import random import pygame from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD from algorithms.genetic.const import MAP_ALIASES from algorithms.genetic.map_importer_exporter import import_random_map from common.constants import * from learning.decision_tree import DecisionTree from logic.knights_queue import KnightsQueue from models.castle import Castle from models.knight import Knight from models.monster import Monster from models.tile import Tile class Level: def __init__(self, screen, logs): self.screen = screen self.logs = logs self.decision_tree = DecisionTree() # sprite group setup self.sprites = pygame.sprite.LayeredUpdates() self.map = [] self.list_knights_blue = [] self.list_knights_red = [] self.list_monsters = [] self.list_castles = [] self.knights_queue = None def create_map(self): self.map = import_random_map() self.setup_base_tiles() self.setup_objects() self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red) def setup_base_tiles(self): textures = [] for texture_path in TILES: converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha() converted_texture = pygame.transform.scale(converted_texture, (40, 40)) textures.append((texture_path, converted_texture)) for row_index, row in enumerate(self.map): for col_index, col in enumerate(row): # add base tiles, e.g. water, tree, grass if col == MAP_ALIASES.get('WATER'): texture_index = 5 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites, 'w') elif col == MAP_ALIASES.get('TREE'): texture_index = 6 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites, 't') elif col == MAP_ALIASES.get('SAND'): texture_index = 4 texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites) else: texture_index = random.randint(0, 3) texture_surface = textures[texture_index][1] Tile((col_index, row_index), texture_surface, self.sprites) def setup_objects(self): castle_count = 0 # TODO: find some smarter method to print castle for row_index, row in enumerate(self.map): print(row) for col_index, col in enumerate(row): # add objects, e.g. knights, monsters, castle if col == MAP_ALIASES.get('KNIGHT_BLUE'): knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue") self.map[row_index][col_index] = knight self.list_knights_blue.append(knight) elif col == MAP_ALIASES.get('KNIGHT_RED'): knight = Knight(self.screen, (col_index, row_index), self.sprites, "red") self.map[row_index][col_index] = knight self.list_knights_red.append(knight) elif col == MAP_ALIASES.get('MONSTER'): monster = Monster(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = monster self.list_monsters.append(monster) elif col == MAP_ALIASES.get('CASTLE'): castle_count += 1 if castle_count == 4: castle = Castle(self.screen, (col_index, row_index), self.sprites) self.map[row_index][col_index] = 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() 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() 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() 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() 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() 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() 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() 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() 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): current_knight = self.knights_queue.dequeue_knight() knights_list = self.list_knights_red + self.list_knights_blue print("next turn " + current_knight.team) knight_pos_x = current_knight.position[0] knight_pos_y = current_knight.position[1] positions = [] goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight, monsters=self.list_monsters, opponents=self.list_knights_blue if current_knight.team_alias() == 'k_r' else self.list_knights_red, 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: return state = State((knight_pos_y, knight_pos_x), current_knight.direction.name) action_list = a_star(state, self.map, goal_list) print(action_list) print(goal_list) if len(action_list) == 0: return next_action = action_list.pop(0) #if current_knight.health_bar.current_hp != 0: #self.attack_knight(knights_list, positions, current_knight) 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: self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.') current_knight.rotate_left() elif next_action == TURN_RIGHT: self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.') current_knight.rotate_right() elif next_action == FORWARD: current_knight.step_forward() self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS") # update knight on map if current_knight.direction.name == UP: 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() elif current_knight.direction.name == RIGHT: self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.') 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 bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS) # update and draw the game self.sprites.draw(self.screen) self.sprites.update()