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decision_t
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.gitignore
vendored
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.gitignore
vendored
@ -150,4 +150,3 @@ cython_debug/
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# and can be added to the global gitignore or merged into this file. For a more nuclear
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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.idea/
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/algorithms/neural_network/data/
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@ -4,11 +4,10 @@ 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 algorithms.genetic.const import MAP_ALIASES
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from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
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from common.helpers import directions
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EMPTY_FIELDS = [MAP_ALIASES.get("SAND"), MAP_ALIASES.get("GRASS"), ' ']
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EMPTY_FIELDS = ['s', 'g', ' ']
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TURN_LEFT = 'TURN_LEFT'
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TURN_RIGHT = 'TURN_RIGHT'
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@ -51,7 +51,7 @@ def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None,
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explored_states = set()
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fringe_states = set()
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# train Node
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# root Node
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fringe.append(Node(initial_state))
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fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
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@ -71,7 +71,7 @@ def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None,
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parent = element.parent
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while parent is not None:
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# train's action will be None, don't add it
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# root's action will be None, don't add it
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if parent.action is not None:
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actions_sequence.append(parent.action)
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parent = parent.parent
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@ -1,142 +0,0 @@
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from dataclasses import dataclass
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import numpy as np
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from const import *
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from typing import List, Dict, Tuple
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import numpy.typing as npt
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@dataclass
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class Position:
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row: int
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col: int
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@dataclass
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class Area:
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position: Position
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width: int
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height: int
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AREAS_TO_CROSS = [
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# up above left knights spawn
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Area(position=Position(row=0, col=0),
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width=KNIGHTS_SPAWN_WIDTH,
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height=LEFT_KNIGHTS_SPAWN_FIRST_ROW),
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# down below left knights spawn
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Area(position=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=0),
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width=KNIGHTS_SPAWN_WIDTH,
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height=ROWS - LEFT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
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# between left knights spawn and castle
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Area(position=Position(row=0, col=KNIGHTS_SPAWN_WIDTH),
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width=CASTLE_SPAWN_FIRST_COL - KNIGHTS_SPAWN_WIDTH,
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height=ROWS),
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# up above castle
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Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL),
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width=2,
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height=CASTLE_SPAWN_FIRST_ROW),
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# down below castle
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Area(position=Position(row=CASTLE_SPAWN_FIRST_ROW + 2, col=CASTLE_SPAWN_FIRST_COL),
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width=2,
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height=ROWS - CASTLE_SPAWN_FIRST_ROW - 2),
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# between castle and right knights spawn
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Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL + 2),
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width=RIGHT_KNIGHTS_SPAWN_FIRST_COL - CASTLE_SPAWN_FIRST_COL - 2,
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height=ROWS),
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# up above right knights spawn
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Area(position=Position(row=0, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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height=RIGHT_KNIGHTS_SPAWN_FIRST_ROW),
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# down below right knights spawn
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Area(position=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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height=ROWS - RIGHT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
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]
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def dfs(grid: npt.NDArray, visited: Dict[Tuple[int, int], bool], position: Position, rows: int, cols: int) -> None:
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visited[(position.row, position.col)] = True
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row_vector = [0, 0, 1, -1]
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col_vector = [-1, 1, 0, 0]
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neighbours = []
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for i in range(4):
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rr = position.row + row_vector[i]
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cc = position.col + col_vector[i]
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if rr < 0 or rr >= ROWS:
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continue
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elif cc < 0 or cc >= COLUMNS:
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continue
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else:
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p = Position(rr, cc)
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if (p.row, p.col) in visited:
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neighbours.append(p)
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for neighbour in neighbours:
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if not visited[(neighbour.row, neighbour.col)]:
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dfs(grid, visited, neighbour, rows, cols)
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def get_islands(grid: npt.NDArray, positions: List[Position], rows: int = ROWS, cols: int = COLUMNS) -> List[Position]:
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"""it returns list of all islands roots"""
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visited = {}
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for position in positions:
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visited[(position.row, position.col)] = False
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islands = 0
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roots = []
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for position in positions:
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if not visited[(position.row, position.col)]:
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dfs(grid, visited, position, rows, cols)
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roots.append(position)
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islands += 1
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return roots
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def find_neighbours(grid: npt.NDArray, col: int, row: int) -> List[Position]:
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dr = [-1, 1, 0, 0]
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dc = [0, 0, -1, 1]
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neighbours = []
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for i in range(4):
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rr = row + dr[i]
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cc = col + dc[i]
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if 0 <= rr < ROWS and 0 <= cc < COLUMNS and grid[rr][cc] == MAP_ALIASES.get('GRASS'):
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neighbours.append(Position(row=rr, col=cc))
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return neighbours
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def get_tiles_positions(grid: npt.NDArray):
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sands = []
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trees = []
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waters = []
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monsters = []
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for row_num in range(len(grid)):
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for col_num in range(len(grid[row_num])):
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if grid[row_num][col_num] == MAP_ALIASES.get('WATER'):
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waters.append(Position(row=row_num, col=col_num))
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elif grid[row_num][col_num] == MAP_ALIASES.get('TREE'):
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trees.append(Position(row=row_num, col=col_num))
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elif grid[row_num][col_num] == MAP_ALIASES.get('SAND'):
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sands.append(Position(row=row_num, col=col_num))
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elif grid[row_num][col_num] == MAP_ALIASES.get('MONSTER'):
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monsters.append(Position(row=row_num, col=col_num))
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return sands, trees, waters, monsters
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@ -1,29 +0,0 @@
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# map config
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KNIGHTS_PER_TEAM_COUNT = 4
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SAND_COUNT = 21
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WATER_COUNT = 21
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TREE_COUNT = 37
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MONSTERS_COUNT = 2
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CASTLES_COUNT = 1
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ROWS = 19
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COLUMNS = 24
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KNIGHTS_SPAWN_WIDTH = 4
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KNIGHTS_SPAWN_HEIGHT = 7
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LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
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LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
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RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
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CASTLE_SPAWN_FIRST_ROW = 7
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CASTLE_SPAWN_FIRST_COL = 11
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# map aliases
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MAP_ALIASES = {
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"GRASS": 0,
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"SAND": 1,
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"WATER": 2,
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"TREE": 3,
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"MONSTER": 4,
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"CASTLE": 5,
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"KNIGHT_RED": 6,
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"KNIGHT_BLUE": 7,
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}
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@ -1,166 +0,0 @@
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import math
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import random
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from copy import deepcopy
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from random import randrange
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from typing import List
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import numpy as np
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import numpy.typing as npt
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from common import Position, get_islands, AREAS_TO_CROSS, find_neighbours, get_tiles_positions
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from const import *
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class Genome:
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grid: npt.NDArray
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knights_red: List[Position]
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knights_blue: List[Position]
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waters: List[Position]
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trees: List[Position]
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sands: List[Position]
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monsters: List[Position]
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fitness: int
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sand_islands: List[Position]
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tree_islands: List[Position]
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water_islands: List[Position]
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def __init__(self):
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self.grid = np.zeros((ROWS, COLUMNS), dtype=int)
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self.fitness = 0
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self.knights_red = spawn_objects_in_given_area(
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grid=self.grid,
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object_alias=MAP_ALIASES.get("KNIGHT_RED"),
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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spawn_position_start=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW, col=LEFT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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height=KNIGHTS_SPAWN_HEIGHT
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)
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self.knights_blue = spawn_objects_in_given_area(
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grid=self.grid,
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object_alias=MAP_ALIASES.get("KNIGHT_BLUE"),
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objects_count=KNIGHTS_PER_TEAM_COUNT,
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spawn_position_start=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
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width=KNIGHTS_SPAWN_WIDTH,
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height=KNIGHTS_SPAWN_HEIGHT
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)
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spawn_objects_in_given_area(
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grid=self.grid,
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object_alias=MAP_ALIASES.get("CASTLE"),
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objects_count=4,
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spawn_position_start=Position(row=CASTLE_SPAWN_FIRST_ROW, col=CASTLE_SPAWN_FIRST_COL),
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width=2,
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height=2
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)
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self.waters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("WATER"),
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objects_count=WATER_COUNT)
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self.trees = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("TREE"),
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objects_count=TREE_COUNT)
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self.sands = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("SAND"),
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objects_count=SAND_COUNT)
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self.monsters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("MONSTER"),
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objects_count=MONSTERS_COUNT)
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self.sand_islands = get_islands(self.grid, self.sands)
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self.tree_islands = get_islands(self.grid, self.trees)
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self.water_islands = get_islands(self.grid, self.waters)
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def update_map(self):
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self.sands, self.trees, self.waters, self.monsters = get_tiles_positions(self.grid)
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self.sand_islands = get_islands(self.grid, self.sands)
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self.tree_islands = get_islands(self.grid, self.trees)
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self.water_islands = get_islands(self.grid, self.waters)
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def calc_fitness(self):
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score = SAND_COUNT + TREE_COUNT + WATER_COUNT
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score = score - len(self.sand_islands) - len(self.tree_islands) - len(self.water_islands)
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sands, trees, waters, monsters = get_tiles_positions(self.grid)
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if len(monsters) != MONSTERS_COUNT:
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self.fitness = 0
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return
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if len(sands) < SAND_COUNT or len(trees) < TREE_COUNT or len(waters) < WATER_COUNT:
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self.fitness = 5
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return
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self.fitness = score
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def crossover(self, partner):
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# replace a randomly selected part of the grid with partner's part
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child = Genome()
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child.grid = deepcopy(self.grid)
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area_to_cross = random.choice(AREAS_TO_CROSS)
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for row in range(area_to_cross.position.row, area_to_cross.position.row + area_to_cross.height):
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for col in range(area_to_cross.position.col, area_to_cross.position.col + area_to_cross.width):
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child.grid[row][col] = partner.grid[row][col]
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child.update_map()
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return child
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def mutate(self, mutation_rate: float):
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# remove 1 item from a random island and add a neighbor to another island
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if random.random() < mutation_rate:
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# select islands of the same, random type
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islands_of_same_type = random.choice([self.sand_islands, self.tree_islands, self.water_islands])
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random_index = random.randint(0, len(islands_of_same_type) - 1)
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island = islands_of_same_type[random_index]
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next_island = islands_of_same_type[(random_index + 1) % len(islands_of_same_type)]
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free_tiles_nearby = find_neighbours(self.grid, next_island.col, next_island.row)
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tile_type = self.grid[island.row][island.col]
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self.grid[island.row][island.col] = MAP_ALIASES.get('GRASS')
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# todo: if there are no free tiles around then randomize another next_island
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if len(free_tiles_nearby) > 0:
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random_free_tile = random.choice(free_tiles_nearby)
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island.row = random_free_tile.row
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island.col = random_free_tile.col
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self.grid[island.row][island.col] = tile_type
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self.update_map()
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def is_empty(grid: npt.NDArray, position: Position) -> bool:
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return grid[position.row, position.col] in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND")]
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def is_invalid_area(spawn_position_start, height, width) -> bool:
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return spawn_position_start.row + height - 1 < 0 or \
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spawn_position_start.row + height - 1 >= ROWS or \
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spawn_position_start.col + width - 1 < 0 or \
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spawn_position_start.col + width - 1 >= COLUMNS
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def spawn_objects_in_given_area(grid: npt.NDArray,
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object_alias: str,
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objects_count: int = 1,
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spawn_position_start: Position = Position(row=0, col=0),
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width: int = COLUMNS,
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height: int = ROWS) -> List[Position]:
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if is_invalid_area(spawn_position_start, height, width):
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raise ValueError("Invalid spawn area")
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objects_remaining = int(objects_count)
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positions = []
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while objects_remaining > 0:
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row = randrange(spawn_position_start.row, spawn_position_start.row + height)
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col = randrange(spawn_position_start.col, spawn_position_start.col + width)
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position = Position(row=row, col=col)
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if is_empty(grid=grid, position=position):
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grid[position.row, position.col] = object_alias
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positions.append(position)
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objects_remaining -= 1
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return positions
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@ -1,26 +0,0 @@
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from algorithms.genetic.genome import Genome
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from algorithms.genetic.map_importer_exporter import export_map
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from population import Population
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def main() -> None:
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population_size = 500
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mutation_rate = 0.3
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population = Population(mutation_rate, population_size, 55)
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while not population.evaluate():
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# create next generation
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population.generate()
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# calc fitness
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population.calc_fitness()
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print(population.best_genome.grid)
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print("Fitness of the best: ", population.best_genome.fitness)
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export_map(population.best_genome.grid)
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if __name__ == '__main__':
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main()
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@ -1,42 +0,0 @@
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import json
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import random
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import string
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from datetime import datetime
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from pathlib import Path
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import numpy
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import numpy.typing as npt
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from os import listdir
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from os.path import isfile, join
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# Save map to file
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def export_map(grid: npt.NDArray):
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json_data = {"map": grid.tolist()}
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now = datetime.now()
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file_name = "map_" + now.strftime("%Y_%m_%d_%H_%M_%S") + ".json"
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path = Path("../../resources/maps/")
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file_to_open = path / file_name
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with open(file_to_open, "w+") as write_file:
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json.dump(json_data, write_file)
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print("Saved map to file " + file_name)
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|
||||
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def import_random_map() -> object:
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path = "resources/maps"
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||||
files = [f for f in listdir(path) if isfile(join(path, f))]
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random_map_name = random.choice(files)
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return import_map(random_map_name)
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||||
|
||||
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||||
# Read map from file
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||||
def import_map(file_name: string) -> object:
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||||
file_to_open = "resources/maps/" + file_name
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||||
with open(file_to_open, "r") as read_file:
|
||||
print("Reading map from file " + file_name)
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decoded_json = json.load(read_file)
|
||||
|
||||
decoded_grid = numpy.asarray(decoded_json["map"])
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||||
print(decoded_grid)
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return decoded_grid.tolist()
|
@ -1,81 +0,0 @@
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import random
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||||
from typing import List
|
||||
|
||||
import numpy as np
|
||||
import numpy.typing as npt
|
||||
|
||||
from genome import Genome
|
||||
|
||||
|
||||
class Population:
|
||||
population: List[Genome] = [] # array to hold the current population
|
||||
mating_pool: List[Genome] = [] # array which we will use for our "mating pool"
|
||||
generations: int = 0 # number of generations
|
||||
finished: bool = False # are we finished evolving?
|
||||
mutation_rate: float
|
||||
perfect_score: int
|
||||
best_genome: Genome
|
||||
|
||||
def __init__(self, mutation_rate, population_size, perfect_score=20):
|
||||
self.mutation_rate = mutation_rate
|
||||
self.perfect_score = perfect_score
|
||||
|
||||
for i in range(0, population_size):
|
||||
new_genome = Genome()
|
||||
new_genome.calc_fitness()
|
||||
self.population.append(new_genome)
|
||||
|
||||
# create a new generation
|
||||
def generate(self):
|
||||
max_fitness = 0
|
||||
for genome in self.population:
|
||||
if genome.fitness > max_fitness:
|
||||
max_fitness = genome.fitness
|
||||
|
||||
print("Max fitness of generation " + str(self.generations) + " = " + str(max_fitness))
|
||||
|
||||
# refill the population with children from the mating pool
|
||||
new_population = []
|
||||
for genome in self.population:
|
||||
partner_a = self.accept_reject(max_fitness)
|
||||
partner_b = self.accept_reject(max_fitness)
|
||||
child = partner_a.crossover(partner_b)
|
||||
child.mutate(self.mutation_rate)
|
||||
new_population.append(child)
|
||||
|
||||
self.population = new_population
|
||||
self.generations += 1
|
||||
|
||||
# select random with correct probability from population
|
||||
def accept_reject(self, max_fitness: int):
|
||||
safe_flag = 0
|
||||
|
||||
while safe_flag < 10000:
|
||||
partner = random.choice(self.population)
|
||||
r = random.randint(0, max_fitness)
|
||||
|
||||
if r < partner.fitness:
|
||||
return partner
|
||||
|
||||
safe_flag += 1
|
||||
|
||||
# compute the current "most fit" member of the population
|
||||
def evaluate(self):
|
||||
record = 0
|
||||
best_index = 0
|
||||
|
||||
for index in range(len(self.population)):
|
||||
genome = self.population[index]
|
||||
if genome.fitness > record:
|
||||
record = genome.fitness
|
||||
best_index = index
|
||||
|
||||
self.best_genome = self.population[best_index]
|
||||
if record >= self.perfect_score:
|
||||
self.finished = True
|
||||
|
||||
return self.finished
|
||||
|
||||
def calc_fitness(self):
|
||||
for genome in self.population:
|
||||
genome.calc_fitness()
|
Binary file not shown.
Binary file not shown.
@ -1 +0,0 @@
|
||||
{}
|
@ -1,64 +0,0 @@
|
||||
import torch
|
||||
import pytorch_lightning as pl
|
||||
import torch.nn as nn
|
||||
from torch.optim import SGD, Adam, lr_scheduler
|
||||
import torch.nn.functional as F
|
||||
from torch.utils.data import DataLoader
|
||||
from watersandtreegrass import WaterSandTreeGrass
|
||||
from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
|
||||
|
||||
|
||||
class NeuralNetwork(pl.LightningModule):
|
||||
def __init__(self, numChannels=3, batch_size=BATCH_SIZE, learning_rate=LEARNING_RATE, num_classes=4):
|
||||
super(NeuralNetwork, self).__init__()
|
||||
self.conv1 = nn.Conv2d(numChannels, 24, (3, 3), padding=1)
|
||||
self.relu1 = nn.ReLU()
|
||||
self.maxpool1 = nn.MaxPool2d((2, 2), stride=2)
|
||||
self.conv2 = nn.Conv2d(24, 48, (3, 3), padding=1)
|
||||
self.relu2 = nn.ReLU()
|
||||
self.fc1 = nn.Linear(48*18*18, 800)
|
||||
self.relu3 = nn.ReLU()
|
||||
self.fc2 = nn.Linear(800, 400)
|
||||
self.relu4 = nn.ReLU()
|
||||
self.fc3 = nn.Linear(400, 4)
|
||||
self.logSoftmax = nn.LogSoftmax(dim=1)
|
||||
|
||||
self.batch_size = batch_size
|
||||
self.learning_rate = learning_rate
|
||||
|
||||
def forward(self, x):
|
||||
x = self.conv1(x)
|
||||
x = self.relu1(x)
|
||||
x = self.maxpool1(x)
|
||||
x = self.conv2(x)
|
||||
x = self.relu2(x)
|
||||
x = x.reshape(x.shape[0], -1)
|
||||
x = self.fc1(x)
|
||||
x = self.relu3(x)
|
||||
x = self.fc2(x)
|
||||
x = self.relu4(x)
|
||||
x = self.fc3(x)
|
||||
x = self.logSoftmax(x)
|
||||
return x
|
||||
|
||||
def configure_optimizers(self):
|
||||
optimizer = Adam(self.parameters(), lr=self.learning_rate)
|
||||
return optimizer
|
||||
|
||||
def training_step(self, batch, batch_idx):
|
||||
x, y = batch
|
||||
scores = self(x)
|
||||
loss = F.nll_loss(scores, y)
|
||||
return loss
|
||||
|
||||
def validation_step(self, batch, batch_idx):
|
||||
x, y = batch
|
||||
scores = self(x)
|
||||
val_loss = F.nll_loss(scores, y)
|
||||
self.log("val_loss", val_loss, on_step=True, on_epoch=True, sync_dist=True)
|
||||
|
||||
def test_step(self, batch, batch_idx):
|
||||
x, y = batch
|
||||
scores = self(x)
|
||||
test_loss = F.nll_loss(scores, y)
|
||||
self.log("test_loss", test_loss, on_step=True, on_epoch=True, sync_dist=True)
|
@ -1,125 +0,0 @@
|
||||
import torch
|
||||
import common.helpers
|
||||
from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
|
||||
from watersandtreegrass import WaterSandTreeGrass
|
||||
from torch.utils.data import DataLoader
|
||||
from neural_network import NeuralNetwork
|
||||
from torchvision.io import read_image, ImageReadMode
|
||||
import torch.nn as nn
|
||||
from torch.optim import Adam
|
||||
import matplotlib.pyplot as plt
|
||||
import pytorch_lightning as pl
|
||||
from pytorch_lightning.callbacks import EarlyStopping
|
||||
import torchvision.transforms.functional as F
|
||||
from PIL import Image
|
||||
|
||||
|
||||
def check_accuracy_tiles():
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/grass_with_tree.jpg') == 'tree':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) grass_with_tree.jpg", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/grass2.png') == 'grass':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) grass2.png", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/grass3.png') == 'grass':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) grass3.png", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/grass4.png') == 'grass':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) grass4.png", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/grass1.png') == 'grass':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) grass1.png", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/water.png') == 'water':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) water.png", answer)
|
||||
|
||||
answer = 0
|
||||
for i in range(100):
|
||||
if what_is_it('../../resources/textures/sand.png') == 'sand':
|
||||
answer = answer + 1
|
||||
print("Accuracy(%) sand.png", answer)
|
||||
|
||||
|
||||
def what_is_it(img_path, show_img=False):
|
||||
image = Image.open(img_path).convert('RGB')
|
||||
if show_img:
|
||||
plt.imshow(image)
|
||||
plt.show()
|
||||
|
||||
image = SETUP_PHOTOS(image).unsqueeze(0)
|
||||
model = NeuralNetwork.load_from_checkpoint('./lightning_logs/version_20/checkpoints/epoch=3-step=324.ckpt')
|
||||
|
||||
with torch.no_grad():
|
||||
model.eval()
|
||||
idx = int(model(image).argmax(dim=1))
|
||||
return ID_TO_CLASS[idx]
|
||||
|
||||
|
||||
def check_accuracy(tset):
|
||||
model = NeuralNetwork.load_from_checkpoint('./lightning_logs/version_23/checkpoints/epoch=3-step=324.ckpt')
|
||||
num_correct = 0
|
||||
num_samples = 0
|
||||
model = model.to(DEVICE)
|
||||
model.eval()
|
||||
|
||||
with torch.no_grad():
|
||||
for photo, label in tset:
|
||||
photo = photo.to(DEVICE)
|
||||
label = label.to(DEVICE)
|
||||
|
||||
scores = model(photo)
|
||||
predictions = scores.argmax(dim=1)
|
||||
num_correct += (predictions == label).sum()
|
||||
num_samples += predictions.size(0)
|
||||
|
||||
print(f'Got {num_correct} / {num_samples} with accuracy {float(num_correct)/float(num_samples)*100:.2f}%')
|
||||
|
||||
|
||||
def check_accuracy_data():
|
||||
trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
|
||||
testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
|
||||
train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
|
||||
test_loader = DataLoader(testset, batch_size=BATCH_SIZE)
|
||||
|
||||
print("Accuracy of train_set:")
|
||||
check_accuracy(train_loader)
|
||||
print("Accuracy of test_set:")
|
||||
check_accuracy(test_loader)
|
||||
|
||||
#CNN = NeuralNetwork()
|
||||
#common.helpers.createCSV()
|
||||
|
||||
#trainer = pl.Trainer(accelerator='gpu', callbacks=EarlyStopping('val_loss'), devices=1, max_epochs=NUM_EPOCHS)
|
||||
#trainer = pl.Trainer(accelerator='gpu', devices=1, auto_lr_find=True, max_epochs=NUM_EPOCHS)
|
||||
|
||||
#trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
|
||||
#testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
|
||||
#train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
|
||||
#test_loader = DataLoader(testset, batch_size=BATCH_SIZE)
|
||||
#trainer.fit(CNN, train_loader, test_loader)
|
||||
#trainer.tune(CNN, train_loader, test_loader)
|
||||
|
||||
|
||||
#print(what_is_it('../../resources/textures/grass2.png', True))
|
||||
|
||||
#check_accuracy_data()
|
||||
|
||||
#check_accuracy_tiles()
|
@ -1,27 +0,0 @@
|
||||
import torch
|
||||
from torch.utils.data import Dataset
|
||||
import pandas as pd
|
||||
from torchvision.io import read_image, ImageReadMode
|
||||
from common.helpers import createCSV
|
||||
from PIL import Image
|
||||
|
||||
|
||||
class WaterSandTreeGrass(Dataset):
|
||||
def __init__(self, annotations_file, transform=None):
|
||||
createCSV()
|
||||
self.img_labels = pd.read_csv(annotations_file)
|
||||
self.transform = transform
|
||||
|
||||
def __len__(self):
|
||||
return len(self.img_labels)
|
||||
|
||||
def __getitem__(self, idx):
|
||||
image = Image.open(self.img_labels.iloc[idx, 0]).convert('RGB')
|
||||
|
||||
label = torch.tensor(int(self.img_labels.iloc[idx, 1]))
|
||||
|
||||
if self.transform:
|
||||
image = self.transform(image)
|
||||
|
||||
return image, label
|
||||
|
@ -1,12 +1,10 @@
|
||||
from enum import Enum
|
||||
import torchvision.transforms as transforms
|
||||
import torch
|
||||
|
||||
GAME_TITLE = 'WMICraft'
|
||||
WINDOW_HEIGHT = 800
|
||||
WINDOW_WIDTH = 1360
|
||||
FPS_COUNT = 60
|
||||
TURN_INTERVAL = 200
|
||||
TURN_INTERVAL = 300
|
||||
|
||||
GRID_CELL_PADDING = 5
|
||||
GRID_CELL_SIZE = 36
|
||||
@ -65,32 +63,12 @@ ACTION = {
|
||||
"go": 0,
|
||||
}
|
||||
|
||||
LEFT = 'LEFT'
|
||||
RIGHT = 'RIGHT'
|
||||
UP = 'UP'
|
||||
DOWN = 'DOWN'
|
||||
|
||||
# HEALTH_BAR
|
||||
BAR_ANIMATION_SPEED = 1
|
||||
BAR_WIDTH_MULTIPLIER = 0.9 # (0;1>
|
||||
BAR_HEIGHT_MULTIPLIER = 0.1
|
||||
|
||||
|
||||
#NEURAL_NETWORK
|
||||
LEARNING_RATE = 0.000630957344480193
|
||||
BATCH_SIZE = 64
|
||||
NUM_EPOCHS = 9
|
||||
|
||||
DEVICE = torch.device('cuda') if torch.cuda.is_available() else torch.device('cpu')
|
||||
print("Using ", DEVICE)
|
||||
CLASSES = ['grass', 'sand', 'tree', 'water']
|
||||
|
||||
SETUP_PHOTOS = transforms.Compose([
|
||||
transforms.ToTensor(),
|
||||
transforms.Resize((36, 36)),
|
||||
transforms.Normalize([0.5, 0.5, 0.5], [0.5, 0.5, 0.5])
|
||||
])
|
||||
|
||||
ID_TO_CLASS = {i: j for i, j in enumerate(CLASSES)}
|
||||
CLASS_TO_ID = {value: key for key, value in ID_TO_CLASS.items()}
|
||||
|
||||
LEFT = 'LEFT'
|
||||
RIGHT = 'RIGHT'
|
||||
UP = 'UP'
|
||||
DOWN = 'DOWN'
|
||||
|
@ -2,11 +2,6 @@ from typing import Tuple, List
|
||||
|
||||
import pygame
|
||||
|
||||
from algorithms.genetic.const import MAP_ALIASES
|
||||
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
|
||||
import csv
|
||||
import os
|
||||
|
||||
from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE
|
||||
from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
|
||||
|
||||
@ -29,44 +24,6 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
|
||||
surface.blit(textobj, textrect)
|
||||
|
||||
|
||||
def createCSV():
|
||||
train_data_path = './data/train'
|
||||
test_data_path = './data/test'
|
||||
|
||||
if os.path.exists(train_data_path):
|
||||
train_csvfile = open('./data/train_csv_file.csv', 'w', newline="")
|
||||
writer = csv.writer(train_csvfile)
|
||||
writer.writerow(["filepath", "type"])
|
||||
|
||||
for class_name in CLASSES:
|
||||
class_dir = train_data_path + "/" + class_name
|
||||
for filename in os.listdir(class_dir):
|
||||
f = os.path.join(class_dir, filename)
|
||||
if os.path.isfile(f):
|
||||
writer.writerow([f, CLASS_TO_ID[class_name]])
|
||||
|
||||
train_csvfile.close()
|
||||
|
||||
else:
|
||||
print("Brak plików do uczenia")
|
||||
|
||||
if os.path.exists(test_data_path):
|
||||
test_csvfile = open('./data/test_csv_file.csv', 'w', newline="")
|
||||
writer = csv.writer(test_csvfile)
|
||||
writer.writerow(["filepath", "type"])
|
||||
|
||||
for class_name in CLASSES:
|
||||
class_dir = test_data_path + "/" + class_name
|
||||
for filename in os.listdir(class_dir):
|
||||
f = os.path.join(class_dir, filename)
|
||||
if os.path.isfile(f):
|
||||
writer.writerow([f, CLASS_TO_ID[class_name]])
|
||||
|
||||
test_csvfile.close()
|
||||
else:
|
||||
print("Brak plików do testowania")
|
||||
|
||||
|
||||
def print_numbers():
|
||||
display_surface = pygame.display.get_surface()
|
||||
font = pygame.font.SysFont('Arial', 16)
|
||||
@ -101,7 +58,7 @@ def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
|
||||
return neighbors
|
||||
|
||||
|
||||
def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int, int]]:
|
||||
def find_neighbours(grid: List[List[str]], col: int, row: int) -> List[Tuple[int, int]]:
|
||||
dr = [-1, 1, 0, 0]
|
||||
dc = [0, 0, -1, 1]
|
||||
|
||||
@ -113,7 +70,7 @@ def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int
|
||||
|
||||
if rr < 0 or cc < 0: continue
|
||||
if rr >= ROWS or cc >= COLUMNS: continue
|
||||
if grid[rr][cc] not in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND"), '.']: continue
|
||||
if grid[rr][cc] not in ['g', 's', '.']: continue
|
||||
neighbours.append((rr, cc))
|
||||
|
||||
return neighbours
|
||||
|
@ -34,7 +34,7 @@ class DecisionTree:
|
||||
self.model = DecisionTreeClassifier(criterion='entropy')
|
||||
self.model.fit(self.train_set.values, self.goals)
|
||||
|
||||
def predict_move(self, grid: List[List[int]], current_knight: Knight, castle: Castle, monsters: List[Monster],
|
||||
def predict_move(self, grid: List[List[str]], current_knight: Knight, castle: Castle, monsters: List[Monster],
|
||||
opponents: List[Knight]) -> \
|
||||
List[Tuple[int, int]]:
|
||||
distance_to_castle = manhattan_distance(current_knight.position, castle.position)
|
||||
@ -42,23 +42,22 @@ class DecisionTree:
|
||||
monsters_parsed = []
|
||||
for monster in monsters:
|
||||
monsters_parsed.append((manhattan_distance(current_knight.position, monster.position), parse_hp(
|
||||
monster.health_bar.current_hp)))
|
||||
monster.current_hp)))
|
||||
|
||||
opponents_parsed = []
|
||||
for opponent in opponents:
|
||||
opponents_parsed.append(
|
||||
(manhattan_distance(current_knight.position, opponent.position),
|
||||
parse_hp(opponent.health_bar.current_hp)))
|
||||
(manhattan_distance(current_knight.position, opponent.position), parse_hp(opponent.current_hp)))
|
||||
|
||||
prediction = self.get_prediction(tower_dist=distance_to_castle, tower_hp=castle.health_bar.current_hp,
|
||||
prediction = self.get_prediction(tower_dist=distance_to_castle, tower_hp=castle.current_hp,
|
||||
mob1_dist=monsters_parsed[0][0], mob1_hp=monsters_parsed[0][1],
|
||||
mob2_dist=monsters_parsed[1][0], mob2_hp=monsters_parsed[1][1],
|
||||
opp1_dist=opponents_parsed[0][0], opp1_hp=opponents_parsed[0][1],
|
||||
opp2_dist=opponents_parsed[1][0], opp2_hp=opponents_parsed[1][1],
|
||||
opp3_dist=opponents_parsed[2][0], opp3_hp=opponents_parsed[2][1],
|
||||
opp4_dist=opponents_parsed[3][0], opp4_hp=opponents_parsed[3][1],
|
||||
agent_hp=current_knight.health_bar.current_hp)
|
||||
print(f'Prediction = {prediction}')
|
||||
agent_hp=current_knight.current_hp)
|
||||
print(prediction)
|
||||
if prediction == 'tower': # castle...
|
||||
return castle_neighbors(grid, castle_bottom_right_row=castle.position[0],
|
||||
castle_bottom_right_col=castle.position[1])
|
||||
|
@ -27,6 +27,7 @@ class Game:
|
||||
self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
|
||||
|
||||
|
||||
|
||||
def main_menu(self):
|
||||
menu = MainMenu(self.screen, self.clock, self.bg,
|
||||
self.game,
|
||||
@ -37,6 +38,7 @@ class Game:
|
||||
def game(self):
|
||||
logs = Logs(self.screen)
|
||||
level = Level(self.screen, logs)
|
||||
stats = Stats(self.screen)
|
||||
|
||||
# setup clock for rounds
|
||||
NEXT_TURN = pygame.USEREVENT + 1
|
||||
@ -44,8 +46,6 @@ class Game:
|
||||
|
||||
# create level
|
||||
level.create_map()
|
||||
stats = Stats(self.screen, level.list_knights_blue, level.list_knights_red)
|
||||
level.setup_stats(stats)
|
||||
|
||||
print_numbers_flag = False
|
||||
running = True
|
||||
@ -61,7 +61,8 @@ class Game:
|
||||
running = False
|
||||
if event.key == pygame.K_n:
|
||||
print_numbers_flag = not print_numbers_flag
|
||||
|
||||
if event.key == pygame.K_r:
|
||||
stats.red_team_hp_bar.take_dmg(5)
|
||||
if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
|
||||
level.handle_turn()
|
||||
|
||||
|
@ -9,6 +9,7 @@ class HealthBar:
|
||||
self.rect = rect
|
||||
self.screen = screen
|
||||
self.current_hp = current_hp
|
||||
self.target_hp = current_hp
|
||||
self.max_hp = max_hp
|
||||
self.x = self.rect.x
|
||||
self.y = self.rect.y
|
||||
@ -37,22 +38,22 @@ class HealthBar:
|
||||
|
||||
self.health_ratio = self.max_hp / self.width
|
||||
|
||||
def take_dmg(self, amount):
|
||||
if self.current_hp - amount > 0:
|
||||
self.current_hp -= amount
|
||||
elif self.current_hp - amount <= 0:
|
||||
self.current_hp = 0
|
||||
def take_dmg(self, dmg_taken):
|
||||
if self.target_hp > 0:
|
||||
self.target_hp -= dmg_taken
|
||||
elif self.target_hp < 0:
|
||||
self.target_hp = 0
|
||||
|
||||
def heal(self, amount):
|
||||
if self.current_hp + amount < self.max_hp:
|
||||
self.current_hp += amount
|
||||
elif self.current_hp + amount >= self.max_hp:
|
||||
self.current_hp = self.max_hp
|
||||
if self.target_hp < self.max_hp:
|
||||
self.target_hp += amount
|
||||
elif self.target_hp > self.max_hp:
|
||||
self.target_hp = self.max_hp
|
||||
|
||||
def show(self):
|
||||
pygame.Surface.fill(self.screen, BLACK, (self.x-1, self.y-1, self.width+2, self.height+2))
|
||||
pygame.Surface.fill(self.screen, RED, (self.x, self.y, self.width, self.height))
|
||||
pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.current_hp / self.health_ratio), self.height))
|
||||
pygame.Surface.fill(self.screen, GREEN, (self.x, self.y, int(self.target_hp / self.health_ratio), self.height))
|
||||
|
||||
|
||||
|
||||
|
@ -10,7 +10,7 @@ class KnightsQueue:
|
||||
def dequeue_knight(self):
|
||||
if self.both_teams_alive():
|
||||
knight = self.queues[self.team_idx_turn].popleft()
|
||||
if knight.health_bar.current_hp <= 0:
|
||||
if knight.max_hp <= 0:
|
||||
return self.dequeue_knight()
|
||||
else:
|
||||
self.queues[self.team_idx_turn].append(knight)
|
||||
|
198
logic/level.py
198
logic/level.py
@ -3,11 +3,10 @@ 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 logic.spawner import Spawner
|
||||
from models.castle import Castle
|
||||
from models.knight import Knight
|
||||
from models.monster import Monster
|
||||
@ -22,7 +21,7 @@ class Level:
|
||||
# sprite group setup
|
||||
self.sprites = pygame.sprite.LayeredUpdates()
|
||||
|
||||
self.map = []
|
||||
self.map = [['g' for _ in range(COLUMNS)] for y in range(ROWS)]
|
||||
|
||||
self.list_knights_blue = []
|
||||
self.list_knights_red = []
|
||||
@ -31,21 +30,28 @@ class Level:
|
||||
|
||||
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):
|
||||
self.map = import_random_map()
|
||||
self.generate_map()
|
||||
self.setup_base_tiles()
|
||||
self.setup_objects()
|
||||
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
|
||||
|
||||
def generate_map(self):
|
||||
spawner = Spawner(self.map)
|
||||
spawner.spawn_where_possible(['w' for _ in range(NBR_OF_WATER)])
|
||||
spawner.spawn_where_possible(['t' for _ in range(NBR_OF_TREES)])
|
||||
spawner.spawn_where_possible(['s' for _ in range(NBR_OF_SANDS)])
|
||||
|
||||
spawner.spawn_in_area(['k_b' for _ in range(4)], LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL,
|
||||
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
|
||||
spawner.spawn_in_area(['k_r' for _ in range(4)], RIGHT_KNIGHTS_SPAWN_FIRST_ROW, RIGHT_KNIGHTS_SPAWN_FIRST_COL,
|
||||
KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT)
|
||||
|
||||
spawner.spawn_in_area(['c'], CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL, CASTLE_SPAWN_WIDTH,
|
||||
CASTLE_SPAWN_HEIGHT, 2)
|
||||
|
||||
spawner.spawn_where_possible(['m' for _ in range(NBR_OF_MONSTERS)])
|
||||
|
||||
def setup_base_tiles(self):
|
||||
textures = []
|
||||
for texture_path in TILES:
|
||||
@ -57,15 +63,15 @@ class Level:
|
||||
for col_index, col in enumerate(row):
|
||||
|
||||
# add base tiles, e.g. water, tree, grass
|
||||
if col == MAP_ALIASES.get('WATER'):
|
||||
if col == "w":
|
||||
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'):
|
||||
elif col == "t":
|
||||
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'):
|
||||
elif col == "s":
|
||||
texture_index = 4
|
||||
texture_surface = textures[texture_index][1]
|
||||
Tile((col_index, row_index), texture_surface, self.sprites)
|
||||
@ -82,148 +88,37 @@ class Level:
|
||||
for col_index, col in enumerate(row):
|
||||
|
||||
# add objects, e.g. knights, monsters, castle
|
||||
if col == MAP_ALIASES.get('KNIGHT_BLUE'):
|
||||
if col == "k_b":
|
||||
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'):
|
||||
elif col == "k_r":
|
||||
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'):
|
||||
elif col == "m":
|
||||
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'):
|
||||
elif col == "c":
|
||||
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()
|
||||
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):
|
||||
print("next turn")
|
||||
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,
|
||||
opponents=self.list_knights_red
|
||||
if current_knight.team_alias == 'k_r' else self.list_knights_blue,
|
||||
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
|
||||
|
||||
@ -236,19 +131,6 @@ class Level:
|
||||
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()
|
||||
@ -257,9 +139,9 @@ class Level:
|
||||
current_knight.rotate_right()
|
||||
elif next_action == 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] = 'g'
|
||||
|
||||
# update knight on map
|
||||
# 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()
|
||||
@ -273,6 +155,19 @@ class Level:
|
||||
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_health_bars(self):
|
||||
for knight in self.list_knights_blue:
|
||||
knight.health_bar.update()
|
||||
|
||||
for knight in self.list_knights_red:
|
||||
knight.health_bar.update()
|
||||
|
||||
for monster in self.list_monsters:
|
||||
monster.health_bar.update()
|
||||
|
||||
for castle in self.list_castles:
|
||||
castle.health_bar.update()
|
||||
|
||||
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
|
||||
@ -280,7 +175,4 @@ class Level:
|
||||
|
||||
# update and draw the game
|
||||
self.sprites.draw(self.screen)
|
||||
self.sprites.update()
|
||||
|
||||
|
||||
|
||||
self.update_health_bars() # has to be called last
|
||||
|
@ -16,7 +16,5 @@ class Castle(pygame.sprite.Sprite):
|
||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||
self.rect = self.image.get_rect(center=position_in_px)
|
||||
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)
|
||||
|
||||
def update(self):
|
||||
self.health_bar.update()
|
||||
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)
|
||||
|
@ -7,11 +7,8 @@ from common.helpers import parse_cord
|
||||
from logic.health_bar import HealthBar
|
||||
|
||||
|
||||
def load_knight_textures(team):
|
||||
if team == "blue":
|
||||
random_index = 3
|
||||
else:
|
||||
random_index = 4
|
||||
def load_knight_textures():
|
||||
random_index = random.randint(1, 4)
|
||||
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}_right.png').convert_alpha(), # right = 1
|
||||
@ -27,7 +24,7 @@ class Knight(pygame.sprite.Sprite):
|
||||
super().__init__(group)
|
||||
|
||||
self.direction = Direction.DOWN
|
||||
self.states = load_knight_textures(team)
|
||||
self.states = load_knight_textures()
|
||||
|
||||
self.image = self.states[self.direction.value]
|
||||
self.position = position
|
||||
@ -36,35 +33,21 @@ class Knight(pygame.sprite.Sprite):
|
||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||
|
||||
self.team = team
|
||||
self.max_hp = random.randint(9, 13)
|
||||
self.attack = random.randint(2, 4)
|
||||
self.max_hp = random.randint(7, 12)
|
||||
self.current_hp = random.randint(1, self.max_hp)
|
||||
self.attack = random.randint(4, 7)
|
||||
self.defense = random.randint(1, 4)
|
||||
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.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
|
||||
|
||||
def rotate_left(self):
|
||||
self.direction = self.direction.left()
|
||||
self.image = self.states[self.direction.value]
|
||||
|
||||
def update(self):
|
||||
self.health_bar.update()
|
||||
|
||||
def rotate_right(self):
|
||||
self.direction = self.direction.right()
|
||||
self.image = self.states[self.direction.value]
|
||||
|
||||
def take_dmg(self, amount):
|
||||
self.health_bar.take_dmg(amount)
|
||||
|
||||
def heal(self, amount):
|
||||
self.health_bar.heal(amount)
|
||||
|
||||
def get_current_hp(self):
|
||||
return self.health_bar.current_hp
|
||||
|
||||
def get_max_hp(self):
|
||||
return self.health_bar.max_hp
|
||||
|
||||
def step_forward(self):
|
||||
if self.direction.name == 'UP':
|
||||
self.position = (self.position[0], self.position[1] - 1)
|
||||
|
@ -22,13 +22,14 @@ class Monster(pygame.sprite.Sprite):
|
||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||
self.position = position
|
||||
self.max_hp = random.randrange(15, 20)
|
||||
self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp,
|
||||
self.max_hp = random.randrange(15, 25)
|
||||
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)
|
||||
self.attack = random.randrange(4, 6)
|
||||
self.attack = random.randrange(2, 10)
|
||||
if self.image == monster_images[0]:
|
||||
self.max_hp = 20
|
||||
self.attack = 6
|
||||
self.attack = 9
|
||||
self.points = 10
|
||||
elif self.image == monster_images[1]:
|
||||
self.max_hp = 15
|
||||
@ -42,6 +43,3 @@ class Monster(pygame.sprite.Sprite):
|
||||
self.max_hp = 7
|
||||
self.attack = 2
|
||||
self.points = 2
|
||||
|
||||
def update(self):
|
||||
self.health_bar.update()
|
||||
|
BIN
requirements.txt
BIN
requirements.txt
Binary file not shown.
@ -1 +0,0 @@
|
||||
{"map": [[0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1], [0, 0, 0, 0, 3, 3, 0, 0, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 3], [0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 3], [0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 4, 0, 0, 0, 2, 0, 3], [0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2], [0, 0, 3, 3, 3, 0, 0, 0, 3, 3, 3, 3, 0, 2, 2, 2, 0, 0, 0, 0, 0, 7, 2, 0], [0, 0, 0, 6, 0, 0, 0, 2, 2, 2, 0, 5, 5, 0, 2, 0, 0, 2, 2, 2, 2, 1, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 5, 5, 0, 2, 0, 0, 0, 0, 2, 2, 1, 1, 7], [0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 3, 1, 7], [6, 0, 0, 6, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 1, 1, 0], [6, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 3, 3, 0, 0, 0, 0, 3, 3, 0, 0, 1, 0, 0], [0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 0, 1, 1, 7, 0], [0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 3, 1, 1, 1, 0], [0, 3, 3, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 1, 0, 0], [0, 3, 3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [1, 0, 0, 0, 0, 4, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}
|
@ -1 +0,0 @@
|
||||
{"map": [[0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0], [0, 3, 3, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 3, 3, 3, 0, 0, 0, 2, 0, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 2, 2, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0], [0, 0, 2, 2, 3, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 3, 0, 0, 0, 0, 0, 3, 3, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 6, 3, 3, 0, 0, 0, 0, 0, 3, 0, 4, 0, 3, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 7, 7, 0, 0], [6, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 3, 7, 0, 0, 0], [0, 0, 6, 6, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0], [0, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0], [2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [2, 0, 2, 0, 0, 0, 0, 0, 4, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}
|
@ -1 +0,0 @@
|
||||
{"map": [[0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 3], [0, 0, 0, 0, 2, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 3, 0], [0, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 2, 0], [0, 0, 3, 3, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 2, 0], [0, 0, 3, 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0], [0, 0, 3, 3, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0], [0, 0, 0, 6, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0], [0, 6, 0, 0, 0, 0, 3, 0, 0, 0, 0, 5, 5, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 5, 5, 1, 2, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 3, 0, 0, 0, 4, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0], [0, 0, 3, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 4], [6, 0, 0, 6, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 1, 0, 7, 0, 7, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0, 0, 0], [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0, 0, 0, 0, 0], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 3, 3, 2, 0, 0, 0, 0, 0, 0], [0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0], [0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 3, 2, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]}
|
@ -1,31 +1,6 @@
|
||||
import pygame
|
||||
|
||||
from ui.screens.screen import Screen
|
||||
from common.colors import BLACK
|
||||
from common.helpers import draw_text
|
||||
|
||||
|
||||
class Credits(Screen):
|
||||
|
||||
def __init__(self, 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)
|
||||
|
||||
|
42
ui/stats.py
42
ui/stats.py
@ -8,23 +8,13 @@ from common.helpers import draw_text
|
||||
|
||||
|
||||
class Stats:
|
||||
def __init__(self, screen, list_knights_blue, list_knights_red):
|
||||
def __init__(self, screen):
|
||||
self.grid = []
|
||||
self.list_knights_blue = list_knights_blue
|
||||
self.list_knights_red = list_knights_red
|
||||
self.screen = screen
|
||||
self.x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
|
||||
self.y = 5
|
||||
self.blue_team_hp_bar = HealthBar(self.screen,
|
||||
pygame.Rect(self.x + 30, self.y + 210, 100, 15),
|
||||
current_hp=sum([knight.get_current_hp() for knight in self.list_knights_blue]),
|
||||
max_hp=sum([knight.get_max_hp() for knight in self.list_knights_blue]))
|
||||
self.red_team_hp_bar = HealthBar(self.screen,
|
||||
pygame.Rect(self.x + 210, self.y + 210, 100, 15),
|
||||
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]))
|
||||
self.blue_team_points = 0
|
||||
self.red_team_points = 0
|
||||
self.blue_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 30, self.y + 210, 100, 15), current_hp=50, max_hp=100)
|
||||
self.red_team_hp_bar = HealthBar(self.screen, pygame.Rect(self.x + 210, self.y + 210, 100, 15), 100, 100)
|
||||
|
||||
def update(self):
|
||||
|
||||
@ -43,25 +33,21 @@ class Stats:
|
||||
draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36)
|
||||
|
||||
# HP bars
|
||||
self.red_team_hp_bar.take_dmg(self.red_team_hp_bar.current_hp -
|
||||
sum([knight.get_current_hp() for knight in self.list_knights_red]))
|
||||
self.blue_team_hp_bar.take_dmg(self.blue_team_hp_bar.current_hp -
|
||||
sum([knight.get_current_hp() for knight in self.list_knights_blue]))
|
||||
#pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4)
|
||||
#pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4)
|
||||
self.red_team_hp_bar.update()
|
||||
self.blue_team_hp_bar.update()
|
||||
|
||||
# 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_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
|
||||
|
||||
# texts
|
||||
draw_text('Rycerze: 2', FONT_DARK, self.screen, self.x + 35, self.y + 240, 18)
|
||||
draw_text('Fortece: 1', FONT_DARK, self.screen, self.x + 35, self.y + 270, 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
|
||||
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: ' + 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
|
||||
draw_text('PUNKTY: 10', 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)
|
||||
|
Loading…
Reference in New Issue
Block a user