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master ... cnn

12 changed files with 35 additions and 1190 deletions

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@ -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 = 200 TURN_INTERVAL = 500
GRID_CELL_PADDING = 5 GRID_CELL_PADDING = 5
GRID_CELL_SIZE = 36 GRID_CELL_SIZE = 36

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@ -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
1 tower_dist mob1_dist mob2_dist opp1_dist opp2_dist opp3_dist opp4_dist agent_hp tower_hp mob1_hp mob2_hp opp1_hp opp2_hp opp3_hp opp4_hp goal
299 29 25 30 19 35 38 33 6 68 5 1 0 5 11 6 mob1
300 23 43 41 25 27 26 19 7 12 8 3 4 10 11 9 tower
301 7 9 18 31 36 21 16 4 23 8 4 9 8 11 5 tower
302 35 21 39 36 36 37 33 10 41 9 4 1 0 7 0 mob1

File diff suppressed because it is too large Load Diff

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@ -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_1000.csv', delimiter=';') data_frame = pd.read_csv('learning/dataset_tree.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)

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@ -45,7 +45,6 @@ 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

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@ -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.health_bar.current_hp <= 0: if knight.max_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)

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@ -31,15 +31,6 @@ 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()
@ -101,112 +92,6 @@ 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
@ -214,6 +99,14 @@ 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,
@ -221,9 +114,6 @@ 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
@ -236,18 +126,10 @@ class Level:
return return
next_action = action_list.pop(0) next_action = action_list.pop(0)
for some_knight in knights_list:
#if current_knight.health_bar.current_hp != 0: for some_position in positions:
#self.attack_knight(knights_list, positions, current_knight) if some_knight.position == some_position:
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.')
@ -259,7 +141,7 @@ 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()
@ -281,6 +163,3 @@ 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()

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@ -16,7 +16,8 @@ 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.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True) self.current_hp = random.randint(1, 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)
def update(self): def update(self):
self.health_bar.update() self.health_bar.update()

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@ -7,11 +7,8 @@ from common.helpers import parse_cord
from logic.health_bar import HealthBar from logic.health_bar import HealthBar
def load_knight_textures(team): def load_knight_textures():
if team == "blue": random_index = random.randint(1, 4)
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
@ -27,7 +24,7 @@ class Knight(pygame.sprite.Sprite):
super().__init__(group) super().__init__(group)
self.direction = Direction.DOWN self.direction = Direction.DOWN
self.states = load_knight_textures(team) self.states = load_knight_textures()
self.image = self.states[self.direction.value] self.image = self.states[self.direction.value]
self.position = position self.position = position
@ -36,8 +33,8 @@ 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(9, 13) self.max_hp = random.randint(7, 12)
self.attack = random.randint(2, 4) self.attack = random.randint(4, 7)
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)

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@ -22,13 +22,14 @@ 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, 20) self.max_hp = random.randrange(15, 25)
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, self.current_hp = random.randint(1, 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(4, 6) self.attack = random.randrange(2, 10)
if self.image == monster_images[0]: if self.image == monster_images[0]:
self.max_hp = 20 self.max_hp = 20
self.attack = 6 self.attack = 9
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

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@ -1,31 +1,6 @@
import pygame
from ui.screens.screen import Screen from ui.screens.screen import Screen
from common.colors import BLACK
from common.helpers import draw_text
class Credits(Screen): class Credits(Screen):
def __init__(self, screen, clock): def __init__(self, screen, clock):
super().__init__('credits', screen, clock) super().__init__('credits', screen, clock)
def display_screen(self):
running = True
while running:
self.screen.fill((252, 164, 12))
draw_text('Twórcy :', BLACK, self.screen, 520, 150)
draw_text('Angelika Iskra', BLACK, self.screen, 520, 250)
draw_text('Dawid Korzępa', BLACK, self.screen, 520, 300)
draw_text('Juliusz Sadowski', BLACK, self.screen, 520, 350)
draw_text('Aleksandra Muczyńska', BLACK, self.screen, 520, 400)
draw_text('Jerzy Tomaszewski', BLACK, self.screen, 520, 450)
draw_text('Mateusz Konofał', BLACK, self.screen, 520, 500)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)

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@ -23,8 +23,6 @@ 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):
@ -52,16 +50,12 @@ 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('Fortece: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 35, self.y + 270, 18) # red
draw_text('Rycerze: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18) draw_text('Rycerze: 4', FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
draw_text('Fortece: 0', FONT_DARK, self.screen, self.x + 215, self.y + 270, 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: ' + 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 + 35, 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) draw_text('PUNKTY: 10', 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