight)
|
||||||
|
|
||||||
if next_action == TURN_LEFT:
|
if next_action == TURN_LEFT:
|
||||||
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
|
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
|
||||||
@ -141,7 +259,7 @@ class Level:
|
|||||||
current_knight.step_forward()
|
current_knight.step_forward()
|
||||||
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
|
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
|
||||||
|
|
||||||
# update knight on map
|
# update knight on map
|
||||||
if current_knight.direction.name == UP:
|
if current_knight.direction.name == UP:
|
||||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
|
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
|
||||||
self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
|
self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
|
||||||
@ -163,3 +281,6 @@ class Level:
|
|||||||
# update and draw the game
|
# update and draw the game
|
||||||
self.sprites.draw(self.screen)
|
self.sprites.draw(self.screen)
|
||||||
self.sprites.update()
|
self.sprites.update()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -16,8 +16,7 @@ class Castle(pygame.sprite.Sprite):
|
|||||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||||
self.rect = self.image.get_rect(center=position_in_px)
|
self.rect = self.image.get_rect(center=position_in_px)
|
||||||
self.max_hp = 80
|
self.max_hp = 80
|
||||||
self.current_hp = random.randint(1, self.max_hp)
|
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
||||||
self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
self.health_bar.update()
|
self.health_bar.update()
|
||||||
|
@ -7,8 +7,11 @@ from common.helpers import parse_cord
|
|||||||
from logic.health_bar import HealthBar
|
from logic.health_bar import HealthBar
|
||||||
|
|
||||||
|
|
||||||
def load_knight_textures():
|
def load_knight_textures(team):
|
||||||
random_index = random.randint(1, 4)
|
if team == "blue":
|
||||||
|
random_index = 3
|
||||||
|
else:
|
||||||
|
random_index = 4
|
||||||
states = [
|
states = [
|
||||||
pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
|
pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
|
||||||
pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
|
pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
|
||||||
@ -24,7 +27,7 @@ class Knight(pygame.sprite.Sprite):
|
|||||||
super().__init__(group)
|
super().__init__(group)
|
||||||
|
|
||||||
self.direction = Direction.DOWN
|
self.direction = Direction.DOWN
|
||||||
self.states = load_knight_textures()
|
self.states = load_knight_textures(team)
|
||||||
|
|
||||||
self.image = self.states[self.direction.value]
|
self.image = self.states[self.direction.value]
|
||||||
self.position = position
|
self.position = position
|
||||||
@ -33,8 +36,8 @@ class Knight(pygame.sprite.Sprite):
|
|||||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||||
|
|
||||||
self.team = team
|
self.team = team
|
||||||
self.max_hp = random.randint(7, 12)
|
self.max_hp = random.randint(9, 13)
|
||||||
self.attack = random.randint(4, 7)
|
self.attack = random.randint(2, 4)
|
||||||
self.defense = random.randint(1, 4)
|
self.defense = random.randint(1, 4)
|
||||||
self.points = 1
|
self.points = 1
|
||||||
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
||||||
|
@ -22,14 +22,13 @@ class Monster(pygame.sprite.Sprite):
|
|||||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||||
self.position = position
|
self.position = position
|
||||||
self.max_hp = random.randrange(15, 25)
|
self.max_hp = random.randrange(15, 20)
|
||||||
self.current_hp = random.randint(1, self.max_hp)
|
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp,
|
||||||
self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp,
|
|
||||||
calculate_xy=True, calculate_size=True)
|
calculate_xy=True, calculate_size=True)
|
||||||
self.attack = random.randrange(2, 10)
|
self.attack = random.randrange(4, 6)
|
||||||
if self.image == monster_images[0]:
|
if self.image == monster_images[0]:
|
||||||
self.max_hp = 20
|
self.max_hp = 20
|
||||||
self.attack = 9
|
self.attack = 6
|
||||||
self.points = 10
|
self.points = 10
|
||||||
elif self.image == monster_images[1]:
|
elif self.image == monster_images[1]:
|
||||||
self.max_hp = 15
|
self.max_hp = 15
|
||||||
|
14
ui/stats.py
14
ui/stats.py
@ -23,6 +23,8 @@ class Stats:
|
|||||||
pygame.Rect(self.x + 210, self.y + 210, 100, 15),
|
pygame.Rect(self.x + 210, self.y + 210, 100, 15),
|
||||||
current_hp=sum([knight.get_current_hp() for knight in self.list_knights_red]),
|
current_hp=sum([knight.get_current_hp() for knight in self.list_knights_red]),
|
||||||
max_hp=sum([knight.get_max_hp() for knight in self.list_knights_red]))
|
max_hp=sum([knight.get_max_hp() for knight in self.list_knights_red]))
|
||||||
|
self.blue_team_points = 0
|
||||||
|
self.red_team_points = 0
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
|
|
||||||
@ -51,9 +53,15 @@ class Stats:
|
|||||||
# texts
|
# texts
|
||||||
draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
|
draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
|
||||||
|
|
||||||
draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
|
draw_text('Rycerze: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
|
||||||
|
|
||||||
# points
|
# points
|
||||||
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
|
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 390, 340, 3))
|
||||||
draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
|
draw_text('PUNKTY: ' + str(self.blue_team_points), FONT_DARK, self.screen, self.x + 35, self.y + 408, 18, True)
|
||||||
draw_text('PUNKTY: 10', FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)
|
draw_text('PUNKTY: ' + str(self.red_team_points), FONT_DARK, self.screen, self.x + 215, self.y + 408, 18, True)
|
||||||
|
|
||||||
|
def add_points(self, team, points):
|
||||||
|
if team == "blue":
|
||||||
|
self.blue_team_points += points
|
||||||
|
else:
|
||||||
|
self.red_team_points += points
|
||||||
|
Loading…
Reference in New Issue
Block a user