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Author | SHA1 | Date | |
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38b1d3eb68 |
3
.gitignore
vendored
@ -149,5 +149,4 @@ cython_debug/
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# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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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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.idea/
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@ -1,189 +0,0 @@
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from __future__ import annotations
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import heapq
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from dataclasses import dataclass, field
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from typing import Tuple, Optional, List
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from 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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TURN_LEFT = 'TURN_LEFT'
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TURN_RIGHT = 'TURN_RIGHT'
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FORWARD = 'FORWARD'
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@dataclass
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class State:
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position: Tuple[int, int]
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direction: str
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def __eq__(self, other: State) -> bool:
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return other.position == self.position and self.direction == other.direction
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def __lt__(self, state):
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return self.position < state.position
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def __hash__(self) -> int:
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return hash(self.position)
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@dataclass
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class Node:
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state: State
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parent: Optional[Node]
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action: Optional[str]
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grid: List[List[str]]
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cost: int = field(init=False)
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depth: int = field(init=False)
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def __lt__(self, node) -> None:
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return self.state < node.state
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def __post_init__(self) -> None:
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if self.grid[self.state.position[0]][self.state.position[1]] == 'g':
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self.cost = 1 if not self.parent else self.parent.cost + 1
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else:
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self.cost = 2 if not self.parent else self.parent.cost + 2
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self.depth = 0 if not self.parent else self.parent.depth + 1
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def __hash__(self) -> int:
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return hash(self.state)
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def expand(node: Node, grid: List[List[str]]) -> List[Node]:
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return [child_node(node=node, action=action, grid=grid) for action in actions(node.state, grid)]
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def child_node(node: Node, action: str, grid: List[List[str]]) -> Node:
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next_state = result(state=node.state, action=action)
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return Node(state=next_state, parent=node, action=action, grid=grid)
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def next_position(current_position: Tuple[int, int], direction: str) -> Tuple[int, int]:
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next_row, next_col = directions[direction]
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row, col = current_position
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return next_row + row, next_col + col
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def valid_move(position: Tuple[int, int], grid: List[List[str]]) -> bool:
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row, col = position
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return grid[row][col] in EMPTY_FIELDS
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def actions(state: State, grid: List[List[str]]) -> List[str]:
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possible_actions = [FORWARD, TURN_LEFT, TURN_RIGHT]
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row, col = state.position
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direction = state.direction
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if direction == UP and row == 0:
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remove_forward(possible_actions)
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if direction == DOWN and row == ROWS - 1:
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remove_forward(possible_actions)
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if direction == LEFT and col == 0:
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remove_forward(possible_actions)
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if direction == RIGHT and col == COLUMNS - 1:
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remove_forward(possible_actions)
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if FORWARD in possible_actions and not valid_move(next_position(state.position, direction), grid):
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remove_forward(possible_actions)
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return possible_actions
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def remove_forward(possible_actions: List[str]) -> None:
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if FORWARD in possible_actions:
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possible_actions.remove(FORWARD)
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def result(state: State, action: str) -> State:
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next_state = State(state.position, state.direction)
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if state.direction == UP:
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if action == TURN_LEFT:
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next_state.direction = LEFT
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elif action == TURN_RIGHT:
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next_state.direction = RIGHT
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elif action == FORWARD:
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next_state.position = next_position(state.position, UP)
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elif state.direction == DOWN:
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if action == TURN_LEFT:
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next_state.direction = RIGHT
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elif action == TURN_RIGHT:
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next_state.direction = LEFT
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elif action == FORWARD:
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next_state.position = next_position(state.position, DOWN)
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elif state.direction == LEFT:
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if action == TURN_LEFT:
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next_state.direction = DOWN
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elif action == TURN_RIGHT:
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next_state.direction = UP
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elif action == FORWARD:
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next_state.position = next_position(state.position, LEFT)
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elif state.direction == RIGHT:
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if action == TURN_LEFT:
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next_state.direction = UP
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elif action == TURN_RIGHT:
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next_state.direction = DOWN
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elif action == FORWARD:
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next_state.position = next_position(state.position, RIGHT)
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return next_state
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def goal_test(state: State, goal_list: List[Tuple[int, int]]) -> bool:
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return state.position in goal_list
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def h(state: State, goal: Tuple[int, int]) -> int:
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"""heuristics that calculates Manhattan distance between current position and goal"""
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x1, y1 = state.position
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x2, y2 = goal
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return abs(x1 - x2) + abs(y1 - y2)
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def f(current_node: Node, goal: Tuple[int, int]) -> int:
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"""f(n) = g(n) + h(n), g stands for current cost, h for heuristics"""
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return current_node.cost + h(state=current_node.state, goal=goal)
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def get_path_from_start(node: Node) -> List[str]:
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path = [node.action]
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while node.parent is not None:
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node = node.parent
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if node.action:
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path.append(node.action)
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path.reverse()
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return path
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def a_star(state: State, grid: List[List[str]], goals: List[Tuple[int, int]]) -> List[str]:
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node = Node(state=state, parent=None, action=None, grid=grid)
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frontier = list()
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heapq.heappush(frontier, (f(node, goals[0]), node))
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explored = set()
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while frontier:
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r, node = heapq.heappop(frontier)
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if goal_test(node.state, goals):
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return get_path_from_start(node)
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explored.add(node.state)
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for child in expand(node, grid):
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p = f(child, goals[0])
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if child.state not in explored and (p, child) not in frontier:
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heapq.heappush(frontier, (p, child))
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elif (r, child) in frontier and r > p:
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heapq.heappush(frontier, (p, child))
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return []
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@ -1,120 +0,0 @@
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from __future__ import annotations
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from typing import List
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from common.constants import ACTION, Direction, ROWS, COLUMNS
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class State:
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def __init__(self, row, column, direction):
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self.row = row
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self.column = column
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self.direction = direction
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class Node:
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def __init__(self, state, parent=None, action=None):
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self.state = state
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self.parent = parent
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self.action = action
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def goal_test(goal_list, state: State):
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if (state.row, state.column) in goal_list:
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return True
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return False
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def get_successors(state: State, map):
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successors = list()
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state_left = State(state.row, state.column, state.direction.left())
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successors.append((ACTION.get("rotate_left"), state_left))
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state_right = State(state.row, state.column, state.direction.right())
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successors.append((ACTION.get("rotate_right"), state_right))
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target = go(state.row, state.column, state.direction)
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if is_valid_move(map, target[0], target[1]):
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state_go = State(target[0], target[1], state.direction)
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successors.append((ACTION.get("go"), state_go))
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return successors
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def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None, explored: List[Node] = None):
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# fringe and explored initialization
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if fringe is None:
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fringe = list()
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if explored is None:
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explored = list()
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explored_states = set()
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fringe_states = set()
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# train 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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while True:
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# fringe empty -> solution not found
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if not any(fringe):
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print("Brak rozwiazania")
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return []
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# get first element from fringe
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element = fringe.pop(0)
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fringe_states.remove((element.state.row, element.state.column, element.state.direction))
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# if solution was found, prepare and return actions sequence
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if goal_test(goal_list, element.state):
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actions_sequence = [element.action]
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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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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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actions_sequence.reverse()
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return actions_sequence
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# add current node to explored (prevents infinite cycles)
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explored.append(element)
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explored_states.add((element.state.row, element.state.column, element.state.direction))
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# loop through every possible next action
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for successor in get_successors(element.state, map):
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# make sure not to fall into a cycle
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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if successor_state not in fringe_states and successor_state not in explored_states:
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# create new Node and add it at the end of fringe
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new_node = Node(state=successor[1],
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parent=element,
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action=successor[0])
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fringe.append(new_node)
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fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
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# TEMPORARY METHOD
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def go(row, column, direction):
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target = tuple()
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if direction == Direction.RIGHT:
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target = row, column + 1
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elif direction == Direction.LEFT:
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target = row, column - 1
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elif direction == Direction.UP:
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target = row - 1, column
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elif direction == Direction.DOWN:
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target = row + 1, column
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return target
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def is_valid_move(map, target_row, target_column):
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if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] in ['g', 's', ' ']:
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return True
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return False
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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,
|
||||
"TREE": 3,
|
||||
"MONSTER": 4,
|
||||
"CASTLE": 5,
|
||||
"KNIGHT_RED": 6,
|
||||
"KNIGHT_BLUE": 7,
|
||||
}
|
@ -1,166 +0,0 @@
|
||||
import math
|
||||
import random
|
||||
from copy import deepcopy
|
||||
from random import randrange
|
||||
from typing import List
|
||||
|
||||
import numpy as np
|
||||
import numpy.typing as npt
|
||||
|
||||
from common import Position, get_islands, AREAS_TO_CROSS, find_neighbours, get_tiles_positions
|
||||
from const import *
|
||||
|
||||
|
||||
class Genome:
|
||||
grid: npt.NDArray
|
||||
knights_red: List[Position]
|
||||
knights_blue: List[Position]
|
||||
waters: List[Position]
|
||||
trees: List[Position]
|
||||
sands: List[Position]
|
||||
monsters: List[Position]
|
||||
fitness: int
|
||||
sand_islands: List[Position]
|
||||
tree_islands: List[Position]
|
||||
water_islands: List[Position]
|
||||
|
||||
def __init__(self):
|
||||
self.grid = np.zeros((ROWS, COLUMNS), dtype=int)
|
||||
self.fitness = 0
|
||||
|
||||
self.knights_red = spawn_objects_in_given_area(
|
||||
grid=self.grid,
|
||||
object_alias=MAP_ALIASES.get("KNIGHT_RED"),
|
||||
objects_count=KNIGHTS_PER_TEAM_COUNT,
|
||||
spawn_position_start=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW, col=LEFT_KNIGHTS_SPAWN_FIRST_COL),
|
||||
width=KNIGHTS_SPAWN_WIDTH,
|
||||
height=KNIGHTS_SPAWN_HEIGHT
|
||||
)
|
||||
|
||||
self.knights_blue = spawn_objects_in_given_area(
|
||||
grid=self.grid,
|
||||
object_alias=MAP_ALIASES.get("KNIGHT_BLUE"),
|
||||
objects_count=KNIGHTS_PER_TEAM_COUNT,
|
||||
spawn_position_start=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
|
||||
width=KNIGHTS_SPAWN_WIDTH,
|
||||
height=KNIGHTS_SPAWN_HEIGHT
|
||||
)
|
||||
|
||||
spawn_objects_in_given_area(
|
||||
grid=self.grid,
|
||||
object_alias=MAP_ALIASES.get("CASTLE"),
|
||||
objects_count=4,
|
||||
spawn_position_start=Position(row=CASTLE_SPAWN_FIRST_ROW, col=CASTLE_SPAWN_FIRST_COL),
|
||||
width=2,
|
||||
height=2
|
||||
)
|
||||
|
||||
self.waters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("WATER"),
|
||||
objects_count=WATER_COUNT)
|
||||
self.trees = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("TREE"),
|
||||
objects_count=TREE_COUNT)
|
||||
self.sands = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("SAND"),
|
||||
objects_count=SAND_COUNT)
|
||||
self.monsters = spawn_objects_in_given_area(grid=self.grid, object_alias=MAP_ALIASES.get("MONSTER"),
|
||||
objects_count=MONSTERS_COUNT)
|
||||
|
||||
self.sand_islands = get_islands(self.grid, self.sands)
|
||||
self.tree_islands = get_islands(self.grid, self.trees)
|
||||
self.water_islands = get_islands(self.grid, self.waters)
|
||||
|
||||
def update_map(self):
|
||||
self.sands, self.trees, self.waters, self.monsters = get_tiles_positions(self.grid)
|
||||
|
||||
self.sand_islands = get_islands(self.grid, self.sands)
|
||||
self.tree_islands = get_islands(self.grid, self.trees)
|
||||
self.water_islands = get_islands(self.grid, self.waters)
|
||||
|
||||
def calc_fitness(self):
|
||||
score = SAND_COUNT + TREE_COUNT + WATER_COUNT
|
||||
score = score - len(self.sand_islands) - len(self.tree_islands) - len(self.water_islands)
|
||||
|
||||
sands, trees, waters, monsters = get_tiles_positions(self.grid)
|
||||
|
||||
if len(monsters) != MONSTERS_COUNT:
|
||||
self.fitness = 0
|
||||
return
|
||||
|
||||
if len(sands) < SAND_COUNT or len(trees) < TREE_COUNT or len(waters) < WATER_COUNT:
|
||||
self.fitness = 5
|
||||
return
|
||||
|
||||
self.fitness = score
|
||||
|
||||
def crossover(self, partner):
|
||||
# replace a randomly selected part of the grid with partner's part
|
||||
child = Genome()
|
||||
child.grid = deepcopy(self.grid)
|
||||
area_to_cross = random.choice(AREAS_TO_CROSS)
|
||||
|
||||
for row in range(area_to_cross.position.row, area_to_cross.position.row + area_to_cross.height):
|
||||
for col in range(area_to_cross.position.col, area_to_cross.position.col + area_to_cross.width):
|
||||
child.grid[row][col] = partner.grid[row][col]
|
||||
|
||||
child.update_map()
|
||||
|
||||
return child
|
||||
|
||||
def mutate(self, mutation_rate: float):
|
||||
# remove 1 item from a random island and add a neighbor to another island
|
||||
if random.random() < mutation_rate:
|
||||
|
||||
# select islands of the same, random type
|
||||
islands_of_same_type = random.choice([self.sand_islands, self.tree_islands, self.water_islands])
|
||||
random_index = random.randint(0, len(islands_of_same_type) - 1)
|
||||
island = islands_of_same_type[random_index]
|
||||
next_island = islands_of_same_type[(random_index + 1) % len(islands_of_same_type)]
|
||||
|
||||
free_tiles_nearby = find_neighbours(self.grid, next_island.col, next_island.row)
|
||||
|
||||
tile_type = self.grid[island.row][island.col]
|
||||
self.grid[island.row][island.col] = MAP_ALIASES.get('GRASS')
|
||||
|
||||
# todo: if there are no free tiles around then randomize another next_island
|
||||
if len(free_tiles_nearby) > 0:
|
||||
random_free_tile = random.choice(free_tiles_nearby)
|
||||
island.row = random_free_tile.row
|
||||
island.col = random_free_tile.col
|
||||
self.grid[island.row][island.col] = tile_type
|
||||
|
||||
self.update_map()
|
||||
|
||||
|
||||
def is_empty(grid: npt.NDArray, position: Position) -> bool:
|
||||
return grid[position.row, position.col] in [MAP_ALIASES.get("GRASS"), MAP_ALIASES.get("SAND")]
|
||||
|
||||
|
||||
def is_invalid_area(spawn_position_start, height, width) -> bool:
|
||||
return spawn_position_start.row + height - 1 < 0 or \
|
||||
spawn_position_start.row + height - 1 >= ROWS or \
|
||||
spawn_position_start.col + width - 1 < 0 or \
|
||||
spawn_position_start.col + width - 1 >= COLUMNS
|
||||
|
||||
|
||||
def spawn_objects_in_given_area(grid: npt.NDArray,
|
||||
object_alias: str,
|
||||
objects_count: int = 1,
|
||||
spawn_position_start: Position = Position(row=0, col=0),
|
||||
width: int = COLUMNS,
|
||||
height: int = ROWS) -> List[Position]:
|
||||
if is_invalid_area(spawn_position_start, height, width):
|
||||
raise ValueError("Invalid spawn area")
|
||||
|
||||
objects_remaining = int(objects_count)
|
||||
positions = []
|
||||
|
||||
while objects_remaining > 0:
|
||||
row = randrange(spawn_position_start.row, spawn_position_start.row + height)
|
||||
col = randrange(spawn_position_start.col, spawn_position_start.col + width)
|
||||
position = Position(row=row, col=col)
|
||||
|
||||
if is_empty(grid=grid, position=position):
|
||||
grid[position.row, position.col] = object_alias
|
||||
positions.append(position)
|
||||
objects_remaining -= 1
|
||||
|
||||
return positions
|
@ -1,26 +0,0 @@
|
||||
from algorithms.genetic.genome import Genome
|
||||
from algorithms.genetic.map_importer_exporter import export_map
|
||||
from population import Population
|
||||
|
||||
|
||||
def main() -> None:
|
||||
population_size = 500
|
||||
mutation_rate = 0.3
|
||||
|
||||
population = Population(mutation_rate, population_size, 55)
|
||||
|
||||
while not population.evaluate():
|
||||
# create next generation
|
||||
population.generate()
|
||||
|
||||
# calc fitness
|
||||
population.calc_fitness()
|
||||
|
||||
print(population.best_genome.grid)
|
||||
print("Fitness of the best: ", population.best_genome.fitness)
|
||||
|
||||
export_map(population.best_genome.grid)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
@ -1,42 +0,0 @@
|
||||
import json
|
||||
import random
|
||||
import string
|
||||
from datetime import datetime
|
||||
from pathlib import Path
|
||||
import numpy
|
||||
import numpy.typing as npt
|
||||
from os import listdir
|
||||
from os.path import isfile, join
|
||||
|
||||
|
||||
# Save map to file
|
||||
def export_map(grid: npt.NDArray):
|
||||
json_data = {"map": grid.tolist()}
|
||||
|
||||
now = datetime.now()
|
||||
file_name = "map_" + now.strftime("%Y_%m_%d_%H_%M_%S") + ".json"
|
||||
path = Path("../../resources/maps/")
|
||||
file_to_open = path / file_name
|
||||
|
||||
with open(file_to_open, "w+") as write_file:
|
||||
json.dump(json_data, write_file)
|
||||
print("Saved map to file " + file_name)
|
||||
|
||||
|
||||
def import_random_map() -> object:
|
||||
path = "resources/maps"
|
||||
files = [f for f in listdir(path) if isfile(join(path, f))]
|
||||
random_map_name = random.choice(files)
|
||||
return import_map(random_map_name)
|
||||
|
||||
|
||||
# Read map from file
|
||||
def import_map(file_name: string) -> object:
|
||||
file_to_open = "resources/maps/" + file_name
|
||||
with open(file_to_open, "r") as read_file:
|
||||
print("Reading map from file " + file_name)
|
||||
decoded_json = json.load(read_file)
|
||||
|
||||
decoded_grid = numpy.asarray(decoded_json["map"])
|
||||
print(decoded_grid)
|
||||
return decoded_grid.tolist()
|
@ -1,81 +0,0 @@
|
||||
import random
|
||||
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()
|
@ -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
|
||||
|
@ -2,6 +2,5 @@ BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
ORANGE = (249, 141, 42)
|
||||
RED = (255, 58, 58)
|
||||
GREEN = (0, 255, 0)
|
||||
|
||||
FONT_DARK = (37, 37, 37)
|
||||
|
@ -1,96 +1,35 @@
|
||||
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
|
||||
|
||||
GRID_CELL_PADDING = 5
|
||||
GRID_CELL_SIZE = 36
|
||||
GRID_CELL_WIDTH = 36
|
||||
GRID_CELL_HEIGHT = 36
|
||||
ROWS = 19
|
||||
COLUMNS = 24
|
||||
|
||||
BORDER_WIDTH = 10
|
||||
BORDER_RADIUS = 5
|
||||
|
||||
FPS_COUNT = 60
|
||||
KNIGHTS_SPAWN_WIDTH = 4
|
||||
KNIGHTS_SPAWN_HEIGHT = 7
|
||||
LEFT_KNIGHTS_SPAWN_FIRST_ROW = 6
|
||||
LEFT_KNIGHTS_SPAWN_FIRST_COL = 0
|
||||
RIGHT_KNIGHTS_SPAWN_FIRST_ROW = 6
|
||||
RIGHT_KNIGHTS_SPAWN_FIRST_COL = 20
|
||||
NBR_OF_WATER = 10
|
||||
NBR_OF_TREES = 16
|
||||
|
||||
CASTLE_SPAWN_WIDTH = 6
|
||||
CASTLE_SPAWN_HEIGHT = 5
|
||||
CASTLE_SPAWN_FIRST_ROW = 7
|
||||
CASTLE_SPAWN_FIRST_COL = 9
|
||||
|
||||
NBR_OF_WATER = 16
|
||||
NBR_OF_TREES = 20
|
||||
NBR_OF_MONSTERS = 2
|
||||
NBR_OF_SANDS = 35
|
||||
|
||||
TILES = [
|
||||
'grass1.png',
|
||||
'grass2.png',
|
||||
'grass3.png',
|
||||
'grass4.png',
|
||||
# 'grass4.png',
|
||||
# 'grass5.png',
|
||||
# 'grass6.png',
|
||||
'sand.png',
|
||||
'water.png',
|
||||
'grass_with_tree.jpg',
|
||||
]
|
||||
|
||||
|
||||
class Direction(Enum):
|
||||
UP = 0
|
||||
RIGHT = 1
|
||||
DOWN = 2
|
||||
LEFT = 3
|
||||
|
||||
def right(self):
|
||||
v = (self.value + 1) % 4
|
||||
return Direction(v)
|
||||
|
||||
def left(self):
|
||||
v = (self.value - 1) % 4
|
||||
return Direction(v)
|
||||
|
||||
|
||||
ACTION = {
|
||||
"rotate_left": -1,
|
||||
"rotate_right": 1,
|
||||
"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()}
|
||||
|
||||
|
@ -1,22 +1,5 @@
|
||||
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
|
||||
|
||||
directions = {
|
||||
LEFT: (0, -1),
|
||||
RIGHT: (0, 1),
|
||||
UP: (-1, 0),
|
||||
DOWN: (1, 0)
|
||||
}
|
||||
|
||||
|
||||
def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
|
||||
if is_bold:
|
||||
@ -27,93 +10,3 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
|
||||
textrect = textobj.get_rect()
|
||||
textrect.topleft = (x, y)
|
||||
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)
|
||||
|
||||
for row_index in range(ROWS):
|
||||
for col_index in range(COLUMNS):
|
||||
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * col_index + GRID_CELL_PADDING + 7
|
||||
y = (GRID_CELL_PADDING + GRID_CELL_SIZE) * row_index + GRID_CELL_PADDING + 16
|
||||
display_surface.blit(font.render(f'[{col_index}, {row_index}]', True, (255, 0, 0)), (x, y))
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
# parse array index to screen x or y coordinate
|
||||
def parse_cord(cord):
|
||||
return (GRID_CELL_PADDING + GRID_CELL_SIZE) * cord + GRID_CELL_PADDING + 7
|
||||
|
||||
|
||||
def castle_neighbors(map, castle_bottom_right_row, castle_bottom_right_col):
|
||||
neighbors = []
|
||||
for row_add in range(-2, 2):
|
||||
new_row = castle_bottom_right_row + row_add
|
||||
if 0 <= new_row <= len(map) - 1:
|
||||
for col_add in range(-2, 2):
|
||||
new_col = castle_bottom_right_col + col_add
|
||||
if 0 <= new_col <= len(map) - 1:
|
||||
if (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row - 1) \
|
||||
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row - 1) \
|
||||
or (new_col == castle_bottom_right_col - 1 and new_row == castle_bottom_right_row) \
|
||||
or (new_col == castle_bottom_right_col and new_row == castle_bottom_right_row):
|
||||
continue
|
||||
neighbors.append((new_col, new_row))
|
||||
return neighbors
|
||||
|
||||
|
||||
def find_neighbours(grid: List[List[int]], col: int, row: int) -> List[Tuple[int, int]]:
|
||||
dr = [-1, 1, 0, 0]
|
||||
dc = [0, 0, -1, 1]
|
||||
|
||||
neighbours = []
|
||||
|
||||
for i in range(4):
|
||||
rr = row + dr[i]
|
||||
cc = col + dc[i]
|
||||
|
||||
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
|
||||
neighbours.append((rr, cc))
|
||||
|
||||
return neighbours
|
||||
|
@ -1,302 +0,0 @@
|
||||
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
|
||||
24;37;41;19;37;29;20;3;38;13;3;12;9;0;10;tower
|
||||
1;35;11;38;37;10;34;4;11;15;7;5;0;6;4;tower
|
||||
7;10;5;41;17;27;19;8;31;14;2;2;7;4;0;mob2
|
||||
15;3;12;18;9;25;40;8;44;7;5;10;0;5;9;mob1
|
||||
18;19;21;12;8;13;10;2;44;5;2;9;7;1;10;opp3
|
||||
19;30;11;34;17;26;13;3;35;4;2;0;12;2;12;mob2
|
||||
13;17;10;7;9;30;9;2;40;1;5;10;9;12;3;opp4
|
||||
14;30;21;11;18;21;7;12;28;5;3;4;0;11;0;tower
|
||||
7;38;7;21;5;25;15;6;14;1;4;12;10;12;8;tower
|
||||
40;24;41;39;1;9;38;2;12;6;1;1;1;9;11;opp2
|
||||
41;2;24;15;17;19;3;10;54;6;6;11;1;2;0;mob1
|
||||
25;42;32;25;6;19;11;12;25;10;3;8;11;4;6;tower
|
||||
6;19;38;10;32;17;24;5;67;12;3;8;4;10;2;tower
|
||||
24;35;32;37;10;7;9;4;75;10;7;11;3;12;10;opp2
|
||||
16;25;11;23;6;35;30;11;71;9;4;8;9;12;0;mob2
|
||||
37;38;5;22;23;13;25;7;6;3;0;8;12;10;1;mob2
|
||||
40;42;34;28;34;8;15;1;54;4;5;10;6;9;1;opp4
|
||||
6;16;2;4;18;27;5;12;73;8;7;10;12;5;11;mob2
|
||||
9;1;1;18;40;34;20;6;69;12;5;10;6;1;9;mob1
|
||||
13;22;4;20;25;29;7;7;27;2;1;9;7;1;3;mob2
|
||||
34;15;39;5;37;23;1;3;15;2;1;1;9;10;5;opp1
|
||||
38;20;4;22;43;23;22;6;60;6;3;4;4;8;0;mob1
|
||||
12;31;5;14;23;15;27;1;50;7;2;6;8;6;3;mob2
|
||||
14;37;2;25;23;26;8;4;53;10;0;12;9;9;11;mob2
|
||||
33;8;22;35;42;21;21;8;68;6;6;6;6;7;6;mob1
|
||||
17;11;7;25;6;16;8;5;52;7;7;0;11;2;2;mob2
|
||||
28;12;20;3;7;32;28;12;74;0;6;0;5;12;9;opp2
|
||||
21;9;10;38;1;40;41;1;61;3;5;9;7;9;2;opp2
|
||||
16;1;39;36;7;36;17;1;37;2;6;10;2;7;4;opp2
|
||||
22;15;31;27;3;40;26;9;71;1;0;10;9;5;9;mob1
|
||||
27;26;25;9;13;7;27;2;2;9;4;1;1;3;10;opp1
|
||||
28;43;18;15;21;16;18;3;51;3;4;10;0;5;0;mob2
|
||||
41;8;4;4;6;11;23;12;54;14;5;6;9;8;0;mob2
|
||||
15;34;12;17;18;15;19;1;75;5;4;5;1;1;7;opp3
|
||||
42;36;1;3;28;24;28;2;54;13;3;6;7;11;7;mob2
|
||||
25;22;23;34;8;42;14;9;40;14;5;2;1;7;12;opp2
|
||||
41;14;7;43;15;26;19;4;16;3;0;9;12;1;7;mob1
|
||||
18;40;1;40;38;10;5;2;54;14;4;11;2;11;9;mob2
|
||||
14;35;5;3;5;43;37;3;23;2;1;10;9;11;8;mob2
|
||||
40;10;23;25;33;37;26;1;42;14;6;2;11;5;6;mob1
|
||||
32;9;26;2;39;27;17;1;36;14;0;6;5;9;1;opp4
|
||||
17;12;15;16;29;18;5;9;75;15;0;12;10;1;11;opp3
|
||||
23;19;24;31;37;16;23;1;5;8;1;3;7;1;5;tower
|
||||
16;23;41;24;20;40;29;2;44;11;0;12;7;0;4;tower
|
||||
21;39;26;16;33;17;29;7;53;12;6;11;2;8;9;tower
|
||||
9;28;22;33;10;23;8;7;65;15;0;3;9;11;11;mob1
|
||||
29;9;34;7;14;7;20;5;69;2;5;4;1;4;4;mob1
|
||||
40;39;19;5;14;3;5;11;49;8;1;9;5;1;11;opp3
|
||||
19;22;33;29;24;5;39;2;60;15;4;9;5;2;10;opp3
|
||||
5;28;7;34;12;6;7;6;42;5;0;8;1;11;2;opp4
|
||||
31;36;11;5;34;7;2;7;57;8;7;3;11;2;4;opp3
|
||||
20;37;9;38;29;33;14;9;69;0;1;7;0;10;10;mob2
|
||||
27;5;9;13;26;8;42;7;0;15;5;3;9;10;4;opp1
|
||||
17;38;5;23;34;42;21;2;7;2;6;5;11;12;7;mob2
|
||||
37;14;33;32;7;31;41;8;72;1;0;3;6;1;1;opp2
|
||||
13;35;21;35;33;7;42;9;57;7;7;4;4;12;9;mob2
|
||||
16;40;35;15;19;35;21;8;53;10;3;10;4;0;10;mob1
|
||||
25;11;39;2;9;7;18;6;13;0;6;9;4;1;2;mob1
|
||||
16;2;41;6;20;21;30;7;45;1;4;9;8;0;2;mob1
|
||||
29;33;23;36;38;27;34;6;76;10;4;6;3;8;8;mob2
|
||||
15;40;7;41;5;11;14;6;69;6;0;7;11;4;7;mob2
|
||||
3;33;35;3;29;20;25;12;22;12;7;4;2;1;7;tower
|
||||
12;14;27;30;18;6;35;10;21;1;1;9;4;3;10;tower
|
||||
27;21;21;7;10;17;34;5;77;4;5;3;4;0;12;opp1
|
||||
29;9;9;18;22;1;13;3;78;12;2;5;1;2;7;opp3
|
||||
4;8;6;1;20;38;39;7;50;14;2;10;11;2;2;mob2
|
||||
29;10;20;25;24;9;13;11;16;11;6;10;5;5;1;opp4
|
||||
35;28;30;42;32;28;29;1;32;11;0;10;2;9;3;mob1
|
||||
22;25;1;4;40;18;26;9;80;4;5;8;4;10;2;mob1
|
||||
19;29;21;17;35;17;10;9;49;3;0;4;2;9;11;tower
|
||||
19;40;5;2;10;5;15;2;14;13;0;6;1;2;0;opp3
|
||||
21;33;13;32;15;15;40;6;66;3;0;4;12;8;2;mob1
|
||||
14;5;32;32;25;27;1;7;24;8;1;5;5;1;3;opp4
|
||||
19;15;24;31;31;40;20;3;54;8;2;8;6;2;0;mob2
|
||||
38;15;1;35;14;15;27;4;33;11;2;1;6;7;11;mob2
|
||||
1;24;25;23;37;25;19;6;2;12;6;10;0;10;2;tower
|
||||
37;19;29;19;2;33;20;12;29;3;6;5;7;8;0;opp2
|
||||
5;16;28;42;16;15;30;8;11;0;6;6;5;12;11;tower
|
||||
23;2;37;42;40;3;15;7;28;11;2;3;7;0;8;mob1
|
||||
11;10;31;11;20;18;9;10;76;5;7;7;5;3;8;mob1
|
||||
11;4;16;7;1;39;25;4;66;12;1;2;3;3;7;opp2
|
||||
28;2;31;26;43;29;30;9;23;6;7;7;11;9;1;mob1
|
||||
9;40;12;13;10;41;29;8;27;2;0;5;3;3;6;tower
|
||||
26;37;23;14;23;17;6;4;56;0;7;9;6;5;2;opp4
|
||||
26;14;35;13;11;4;38;8;49;3;6;1;11;0;9;mob1
|
||||
5;42;19;22;36;16;37;9;46;9;7;2;11;4;10;tower
|
||||
20;24;34;29;24;16;2;3;23;0;1;2;10;2;12;tower
|
||||
32;40;7;41;38;43;25;8;5;0;0;4;6;10;12;mob2
|
||||
28;15;25;14;13;7;30;7;37;11;0;6;10;11;1;mob1
|
||||
40;24;28;10;35;38;23;1;40;11;7;0;11;3;12;mob1
|
||||
10;6;5;6;20;20;37;12;13;9;0;6;1;10;7;mob1
|
||||
36;15;39;28;28;17;14;7;37;6;5;12;12;8;11;mob1
|
||||
12;12;30;43;36;42;35;5;41;12;6;0;3;0;2;tower
|
||||
37;21;17;8;18;13;33;11;59;4;2;0;0;0;9;mob2
|
||||
43;6;20;21;17;29;30;1;55;2;7;5;10;6;4;mob1
|
||||
28;27;28;40;12;39;20;9;71;13;5;12;6;7;10;opp2
|
||||
3;17;24;31;12;34;43;6;16;11;5;10;1;6;12;tower
|
||||
17;35;37;15;16;15;29;5;69;3;2;3;4;7;10;opp1
|
||||
30;19;24;1;12;21;32;6;57;12;2;5;7;0;10;mob1
|
||||
35;38;20;7;21;38;41;12;66;1;3;4;2;7;8;opp1
|
||||
25;13;7;39;18;17;7;12;46;0;1;9;2;10;11;mob2
|
||||
35;19;33;11;13;32;15;1;48;3;3;4;4;5;10;opp1
|
||||
24;37;36;7;30;32;10;4;5;8;0;7;0;12;7;tower
|
||||
18;10;11;35;34;9;39;12;44;6;5;1;0;11;6;mob1
|
||||
1;12;33;5;27;3;18;5;75;8;5;10;11;1;10;opp3
|
||||
17;34;39;25;35;31;9;5;75;12;5;11;6;6;3;opp4
|
||||
35;22;3;24;12;18;32;11;76;5;7;5;10;10;8;mob2
|
||||
27;14;42;4;22;29;20;12;50;1;1;9;8;3;8;mob1
|
||||
31;30;34;19;35;36;13;6;26;7;5;1;9;11;12;opp1
|
||||
29;9;3;27;12;11;25;7;68;13;1;10;11;1;2;opp3
|
||||
40;14;35;23;2;26;29;7;69;8;6;0;3;1;10;opp2
|
||||
3;33;40;24;34;39;41;3;11;5;1;4;5;0;7;tower
|
||||
4;14;35;5;5;1;17;3;37;8;0;5;2;8;0;opp2
|
||||
28;35;25;18;21;12;3;4;20;4;4;6;12;7;1;opp4
|
||||
42;23;4;26;37;34;35;3;2;15;2;8;12;5;12;mob2
|
||||
28;43;9;27;23;5;30;2;48;7;5;5;7;12;6;mob2
|
||||
1;42;1;39;12;8;12;3;6;11;4;4;0;11;0;tower
|
||||
17;20;15;2;26;11;25;4;62;1;2;1;6;7;5;opp1
|
||||
23;5;23;22;11;31;23;11;64;4;7;10;1;11;10;opp2
|
||||
18;41;29;22;12;14;29;1;17;3;0;12;9;8;9;tower
|
||||
32;11;22;27;27;22;21;6;27;10;4;10;11;11;9;tower
|
||||
37;10;39;34;7;4;1;4;72;8;7;7;10;5;5;opp4
|
||||
29;6;26;21;37;34;18;3;65;8;4;0;9;12;9;mob1
|
||||
9;25;36;39;37;9;20;3;80;11;5;3;11;8;11;tower
|
||||
34;23;40;25;23;22;40;6;13;14;0;4;9;12;0;tower
|
||||
5;1;40;21;11;42;30;4;56;0;2;6;10;2;0;mob1
|
||||
13;20;17;5;35;17;11;5;20;8;0;0;11;2;6;mob1
|
||||
35;41;7;14;37;33;25;4;15;1;3;6;1;12;12;mob2
|
||||
19;35;37;29;11;20;26;12;38;3;2;11;8;10;9;tower
|
||||
32;8;39;14;5;3;9;5;23;12;4;5;1;12;7;opp2
|
||||
7;20;1;31;35;15;5;3;72;4;4;12;1;7;1;opp4
|
||||
7;41;39;30;1;32;22;4;36;13;6;3;0;9;9;tower
|
||||
17;3;40;22;38;40;23;8;43;13;2;5;3;2;4;mob1
|
||||
35;34;34;42;35;34;33;8;12;11;7;12;10;11;2;tower
|
||||
42;29;10;22;30;36;27;8;25;3;7;0;2;1;9;mob2
|
||||
12;2;9;38;13;15;1;7;63;9;4;0;10;1;0;mob1
|
||||
23;23;43;24;15;20;36;3;19;4;0;8;8;9;11;tower
|
||||
30;18;16;32;20;41;8;10;58;0;0;6;7;3;1;opp4
|
||||
7;25;2;31;26;34;15;4;6;11;0;2;5;11;2;tower
|
||||
38;20;32;30;37;15;8;7;5;9;6;12;1;4;2;opp4
|
||||
34;37;9;11;2;7;32;7;79;13;4;9;9;5;6;opp3
|
||||
33;5;14;34;40;21;26;5;31;5;0;4;11;12;1;mob2
|
||||
30;36;41;19;9;10;9;7;41;1;6;2;4;4;6;opp2
|
||||
6;35;28;8;25;3;21;2;79;11;0;6;10;2;4;opp3
|
||||
42;11;27;28;34;14;37;1;10;6;0;5;11;6;4;mob1
|
||||
36;38;23;21;15;32;25;2;50;10;0;10;5;2;2;mob1
|
||||
4;26;31;19;18;32;40;5;25;12;7;7;2;8;9;tower
|
||||
18;29;38;42;4;13;36;9;61;12;5;3;4;7;7;opp2
|
||||
5;37;22;24;27;26;32;5;65;4;2;1;6;8;7;tower
|
||||
7;32;10;37;23;43;18;12;54;15;1;6;5;4;5;mob2
|
||||
21;36;30;41;29;31;2;3;58;9;0;9;6;8;12;mob1
|
||||
14;17;5;19;16;39;20;5;43;13;1;2;4;3;4;mob2
|
||||
16;28;7;12;28;40;9;8;69;13;1;11;0;1;1;opp4
|
||||
33;25;5;18;12;24;24;12;29;11;1;12;7;3;10;mob2
|
||||
16;2;31;43;29;16;14;9;25;5;5;6;10;5;1;opp4
|
||||
32;18;36;13;29;40;20;12;13;14;2;10;10;11;11;tower
|
||||
23;22;23;3;27;24;2;8;62;1;1;3;5;5;8;opp1
|
||||
15;2;20;16;10;41;18;2;29;4;3;2;11;7;6;mob1
|
||||
19;13;20;8;4;29;15;12;32;10;1;9;11;9;9;mob1
|
||||
13;32;41;1;33;33;11;1;28;5;1;10;5;9;6;tower
|
||||
27;18;5;2;34;27;17;8;66;9;5;8;2;2;12;mob2
|
||||
24;21;17;3;24;4;17;12;52;5;5;6;3;9;0;opp1
|
||||
3;5;29;23;27;24;38;1;62;4;4;1;3;0;11;tower
|
||||
35;3;28;33;31;6;36;11;69;1;7;4;5;5;0;mob1
|
||||
2;15;17;39;6;29;39;3;43;4;2;11;6;1;3;tower
|
||||
17;35;10;36;18;4;27;11;5;0;3;5;1;4;3;mob2
|
||||
18;15;11;40;24;31;10;7;58;7;0;3;8;4;1;opp4
|
||||
11;23;8;20;7;38;6;3;51;12;0;11;10;10;2;opp4
|
||||
7;16;13;27;41;1;13;10;25;9;4;11;10;11;5;mob1
|
||||
1;37;22;9;20;24;36;10;53;12;0;3;9;10;2;tower
|
||||
10;27;42;42;19;26;39;7;35;0;5;9;2;2;10;tower
|
||||
10;1;28;12;9;10;7;9;5;2;4;6;0;9;7;mob1
|
||||
28;19;27;8;3;37;34;11;25;7;1;11;0;1;3;mob1
|
||||
39;15;23;9;7;32;1;3;52;8;1;6;7;0;2;opp4
|
||||
11;9;5;16;17;8;29;4;45;3;6;2;12;6;1;mob2
|
||||
42;40;37;31;37;37;30;4;6;11;3;9;6;2;4;mob1
|
||||
39;6;12;16;32;13;20;7;52;4;5;0;4;9;3;mob1
|
||||
18;8;42;26;27;15;13;6;41;11;1;2;4;7;12;mob1
|
||||
25;32;15;24;31;18;7;12;24;0;4;12;9;3;2;opp4
|
||||
38;34;32;6;18;27;30;6;8;12;7;12;11;10;9;tower
|
||||
39;29;10;29;12;42;10;7;15;6;2;3;8;10;5;mob2
|
||||
26;9;18;24;1;23;27;2;78;8;2;3;6;0;2;opp2
|
||||
16;30;13;4;10;29;8;4;78;4;1;7;3;5;10;opp2
|
||||
2;36;22;20;42;1;15;10;30;11;6;2;4;12;11;tower
|
||||
21;24;25;17;32;4;10;9;31;14;3;11;7;0;5;mob1
|
||||
37;10;14;10;2;38;23;1;39;10;5;2;10;12;1;opp1
|
||||
11;34;26;20;26;30;6;4;50;3;4;4;3;1;12;tower
|
||||
14;8;30;29;17;41;3;4;77;8;6;8;4;3;9;mob1
|
||||
16;25;10;14;23;15;41;11;24;1;7;8;9;11;8;mob2
|
||||
36;16;16;24;25;34;17;1;51;13;5;9;11;0;5;mob2
|
||||
35;17;2;18;29;38;39;12;31;5;5;3;0;2;11;mob2
|
||||
11;39;41;5;5;27;17;11;30;6;0;0;8;11;11;tower
|
||||
14;21;13;17;7;21;16;5;48;8;6;10;11;10;0;mob2
|
||||
9;23;19;33;12;15;34;11;36;10;1;12;11;7;0;tower
|
||||
32;2;43;38;28;3;27;9;67;9;3;7;8;8;7;opp3
|
||||
32;2;32;21;13;6;16;10;37;3;7;9;5;12;2;opp4
|
||||
5;6;43;9;31;15;15;2;75;11;7;4;12;12;11;mob1
|
||||
26;20;27;28;40;32;17;2;56;6;2;8;7;3;10;mob1
|
||||
24;10;25;25;25;38;35;5;47;14;0;6;0;2;11;mob1
|
||||
26;39;26;33;14;39;14;2;24;12;7;3;2;7;12;opp2
|
||||
3;32;20;38;40;39;25;2;66;8;3;11;10;3;2;tower
|
||||
40;6;41;21;1;4;25;3;79;10;2;12;8;5;9;mob1
|
||||
8;39;19;4;14;15;5;10;52;9;0;3;7;12;4;opp1
|
||||
18;12;29;42;33;43;23;9;69;12;1;5;1;11;2;mob1
|
||||
4;26;28;23;20;34;14;8;7;0;0;10;1;12;12;tower
|
||||
25;24;29;40;25;37;33;1;64;8;0;3;0;6;5;mob1
|
||||
29;12;41;37;3;42;16;11;43;7;3;10;1;0;0;opp2
|
||||
19;4;8;34;34;1;7;10;62;5;4;10;1;3;1;opp4
|
||||
11;24;27;43;10;9;32;12;43;10;2;1;0;11;2;tower
|
||||
30;42;34;12;41;6;6;8;57;6;5;6;8;11;9;opp1
|
||||
21;25;26;10;18;19;15;8;13;14;4;8;11;0;8;tower
|
||||
36;24;25;6;10;30;13;1;64;9;3;5;9;4;6;opp1
|
||||
18;29;20;19;30;21;3;11;36;1;7;4;12;8;0;tower
|
||||
32;23;3;40;14;8;19;8;77;13;5;10;5;11;5;mob1
|
||||
30;31;27;13;8;35;35;8;75;0;7;4;1;1;4;opp2
|
||||
30;43;1;5;3;2;20;2;33;1;2;6;0;10;1;mob2
|
||||
33;40;5;36;7;25;40;9;72;5;0;6;6;5;6;mob1
|
||||
42;32;16;30;7;6;14;2;64;1;5;8;0;6;8;mob2
|
||||
13;25;6;38;26;23;30;2;5;2;7;9;0;10;8;tower
|
||||
5;24;10;7;15;1;37;6;69;10;6;0;7;2;11;opp3
|
||||
13;38;12;18;42;23;16;8;21;12;0;6;12;1;10;tower
|
||||
15;6;32;40;12;26;11;1;1;3;7;7;4;0;8;mob1
|
||||
9;38;29;26;19;22;28;6;52;8;5;11;2;5;3;tower
|
||||
18;19;23;43;21;28;19;8;42;14;4;11;0;5;6;tower
|
||||
6;37;4;35;10;4;26;11;44;6;1;2;5;4;12;mob2
|
||||
4;26;36;9;34;11;38;10;18;4;7;6;9;12;5;tower
|
||||
10;36;8;16;8;42;9;11;67;6;4;1;10;9;3;opp1
|
||||
15;7;22;13;19;16;28;2;20;7;5;0;3;7;8;mob1
|
||||
16;22;8;35;10;12;32;5;33;0;3;6;10;4;5;mob2
|
||||
27;4;3;9;29;26;22;1;1;9;1;3;0;8;6;mob2
|
||||
31;5;29;5;41;17;5;4;12;12;7;8;0;12;4;opp4
|
||||
29;42;10;39;5;40;43;12;3;15;4;11;2;12;9;opp2
|
||||
19;22;17;14;36;11;2;9;69;8;0;12;8;8;12;mob1
|
||||
11;5;3;34;37;37;20;7;37;15;7;4;4;9;12;mob1
|
||||
5;12;10;4;34;26;30;3;5;3;5;0;8;11;9;tower
|
||||
31;9;42;22;10;8;32;9;16;6;7;10;5;1;0;opp3
|
||||
22;27;31;10;21;18;41;3;39;4;6;5;1;12;11;opp2
|
||||
5;19;26;28;37;26;22;1;31;4;6;10;7;5;11;tower
|
||||
3;7;2;8;3;26;24;9;12;10;4;7;6;4;7;tower
|
||||
41;30;13;25;36;41;7;12;11;2;3;7;12;8;3;opp4
|
||||
23;26;24;13;17;21;24;9;29;15;5;8;0;4;11;tower
|
||||
36;6;7;18;6;1;15;1;12;14;6;4;1;11;9;opp2
|
||||
5;23;43;2;5;6;11;10;75;15;2;0;12;11;4;opp4
|
||||
17;39;8;7;41;14;16;7;45;8;1;2;2;2;8;opp1
|
||||
37;26;34;5;9;20;18;12;41;13;6;0;0;6;6;tower
|
||||
40;35;12;6;10;10;18;10;29;14;1;2;11;0;11;opp1
|
||||
2;35;18;2;9;34;10;4;42;0;0;2;3;10;6;opp1
|
||||
1;14;1;3;17;8;39;8;56;3;4;2;1;5;4;mob2
|
||||
40;28;8;20;37;2;42;10;19;8;1;3;7;8;0;mob2
|
||||
31;28;14;3;6;17;1;7;45;2;3;2;9;3;0;opp1
|
||||
24;13;15;11;38;28;13;12;51;3;4;6;4;2;12;mob2
|
||||
30;38;6;26;11;11;30;4;40;15;2;6;4;1;8;opp3
|
||||
42;37;32;2;5;19;35;2;64;9;5;12;3;8;3;opp2
|
||||
23;24;32;40;4;24;1;3;78;14;4;5;9;10;2;opp4
|
||||
5;22;19;22;41;3;34;11;50;5;2;6;10;1;3;opp3
|
||||
3;38;20;2;25;6;25;6;59;15;3;3;0;10;8;opp1
|
||||
33;41;39;42;38;29;27;5;33;14;5;5;2;1;12;opp3
|
||||
20;10;27;16;14;7;35;1;24;13;6;7;11;4;4;opp3
|
||||
6;8;4;35;12;40;15;10;38;12;7;0;10;6;5;mob2
|
||||
18;41;35;8;13;14;4;1;70;6;1;0;7;11;6;opp4
|
||||
39;42;12;28;11;40;7;3;71;3;7;5;2;1;10;opp2
|
||||
32;32;24;19;13;14;40;12;18;6;1;1;8;11;10;opp1
|
||||
31;14;16;12;33;25;5;5;8;8;6;8;6;5;2;opp4
|
||||
38;31;34;27;5;26;27;8;75;3;6;6;10;1;5;mob1
|
||||
2;7;23;8;24;28;20;2;31;5;7;9;0;11;11;tower
|
||||
39;43;17;21;31;13;41;8;43;10;5;4;10;6;8;mob1
|
||||
3;6;17;7;22;23;22;6;40;8;6;7;1;7;11;tower
|
||||
3;42;13;24;32;1;33;5;68;7;0;4;6;1;10;opp3
|
||||
12;26;4;18;2;42;29;10;41;11;3;10;10;10;9;mob2
|
||||
21;26;7;24;31;10;33;4;51;1;2;8;2;8;3;mob2
|
||||
39;22;7;20;5;29;38;10;8;4;1;9;12;11;0;mob2
|
||||
20;19;1;22;36;13;5;7;4;3;7;3;9;1;2;mob2
|
||||
4;7;42;17;6;14;26;11;45;9;4;10;6;11;2;tower
|
||||
23;27;11;25;38;26;34;10;77;13;7;4;3;5;9;mob1
|
||||
40;10;29;8;7;32;32;12;32;9;2;10;11;2;4;mob2
|
||||
37;22;34;17;17;25;40;5;74;9;3;3;8;2;9;opp1
|
||||
23;10;36;43;31;26;32;5;59;1;1;2;3;8;3;mob1
|
||||
14;32;8;4;17;33;8;9;74;5;1;7;12;7;3;mob2
|
||||
8;14;21;26;16;43;10;5;26;1;1;5;0;1;5;tower
|
||||
7;3;19;7;39;28;12;11;32;9;0;7;12;11;10;tower
|
||||
11;21;13;31;30;15;43;10;73;6;1;3;11;9;12;mob2
|
||||
28;10;32;28;26;36;38;4;15;11;0;12;11;12;7;mob1
|
||||
39;2;25;11;11;25;35;8;36;14;0;9;10;1;7;mob1
|
||||
43;41;39;38;16;5;35;12;48;14;4;7;3;11;6;opp2
|
||||
36;31;28;41;40;23;23;11;27;7;2;11;0;6;11;mob1
|
||||
28;8;38;39;31;3;7;7;47;0;6;8;0;2;6;opp3
|
||||
5;8;19;26;26;9;1;8;66;15;3;8;11;7;7;opp4
|
||||
36;28;27;7;25;1;21;10;63;0;6;4;2;10;4;opp1
|
||||
19;3;6;35;5;29;3;9;63;2;7;3;12;1;3;opp4
|
||||
27;5;36;31;6;10;27;12;9;8;6;10;9;6;11;mob1
|
||||
21;21;27;18;26;9;39;1;43;6;3;5;10;0;7;mob1
|
||||
12;39;15;31;32;9;39;7;26;4;0;12;5;0;12;tower
|
||||
41;18;22;33;25;6;37;1;77;14;7;12;7;4;8;opp3
|
||||
8;33;19;22;5;36;28;3;69;15;5;5;0;7;3;mob1
|
||||
24;8;15;16;21;18;15;9;78;4;0;4;9;5;4;mob2
|
||||
38;24;26;28;41;21;43;2;65;15;3;1;10;5;4;mob1
|
||||
33;17;6;4;34;36;25;6;35;4;4;10;9;0;3;mob2
|
||||
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
|
||||
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
|
|
@ -1,78 +0,0 @@
|
||||
from typing import List, Tuple
|
||||
|
||||
import pandas as pd
|
||||
from sklearn.preprocessing import LabelEncoder
|
||||
from sklearn.tree import DecisionTreeClassifier
|
||||
|
||||
from common.helpers import castle_neighbors, find_neighbours
|
||||
from models.castle import Castle
|
||||
from models.knight import Knight
|
||||
from models.monster import Monster
|
||||
|
||||
|
||||
def manhattan_distance(p1: Tuple[int, int], p2: Tuple[int, int]) -> int:
|
||||
x1, y1 = p1
|
||||
x2, y2 = p2
|
||||
return abs(x1 - x2) + abs(y1 - y2)
|
||||
|
||||
|
||||
def parse_hp(hp: int) -> int:
|
||||
return max(0, hp)
|
||||
|
||||
|
||||
def parse_idx_of_opp_or_monster(s: str) -> int:
|
||||
return int(s[-1]) - 1
|
||||
|
||||
|
||||
class DecisionTree:
|
||||
def __init__(self) -> None:
|
||||
data_frame = pd.read_csv('learning/dataset_tree_1000.csv', delimiter=';')
|
||||
unlabeled_goals = data_frame['goal']
|
||||
self.goals_label_encoder = LabelEncoder()
|
||||
self.goals = self.goals_label_encoder.fit_transform(unlabeled_goals)
|
||||
self.train_set = data_frame.drop('goal', axis='columns')
|
||||
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],
|
||||
opponents: List[Knight]) -> \
|
||||
List[Tuple[int, int]]:
|
||||
distance_to_castle = manhattan_distance(current_knight.position, castle.position)
|
||||
|
||||
monsters_parsed = []
|
||||
for monster in monsters:
|
||||
monsters_parsed.append((manhattan_distance(current_knight.position, monster.position), parse_hp(
|
||||
monster.health_bar.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)))
|
||||
|
||||
prediction = self.get_prediction(tower_dist=distance_to_castle, tower_hp=castle.health_bar.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}')
|
||||
if prediction == 'tower': # castle...
|
||||
return castle_neighbors(grid, castle_bottom_right_row=castle.position[0],
|
||||
castle_bottom_right_col=castle.position[1])
|
||||
elif prediction.startswith('opp'):
|
||||
idx = parse_idx_of_opp_or_monster(prediction)
|
||||
return find_neighbours(grid, opponents[idx].position[1], opponents[idx].position[0])
|
||||
else:
|
||||
idx = parse_idx_of_opp_or_monster(prediction)
|
||||
return find_neighbours(grid, monsters[idx].position[1], monsters[idx].position[0])
|
||||
|
||||
def get_prediction(self, tower_dist: int, mob1_dist: int, mob2_dist: int, opp1_dist: int, opp2_dist: int,
|
||||
opp3_dist: int, opp4_dist: int, agent_hp: int, tower_hp: int, mob1_hp: int, mob2_hp: int,
|
||||
opp1_hp: int, opp2_hp: int, opp3_hp: int, opp4_hp) -> str:
|
||||
prediction = self.model.predict(
|
||||
[[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]])
|
||||
return self.goals_label_encoder.inverse_transform(prediction)[0]
|
@ -7,40 +7,40 @@ from models.knight import Knight
|
||||
class KnightsQueueTest(unittest.TestCase):
|
||||
def test_should_skip_dead_knights(self):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 0
|
||||
knight1.health = 0
|
||||
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = 0
|
||||
knight2.health = 0
|
||||
|
||||
knight3 = Knight(None)
|
||||
knight3.max_hp = 1
|
||||
knight3.health = 1
|
||||
|
||||
knight4 = Knight(None)
|
||||
knight4.max_hp = 0
|
||||
knight4.health = 0
|
||||
|
||||
knight5 = Knight(None)
|
||||
knight5.max_hp = 0
|
||||
knight5.health = 0
|
||||
|
||||
knight6 = Knight(None)
|
||||
knight6.max_hp = 1
|
||||
knight6.health = 1
|
||||
|
||||
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4, knight5, knight6])
|
||||
|
||||
res1 = knights_queue.dequeue_knight()
|
||||
res2 = knights_queue.dequeue_knight()
|
||||
|
||||
self.assertEqual(res1.max_hp, 1)
|
||||
self.assertEqual(res2.max_hp, 1)
|
||||
self.assertEqual(res1.health, 1)
|
||||
self.assertEqual(res2.health, 1)
|
||||
|
||||
def test_should_return_first_alive_knight(self):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 222
|
||||
knight1.health = 222
|
||||
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = -1
|
||||
knight2.health = -1
|
||||
|
||||
knight3 = Knight(None)
|
||||
knight3.max_hp = 1
|
||||
knight3.health = 1
|
||||
|
||||
knights_queue = KnightsQueue([knight1, knight2], [knight3])
|
||||
|
||||
@ -55,22 +55,22 @@ class KnightsQueueTest(unittest.TestCase):
|
||||
def test_should_raise_when_knight_died_and_whole_team_dead(self):
|
||||
with self.assertRaises(Exception):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 222
|
||||
knight1.health = 222
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = 1
|
||||
knight2.health = 1
|
||||
|
||||
knights_queue = KnightsQueue([knight1], [knight2])
|
||||
knights_queue.dequeue_knight()
|
||||
knights_queue.dequeue_knight()
|
||||
knight2.max_hp = -2
|
||||
knight2.health = -2
|
||||
knights_queue.dequeue_knight()
|
||||
knights_queue.dequeue_knight()
|
||||
|
||||
def test_should_make_valid_next_turn(self):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 222
|
||||
knight1.health = 222
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = 1
|
||||
knight2.health = 1
|
||||
|
||||
knights_queue = KnightsQueue([knight1], [knight2])
|
||||
previous_turn = knights_queue.team_idx_turn
|
||||
@ -82,13 +82,13 @@ class KnightsQueueTest(unittest.TestCase):
|
||||
def test_should_raise_when_team_has_dead_knights(self):
|
||||
with self.assertRaises(Exception):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 0
|
||||
knight1.health = 0
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = -1
|
||||
knight2.health = -1
|
||||
knight3 = Knight(None)
|
||||
knight3.max_hp = -2
|
||||
knight3.health = -2
|
||||
knight4 = Knight(None)
|
||||
knight4.max_hp = 20
|
||||
knight4.health = 20
|
||||
|
||||
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4])
|
||||
|
||||
@ -97,9 +97,9 @@ class KnightsQueueTest(unittest.TestCase):
|
||||
|
||||
def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
|
||||
knight1 = Knight(None)
|
||||
knight1.max_hp = 10
|
||||
knight1.health = 10
|
||||
knight2 = Knight(None)
|
||||
knight2.max_hp = 20
|
||||
knight2.health = 20
|
||||
knights_queue = KnightsQueue([knight1], [knight2])
|
||||
|
||||
result1 = knights_queue.dequeue_knight()
|
||||
@ -109,12 +109,12 @@ class KnightsQueueTest(unittest.TestCase):
|
||||
self.assertIsNotNone(result1)
|
||||
self.assertIsNotNone(result2)
|
||||
self.assertIsNotNone(result3)
|
||||
self.assertTrue(result1.max_hp == result3.max_hp)
|
||||
self.assertTrue(result1.health == result3.health)
|
||||
|
||||
def test_should_raise_when_only_one_team_alive(self):
|
||||
with self.assertRaises(Exception):
|
||||
knight = Knight(None)
|
||||
knight.max_hp = 21
|
||||
knight.health = 21
|
||||
knights_queue = KnightsQueue([knight], [])
|
||||
knights_queue.dequeue_knight()
|
||||
|
||||
|
28
logic/field.py
Normal file
@ -0,0 +1,28 @@
|
||||
import pygame
|
||||
|
||||
from logic.exceptions import FieldNotWalkable
|
||||
|
||||
|
||||
class Field(pygame.sprite.Sprite):
|
||||
def __init__(self, texture_path, converted_texture, img, rect, row=0, column=0):
|
||||
super().__init__()
|
||||
self.texture_path = texture_path
|
||||
self.converted_texture = converted_texture
|
||||
self.image = img
|
||||
self.row = row
|
||||
self.column = column
|
||||
self.rect = rect
|
||||
self.busy = False
|
||||
self.busy_detection()
|
||||
|
||||
def busy_detection(self):
|
||||
if self.texture_path == 'water.png' or self.texture_path == 'grass_with_tree.jpg':
|
||||
self.busy = True
|
||||
|
||||
def put_on(self, obj): # ustawia objekt na srodku pola
|
||||
if not self.busy:
|
||||
obj.rect = obj.rect.clamp(self.rect)
|
||||
self.busy = True
|
||||
obj.update()
|
||||
else:
|
||||
raise FieldNotWalkable
|
158
logic/game.py
@ -2,15 +2,19 @@ import sys
|
||||
|
||||
import pygame
|
||||
|
||||
from common.colors import FONT_DARK, WHITE
|
||||
from common.constants import *
|
||||
from common.helpers import print_numbers
|
||||
from logic.level import Level
|
||||
from common.helpers import draw_text
|
||||
from logic.knights_queue import KnightsQueue
|
||||
from models.castle import Castle
|
||||
from models.knight import Knight
|
||||
from models.monster import Monster
|
||||
from ui.logs import Logs
|
||||
from ui.screens.credits import Credits
|
||||
from ui.screens.main_menu import MainMenu
|
||||
from ui.screens.options import Options
|
||||
from ui.stats import Stats
|
||||
from logic.health_bar import HealthBar
|
||||
from .grid import Grid
|
||||
from .spawner import Spawner
|
||||
|
||||
|
||||
class Game:
|
||||
@ -20,35 +24,101 @@ class Game:
|
||||
pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
|
||||
|
||||
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
|
||||
|
||||
self.clock = pygame.time.Clock()
|
||||
|
||||
self.tiles = []
|
||||
for tile_path in TILES:
|
||||
converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
|
||||
self.tiles.append((tile_path, converted_tile))
|
||||
|
||||
self.bg = pygame.image.load("./resources/textures/bg.jpg")
|
||||
self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
|
||||
|
||||
click = False
|
||||
|
||||
def main_menu(self):
|
||||
menu = MainMenu(self.screen, self.clock, self.bg,
|
||||
self.game,
|
||||
self.screens['options'].display_screen,
|
||||
self.screens['credits'].display_screen)
|
||||
menu.display_screen()
|
||||
while True:
|
||||
self.screen.blit(self.bg, (0, 0))
|
||||
|
||||
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
|
||||
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
|
||||
|
||||
mx, my = pygame.mouse.get_pos()
|
||||
|
||||
button_1 = pygame.Rect(850, 250, 300, 50)
|
||||
button_2 = pygame.Rect(850, 350, 300, 50)
|
||||
button_3 = pygame.Rect(850, 450, 300, 50)
|
||||
if button_1.collidepoint((mx, my)):
|
||||
if click:
|
||||
self.game()
|
||||
if button_2.collidepoint((mx, my)):
|
||||
if click:
|
||||
self.screens['options'].display_screen()
|
||||
if button_3.collidepoint((mx, my)):
|
||||
if click:
|
||||
self.screens['credits'].display_screen()
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
|
||||
draw_text('PLAY', WHITE, self.screen, 870, 255)
|
||||
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
|
||||
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
|
||||
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
|
||||
draw_text('CREDITS', WHITE, self.screen, 870, 455)
|
||||
|
||||
click = False
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
click = True
|
||||
|
||||
pygame.display.update()
|
||||
self.clock.tick(60)
|
||||
|
||||
def game(self):
|
||||
logs = Logs(self.screen)
|
||||
level = Level(self.screen, logs)
|
||||
|
||||
# setup clock for rounds
|
||||
NEXT_TURN = pygame.USEREVENT + 1
|
||||
pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
|
||||
|
||||
# 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
|
||||
grid = Grid(self.tiles)
|
||||
stats = Stats()
|
||||
logs = Logs(self.screen)
|
||||
|
||||
knights_sprite_group = pygame.sprite.Group()
|
||||
monsters_sprite_group = pygame.sprite.Group()
|
||||
castle_sprite_group = pygame.sprite.Group()
|
||||
|
||||
knights_left = self.generate_knights_team(knights_sprite_group)
|
||||
knights_right = self.generate_knights_team(knights_sprite_group)
|
||||
|
||||
knights_queue = KnightsQueue(knights_left, knights_right)
|
||||
|
||||
spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
|
||||
LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
|
||||
spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
|
||||
RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
|
||||
RIGHT_KNIGHTS_SPAWN_FIRST_COL)
|
||||
|
||||
spawn_left_team.spawn()
|
||||
spawn_right_team.spawn()
|
||||
|
||||
spawned_monsters = self.generate_monster(monsters_sprite_group)
|
||||
monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True)
|
||||
|
||||
monster_spawn.spawn()
|
||||
|
||||
spawned_castle = self.generate_castle(castle_sprite_group)
|
||||
castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
|
||||
CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
|
||||
|
||||
castle_spawn.spawn()
|
||||
|
||||
# grid.put_on_tile(0, 0, knights_left[0])
|
||||
i = 0 # log testing
|
||||
while running:
|
||||
self.screen.blit(self.bg, (0, 0))
|
||||
|
||||
@ -59,18 +129,40 @@ class Game:
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
running = False
|
||||
if event.key == pygame.K_n:
|
||||
print_numbers_flag = not print_numbers_flag
|
||||
if event.key == pygame.K_SPACE: # log testing
|
||||
logs.enqueue_log(f'AI: Zmiana pozycji na (4, {i}).')
|
||||
i = i + 1
|
||||
|
||||
if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
|
||||
level.handle_turn()
|
||||
|
||||
stats.update()
|
||||
grid.update(self.screen)
|
||||
stats.draw(self.screen)
|
||||
logs.draw()
|
||||
level.update()
|
||||
|
||||
if print_numbers_flag:
|
||||
print_numbers()
|
||||
|
||||
knights_sprite_group.draw(self.screen)
|
||||
monsters_sprite_group.draw(self.screen)
|
||||
castle_sprite_group.draw(self.screen)
|
||||
pygame.display.update()
|
||||
self.clock.tick(FPS_COUNT)
|
||||
|
||||
@staticmethod
|
||||
def generate_knights_team(knights_sprite_group):
|
||||
knights = []
|
||||
for i in range(4):
|
||||
knight = Knight("./resources/textures/knight.png")
|
||||
knights.append(knight)
|
||||
knights_sprite_group.add(knight)
|
||||
return knights
|
||||
|
||||
@staticmethod
|
||||
def generate_monster(monsters_sprite_group):
|
||||
monsters = []
|
||||
for i in range(2):
|
||||
monster = Monster()
|
||||
monsters.append(monster)
|
||||
monsters_sprite_group.add(monster)
|
||||
return monsters
|
||||
|
||||
@staticmethod
|
||||
def generate_castle(castle_sprite_group):
|
||||
castle = Castle()
|
||||
castle_sprite_group.add(castle)
|
||||
return castle
|
||||
|
86
logic/grid.py
Normal file
@ -0,0 +1,86 @@
|
||||
import random
|
||||
import numpy as np
|
||||
import pygame
|
||||
|
||||
from common.constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, \
|
||||
BORDER_RADIUS, NBR_OF_TREES, NBR_OF_WATER
|
||||
from .exceptions import FieldNotWalkable
|
||||
from .field import Field
|
||||
|
||||
|
||||
class Grid:
|
||||
def __init__(self, textures):
|
||||
self.textures = textures
|
||||
self.grid = []
|
||||
self.free_fields = []
|
||||
self.busy_fields = []
|
||||
podkladka = np.zeros((ROWS, COLUMNS))
|
||||
for drzewa in range(0, NBR_OF_TREES):
|
||||
rzad = random.randint(0, ROWS - 1)
|
||||
kolumna = random.randint(0, COLUMNS - 1)
|
||||
if podkladka[rzad][kolumna] == 0:
|
||||
podkladka[rzad][kolumna] = 1
|
||||
else:
|
||||
drzewa = drzewa - 1
|
||||
for i in range(0, NBR_OF_WATER):
|
||||
rzad = random.randint(0, ROWS - 1)
|
||||
kolumna = random.randint(0, COLUMNS - 1)
|
||||
if podkladka[rzad][kolumna] == 0:
|
||||
podkladka[rzad][kolumna] = 2
|
||||
else:
|
||||
drzewa = drzewa - 1
|
||||
|
||||
for row in range(ROWS):
|
||||
self.grid.append([])
|
||||
for column in range(COLUMNS):
|
||||
box_rect = [(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7,
|
||||
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7,
|
||||
GRID_CELL_WIDTH,
|
||||
GRID_CELL_HEIGHT]
|
||||
if podkladka[row][column] == 1:
|
||||
texture_path, converted_texture = self.textures[-1]
|
||||
elif podkladka[row][column] == 2:
|
||||
texture_path, converted_texture = self.textures[-2]
|
||||
else:
|
||||
texture_path, converted_texture = self.get_random_texture()
|
||||
field = Field(
|
||||
texture_path,
|
||||
converted_texture,
|
||||
pygame.transform.scale(converted_texture,
|
||||
(GRID_CELL_WIDTH,
|
||||
GRID_CELL_HEIGHT)),
|
||||
pygame.Rect(box_rect),
|
||||
row=row,
|
||||
column=column
|
||||
)
|
||||
if field.busy:
|
||||
self.busy_fields.append(field)
|
||||
else:
|
||||
self.free_fields.append(field)
|
||||
|
||||
self.grid[row].append(pygame.sprite.Group(field))
|
||||
|
||||
def update(self, screen):
|
||||
self.draw(screen)
|
||||
|
||||
def get_random_texture(self):
|
||||
texture_index = random.randint(0, len(self.textures) - 3)
|
||||
return self.textures[texture_index]
|
||||
|
||||
def get_tile(self, row, column):
|
||||
return pygame.sprite.Group.sprites(self.grid[row][column])[0] # iteruj kolumny i wiersze od 0
|
||||
|
||||
def put_on_tile(self, row, column, obj): # iteruj kolumny i wiersze od 0
|
||||
try:
|
||||
self.get_tile(row, column).put_on(obj)
|
||||
except FieldNotWalkable:
|
||||
print("Field busy")
|
||||
|
||||
def draw(self, screen):
|
||||
bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
|
||||
bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
|
||||
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
|
||||
|
||||
for fields_row in self.grid:
|
||||
for fields in fields_row:
|
||||
fields.draw(screen)
|
@ -1,59 +0,0 @@
|
||||
import pygame
|
||||
from common.constants import BAR_ANIMATION_SPEED, BAR_WIDTH_MULTIPLIER, BAR_HEIGHT_MULTIPLIER
|
||||
from common.colors import FONT_DARK, ORANGE, WHITE, RED, GREEN, BLACK
|
||||
|
||||
|
||||
class HealthBar:
|
||||
def __init__(self, screen, rect: pygame.rect, current_hp, max_hp, calculate_xy=False, calculate_size=False):
|
||||
self.health_ratio = None
|
||||
self.rect = rect
|
||||
self.screen = screen
|
||||
self.current_hp = current_hp
|
||||
self.max_hp = max_hp
|
||||
self.x = self.rect.x
|
||||
self.y = self.rect.y
|
||||
self.calculate_xy = calculate_xy
|
||||
|
||||
if calculate_size:
|
||||
self.width = int(self.rect.width * BAR_WIDTH_MULTIPLIER) - 2
|
||||
self.height = int(self.rect.width * BAR_HEIGHT_MULTIPLIER) - 2
|
||||
else:
|
||||
self.width = self.rect.width - 2
|
||||
self.height = self.rect.height - 2
|
||||
|
||||
self.update_stats()
|
||||
|
||||
def update(self):
|
||||
self.update_stats()
|
||||
self.show()
|
||||
|
||||
def update_stats(self):
|
||||
if self.calculate_xy:
|
||||
self.x = int(self.rect.width * (1 - BAR_WIDTH_MULTIPLIER)/2) + self.rect.x + 1
|
||||
self.y = int(self.rect.height * BAR_HEIGHT_MULTIPLIER/2) + self.rect.y + 1
|
||||
else:
|
||||
self.x = self.rect.x + 1
|
||||
self.y = self.rect.y + 1
|
||||
|
||||
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 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
|
||||
|
||||
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))
|
||||
|
||||
|
||||
|
||||
|
@ -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.health <= 0:
|
||||
return self.dequeue_knight()
|
||||
else:
|
||||
self.queues[self.team_idx_turn].append(knight)
|
||||
|
286
logic/level.py
@ -1,286 +0,0 @@
|
||||
import random
|
||||
|
||||
import pygame
|
||||
|
||||
from algorithms.a_star import a_star, State, TURN_RIGHT, TURN_LEFT, FORWARD
|
||||
from algorithms.genetic.const import MAP_ALIASES
|
||||
from algorithms.genetic.map_importer_exporter import import_random_map
|
||||
from common.constants import *
|
||||
from learning.decision_tree import DecisionTree
|
||||
from logic.knights_queue import KnightsQueue
|
||||
from models.castle import Castle
|
||||
from models.knight import Knight
|
||||
from models.monster import Monster
|
||||
from models.tile import Tile
|
||||
|
||||
|
||||
class Level:
|
||||
def __init__(self, screen, logs):
|
||||
self.screen = screen
|
||||
self.logs = logs
|
||||
self.decision_tree = DecisionTree()
|
||||
# sprite group setup
|
||||
self.sprites = pygame.sprite.LayeredUpdates()
|
||||
|
||||
self.map = []
|
||||
|
||||
self.list_knights_blue = []
|
||||
self.list_knights_red = []
|
||||
self.list_monsters = []
|
||||
self.list_castles = []
|
||||
|
||||
self.knights_queue = None
|
||||
|
||||
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.setup_base_tiles()
|
||||
self.setup_objects()
|
||||
self.knights_queue = KnightsQueue(self.list_knights_blue, self.list_knights_red)
|
||||
|
||||
def setup_base_tiles(self):
|
||||
textures = []
|
||||
for texture_path in TILES:
|
||||
converted_texture = pygame.image.load('resources/textures/' + texture_path).convert_alpha()
|
||||
converted_texture = pygame.transform.scale(converted_texture, (40, 40))
|
||||
textures.append((texture_path, converted_texture))
|
||||
|
||||
for row_index, row in enumerate(self.map):
|
||||
for col_index, col in enumerate(row):
|
||||
|
||||
# add base tiles, e.g. water, tree, grass
|
||||
if col == MAP_ALIASES.get('WATER'):
|
||||
texture_index = 5
|
||||
texture_surface = textures[texture_index][1]
|
||||
Tile((col_index, row_index), texture_surface, self.sprites, 'w')
|
||||
elif col == MAP_ALIASES.get('TREE'):
|
||||
texture_index = 6
|
||||
texture_surface = textures[texture_index][1]
|
||||
Tile((col_index, row_index), texture_surface, self.sprites, 't')
|
||||
elif col == MAP_ALIASES.get('SAND'):
|
||||
texture_index = 4
|
||||
texture_surface = textures[texture_index][1]
|
||||
Tile((col_index, row_index), texture_surface, self.sprites)
|
||||
else:
|
||||
texture_index = random.randint(0, 3)
|
||||
texture_surface = textures[texture_index][1]
|
||||
Tile((col_index, row_index), texture_surface, self.sprites)
|
||||
|
||||
def setup_objects(self):
|
||||
castle_count = 0 # TODO: find some smarter method to print castle
|
||||
|
||||
for row_index, row in enumerate(self.map):
|
||||
print(row)
|
||||
for col_index, col in enumerate(row):
|
||||
|
||||
# add objects, e.g. knights, monsters, castle
|
||||
if col == MAP_ALIASES.get('KNIGHT_BLUE'):
|
||||
knight = Knight(self.screen, (col_index, row_index), self.sprites, "blue")
|
||||
self.map[row_index][col_index] = knight
|
||||
self.list_knights_blue.append(knight)
|
||||
elif col == MAP_ALIASES.get('KNIGHT_RED'):
|
||||
knight = Knight(self.screen, (col_index, row_index), self.sprites, "red")
|
||||
self.map[row_index][col_index] = knight
|
||||
self.list_knights_red.append(knight)
|
||||
elif col == MAP_ALIASES.get('MONSTER'):
|
||||
monster = Monster(self.screen, (col_index, row_index), self.sprites)
|
||||
self.map[row_index][col_index] = monster
|
||||
self.list_monsters.append(monster)
|
||||
elif col == MAP_ALIASES.get('CASTLE'):
|
||||
castle_count += 1
|
||||
if castle_count == 4:
|
||||
castle = Castle(self.screen, (col_index, row_index), self.sprites)
|
||||
self.map[row_index][col_index] = castle
|
||||
self.list_castles.append(castle)
|
||||
|
||||
#def attack_knight(self, knights_list, positions, current_knight):
|
||||
# op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
|
||||
# positions.append(op_pos_1)
|
||||
# op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
|
||||
# positions.append(op_pos_2)
|
||||
# op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
|
||||
# positions.append(op_pos_3)
|
||||
# op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
|
||||
# positions.append(op_pos_4)
|
||||
# for some_knight in knights_list:
|
||||
# for some_position in positions:
|
||||
# if (some_knight.position == some_position and some_knight.team != current_knight.team):
|
||||
# some_knight.health_bar.take_dmg(current_knight.attack)
|
||||
# if some_knight.health_bar.current_hp == 0:
|
||||
# some_knight.kill()
|
||||
# positions.clear()
|
||||
|
||||
def attack_knight_left(self, knights_list, current_knight):
|
||||
position_left = current_knight.position[0] - 1, current_knight.position[1]
|
||||
for some_knight in knights_list:
|
||||
if (some_knight.position == position_left and some_knight.team != current_knight.team):
|
||||
some_knight.health_bar.take_dmg(current_knight.attack)
|
||||
if some_knight.health_bar.current_hp <= 0:
|
||||
some_knight.kill()
|
||||
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):
|
||||
current_knight = self.knights_queue.dequeue_knight()
|
||||
knights_list = self.list_knights_red + self.list_knights_blue
|
||||
print("next turn " + current_knight.team)
|
||||
knight_pos_x = current_knight.position[0]
|
||||
knight_pos_y = current_knight.position[1]
|
||||
positions = []
|
||||
|
||||
goal_list = self.decision_tree.predict_move(grid=self.map, current_knight=current_knight,
|
||||
monsters=self.list_monsters,
|
||||
opponents=self.list_knights_blue
|
||||
if current_knight.team_alias() == 'k_r' else self.list_knights_red,
|
||||
castle=self.list_castles[0])
|
||||
|
||||
if (len(self.list_knights_blue) == 0 or len(self.list_knights_red) == 0):
|
||||
pygame.quit()
|
||||
|
||||
if len(goal_list) == 0:
|
||||
return
|
||||
|
||||
state = State((knight_pos_y, knight_pos_x), current_knight.direction.name)
|
||||
action_list = a_star(state, self.map, goal_list)
|
||||
print(action_list)
|
||||
print(goal_list)
|
||||
|
||||
if len(action_list) == 0:
|
||||
return
|
||||
|
||||
next_action = action_list.pop(0)
|
||||
|
||||
#if current_knight.health_bar.current_hp != 0:
|
||||
#self.attack_knight(knights_list, positions, current_knight)
|
||||
|
||||
if current_knight.direction.name == UP:
|
||||
self.attack_knight_up(knights_list, current_knight)
|
||||
elif current_knight.direction.name == DOWN:
|
||||
self.attack_knight_down(knights_list, current_knight)
|
||||
elif current_knight.direction.name == RIGHT:
|
||||
self.attack_knight_right(knights_list, current_knight)
|
||||
elif current_knight.direction.name == LEFT:
|
||||
self.attack_knight_left(knights_list, current_knight)
|
||||
|
||||
if next_action == TURN_LEFT:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w lewo.')
|
||||
current_knight.rotate_left()
|
||||
elif next_action == TURN_RIGHT:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Obrót w prawo.')
|
||||
current_knight.rotate_right()
|
||||
elif next_action == FORWARD:
|
||||
current_knight.step_forward()
|
||||
self.map[knight_pos_y][knight_pos_x] = MAP_ALIASES.get("GRASS")
|
||||
|
||||
# update knight on map
|
||||
if current_knight.direction.name == UP:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch do góry.')
|
||||
self.map[knight_pos_y - 1][knight_pos_x] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == RIGHT:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w prawo.')
|
||||
self.map[knight_pos_y][knight_pos_x + 1] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == DOWN:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w dół.')
|
||||
self.map[knight_pos_y + 1][knight_pos_x] = current_knight.team_alias()
|
||||
elif current_knight.direction.name == LEFT:
|
||||
self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
|
||||
self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
|
||||
|
||||
def update(self):
|
||||
bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
|
||||
bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
|
||||
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
|
||||
|
||||
# update and draw the game
|
||||
self.sprites.draw(self.screen)
|
||||
self.sprites.update()
|
||||
|
||||
|
||||
|
@ -1,33 +1,36 @@
|
||||
import random
|
||||
|
||||
from common.constants import COLUMNS, ROWS
|
||||
|
||||
from common.constants import GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT
|
||||
|
||||
class Spawner:
|
||||
def __init__(self, map):
|
||||
self.map = map
|
||||
def __init__(self, grid, objs_to_spawn_list: list, spawn_area_width=0, spawn_area_height=0, spawn_area_pos_row=0,
|
||||
spawn_area_pos_column=0, spawn_where_possible=False): # kolumny i wiersze liczymy od 0;
|
||||
self.objs_to_spawn_list = objs_to_spawn_list
|
||||
self.spawn_area_width = spawn_area_width
|
||||
self.spawn_area_height = spawn_area_height
|
||||
self.spawn_area_pos_row = spawn_area_pos_row
|
||||
self.spawn_area_pos_column = spawn_area_pos_column
|
||||
self.grid = grid
|
||||
self.spawn_where_possible = spawn_where_possible
|
||||
|
||||
def __is_free_field(self, field):
|
||||
return field in ['g', 's', ' ']
|
||||
def spawn(self):
|
||||
if self.spawn_where_possible:
|
||||
possible_fields = self.grid.free_fields
|
||||
else:
|
||||
possible_fields = []
|
||||
for field in self.grid.free_fields:
|
||||
if (self.spawn_area_pos_column <= field.column < (self.spawn_area_width + self.spawn_area_pos_column)) \
|
||||
and (self.spawn_area_pos_row <= field.row < (self.spawn_area_height + self.spawn_area_pos_row)):
|
||||
possible_fields.append(field)
|
||||
|
||||
def spawn_in_area(self, objects: list, spawn_area_pos_row=0, spawn_area_pos_column=0, spawn_area_width=0,
|
||||
spawn_area_height=0, size=1):
|
||||
spawned_objects_count = 0
|
||||
|
||||
while spawned_objects_count != len(objects):
|
||||
x = random.randint(0, spawn_area_height) + spawn_area_pos_row
|
||||
y = random.randint(0, spawn_area_width) + spawn_area_pos_column
|
||||
if x < ROWS - 1 and y < COLUMNS - 1 and self.__is_free_field(self.map[x][y]):
|
||||
for i in range(size):
|
||||
for j in range(size):
|
||||
self.map[x - i][y - j] = objects[spawned_objects_count]
|
||||
spawned_objects_count += 1
|
||||
|
||||
def spawn_where_possible(self, objects: list):
|
||||
spawned_objects_count = 0
|
||||
while spawned_objects_count != len(objects):
|
||||
x = random.randint(0, ROWS - 1)
|
||||
y = random.randint(0, COLUMNS - 1)
|
||||
if self.__is_free_field(self.map[x][y]):
|
||||
self.map[x][y] = objects[spawned_objects_count]
|
||||
spawned_objects_count += 1
|
||||
for obj in self.objs_to_spawn_list:
|
||||
ran_index = random.randint(0, len(possible_fields)-1)
|
||||
ran_field = possible_fields[ran_index]
|
||||
ran_field.busy = True
|
||||
obj.rect = obj.rect.clamp(ran_field)
|
||||
self.grid.busy_fields.append(ran_field)
|
||||
if ran_field in self.grid.free_fields:
|
||||
self.grid.free_fields.remove(ran_field)
|
||||
if ran_field in possible_fields:
|
||||
possible_fields.remove(ran_field)
|
||||
obj.update()
|
||||
|
@ -1,22 +1,15 @@
|
||||
import random
|
||||
|
||||
import pygame.image
|
||||
|
||||
from common.helpers import parse_cord
|
||||
from logic.health_bar import HealthBar
|
||||
|
||||
|
||||
class Castle(pygame.sprite.Sprite):
|
||||
def __init__(self, screen, position, group):
|
||||
super().__init__(group)
|
||||
self._layer = 1
|
||||
self.image = pygame.image.load("./resources/textures/castle.png").convert_alpha()
|
||||
self.image = pygame.transform.scale(self.image, (78, 78))
|
||||
self.position = position
|
||||
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)
|
||||
images = []
|
||||
|
||||
def update(self):
|
||||
self.health_bar.update()
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
|
||||
self.image = pygame.image.load("./resources/textures/castle.png")
|
||||
self.image = pygame.transform.scale(self.image, (78, 78))
|
||||
self.images.append(self.image)
|
||||
self.rect = self.image.get_rect()
|
||||
castle_list = pygame.sprite.Group()
|
||||
self.health = 80
|
||||
|
@ -1,83 +1,17 @@
|
||||
import pygame.image
|
||||
import random
|
||||
|
||||
import pygame.image
|
||||
|
||||
from common.constants import GRID_CELL_SIZE, Direction
|
||||
from common.helpers import parse_cord
|
||||
from logic.health_bar import HealthBar
|
||||
|
||||
|
||||
def load_knight_textures(team):
|
||||
if team == "blue":
|
||||
random_index = 3
|
||||
else:
|
||||
random_index = 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
|
||||
pygame.image.load(f'resources/textures/knight_{random_index}_down.png').convert_alpha(), # down = 2
|
||||
pygame.image.load(f'resources/textures/knight_{random_index}_left.png').convert_alpha(), # left = 3
|
||||
]
|
||||
return states
|
||||
|
||||
|
||||
class Knight(pygame.sprite.Sprite):
|
||||
def __init__(self, img):
|
||||
super().__init__()
|
||||
self.images = []
|
||||
self.image = pygame.image.load("./resources/textures/knight.png")
|
||||
self.image = pygame.transform.scale(self.image, (40, 40))
|
||||
self.images.append(self.image)
|
||||
self.rect = self.image.get_rect()
|
||||
|
||||
def __init__(self, screen, position, group, team):
|
||||
super().__init__(group)
|
||||
|
||||
self.direction = Direction.DOWN
|
||||
self.states = load_knight_textures(team)
|
||||
|
||||
self.image = self.states[self.direction.value]
|
||||
self.position = position
|
||||
self._layer = 1
|
||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||
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.defense = random.randint(1, 4)
|
||||
self.health = random.randint(7, 12)
|
||||
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)
|
||||
|
||||
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)
|
||||
self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
|
||||
elif self.direction.name == 'RIGHT':
|
||||
self.position = (self.position[0] + 1, self.position[1])
|
||||
self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
|
||||
elif self.direction.name == 'DOWN':
|
||||
self.position = (self.position[0], self.position[1] + 1)
|
||||
self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
|
||||
elif self.direction.name == 'LEFT':
|
||||
self.position = (self.position[0] - 1, self.position[1])
|
||||
self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
|
||||
|
||||
def team_alias(self) -> str:
|
||||
return "k_b" if self.team == "blue" else "k_r"
|
||||
|
@ -1,47 +1,47 @@
|
||||
import random
|
||||
|
||||
import pygame.image
|
||||
|
||||
from common.helpers import parse_cord
|
||||
from logic.health_bar import HealthBar
|
||||
|
||||
monster_images = [
|
||||
pygame.image.load("./resources/textures/dragon2.png"),
|
||||
pygame.image.load("./resources/textures/birb.png"),
|
||||
pygame.image.load("./resources/textures/wolfart.png"),
|
||||
pygame.image.load("./resources/textures/goblin.png"),
|
||||
]
|
||||
import random
|
||||
|
||||
|
||||
class Monster(pygame.sprite.Sprite):
|
||||
def __init__(self, screen, position, group):
|
||||
super().__init__(group)
|
||||
self._layer = 1
|
||||
self.image = random.choice(monster_images)
|
||||
self.image = pygame.transform.scale(self.image, (40, 40))
|
||||
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,
|
||||
calculate_xy=True, calculate_size=True)
|
||||
self.attack = random.randrange(4, 6)
|
||||
if self.image == monster_images[0]:
|
||||
self.max_hp = 20
|
||||
self.attack = 6
|
||||
monster_images = []
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
|
||||
self.monster_image1 = pygame.image.load("./resources/textures/dragon2.png")
|
||||
self.monster_image1 = pygame.transform.scale(self.monster_image1, (40, 40))
|
||||
self.monster_image2 = pygame.image.load("./resources/textures/birb.png")
|
||||
self.monster_image2 = pygame.transform.scale(self.monster_image2, (40, 40))
|
||||
self.monster_image3 = pygame.image.load("./resources/textures/wolfart.png")
|
||||
self.monster_image3 = pygame.transform.scale(self.monster_image3, (40, 40))
|
||||
self.monster_image4 = pygame.image.load("./resources/textures/goblin.png")
|
||||
self.monster_image4 = pygame.transform.scale(self.monster_image4, (40, 40))
|
||||
self.monster_images.append(self.monster_image1)
|
||||
self.monster_images.append(self.monster_image2)
|
||||
self.monster_images.append(self.monster_image3)
|
||||
self.monster_images.append(self.monster_image4)
|
||||
#self.images.append(self.image1)
|
||||
self.image = random.choice(self.monster_images)
|
||||
self.rect = self.image.get_rect()
|
||||
monster_list = pygame.sprite.Group()
|
||||
|
||||
|
||||
self.health = random.randrange(15, 25)
|
||||
self.attack = random.randrange(2, 10)
|
||||
if self.image == self.monster_images[0]:
|
||||
self.health = 20
|
||||
self.attack = 9
|
||||
self.points = 10
|
||||
elif self.image == monster_images[1]:
|
||||
self.max_hp = 15
|
||||
elif self.image == self.monster_images[1]:
|
||||
self.health = 15
|
||||
self.attack = 7
|
||||
self.points = 7
|
||||
elif self.image == monster_images[2]:
|
||||
self.max_hp = 10
|
||||
elif self.image == self.monster_images[2]:
|
||||
self.health = 10
|
||||
self.attack = 4
|
||||
self.points = 4
|
||||
elif self.image == monster_images[3]:
|
||||
self.max_hp = 7
|
||||
elif self.image == self.monster_images[3]:
|
||||
self.health = 7
|
||||
self.attack = 2
|
||||
self.points = 2
|
||||
|
||||
def update(self):
|
||||
self.health_bar.update()
|
||||
|
@ -1,13 +0,0 @@
|
||||
import pygame
|
||||
|
||||
from common.helpers import parse_cord
|
||||
|
||||
|
||||
class Tile(pygame.sprite.Sprite):
|
||||
def __init__(self, position, image, group, tile_type=' '):
|
||||
super().__init__(group)
|
||||
self.image = image
|
||||
self._layer = 0
|
||||
position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
|
||||
self.rect = self.image.get_rect(topleft=position_in_px)
|
||||
self.tile_type = tile_type
|
BIN
requirements.txt
@ -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]]}
|
Before Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 15 KiB |
@ -3,7 +3,7 @@ from queue import Queue
|
||||
import pygame
|
||||
|
||||
from common.colors import FONT_DARK, ORANGE, WHITE
|
||||
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
|
||||
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
|
||||
from common.helpers import draw_text
|
||||
|
||||
|
||||
@ -13,7 +13,7 @@ class Logs:
|
||||
self.screen = screen
|
||||
|
||||
def draw(self):
|
||||
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
|
||||
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
|
||||
y = 470
|
||||
|
||||
# background
|
||||
|
@ -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)
|
||||
|
||||
|
@ -1,66 +0,0 @@
|
||||
import sys
|
||||
|
||||
import pygame
|
||||
|
||||
from common.colors import WHITE, FONT_DARK
|
||||
from common.helpers import draw_text
|
||||
from ui.screens.credits import Credits
|
||||
from ui.screens.options import Options
|
||||
from ui.screens.screen import Screen
|
||||
|
||||
|
||||
class MainMenu(Screen):
|
||||
def __init__(self, screen, clock, bg, btn_play_action, btn_options_action, btn_credits_action):
|
||||
super().__init__('main_menu', screen, clock)
|
||||
self.click = False
|
||||
self.bg = bg
|
||||
self.btn_play_action = btn_play_action
|
||||
self.btn_options_action = btn_options_action
|
||||
self.btn_credits_action = btn_credits_action
|
||||
|
||||
def display_screen(self):
|
||||
running = True
|
||||
while running:
|
||||
self.screen.blit(self.bg, (0, 0))
|
||||
|
||||
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
|
||||
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
|
||||
|
||||
mx, my = pygame.mouse.get_pos()
|
||||
|
||||
button_1 = pygame.Rect(850, 250, 300, 50)
|
||||
button_2 = pygame.Rect(850, 350, 300, 50)
|
||||
button_3 = pygame.Rect(850, 450, 300, 50)
|
||||
if button_1.collidepoint((mx, my)):
|
||||
if self.click:
|
||||
self.btn_play_action()
|
||||
if button_2.collidepoint((mx, my)):
|
||||
if self.click:
|
||||
self.btn_options_action()
|
||||
if button_3.collidepoint((mx, my)):
|
||||
if self.click:
|
||||
self.btn_credits_action()
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
|
||||
draw_text('PLAY', WHITE, self.screen, 870, 255)
|
||||
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
|
||||
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
|
||||
|
||||
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
|
||||
draw_text('CREDITS', WHITE, self.screen, 870, 455)
|
||||
|
||||
self.click = False
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
self.click = True
|
||||
|
||||
pygame.display.update()
|
||||
self.clock.tick(60)
|
63
ui/stats.py
@ -1,67 +1,44 @@
|
||||
import pygame
|
||||
import time
|
||||
|
||||
from logic.health_bar import HealthBar
|
||||
from common.colors import FONT_DARK, ORANGE, WHITE, RED
|
||||
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_SIZE, BORDER_WIDTH, BORDER_RADIUS
|
||||
from common.constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
|
||||
from common.helpers import draw_text
|
||||
|
||||
|
||||
class Stats:
|
||||
def __init__(self, screen, list_knights_blue, list_knights_red):
|
||||
def __init__(self):
|
||||
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
|
||||
|
||||
def update(self):
|
||||
def draw(self, screen):
|
||||
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
|
||||
y = 5
|
||||
|
||||
# background
|
||||
pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.y, 340, 450), 0, BORDER_RADIUS)
|
||||
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 450), 0, BORDER_RADIUS)
|
||||
|
||||
# title
|
||||
draw_text('STATS', FONT_DARK, self.screen, self.x + 120, self.y + 10, 36)
|
||||
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(self.x, self.y + 65, 340, 3))
|
||||
draw_text('STATS', FONT_DARK, screen, x + 120, y + 10, 36)
|
||||
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
|
||||
|
||||
# shields
|
||||
shield_blue = pygame.image.load('./resources/textures/shield_blue.png')
|
||||
shield_red = pygame.image.load('./resources/textures/shield_red.png')
|
||||
self.screen.blit(shield_blue, (self.x + 20, self.y + 80))
|
||||
self.screen.blit(shield_red, (self.x + 200, self.y + 80))
|
||||
draw_text('VS', FONT_DARK, self.screen, self.x + 150, self.y + 120, 36)
|
||||
screen.blit(shield_blue, (x + 20, y + 80))
|
||||
screen.blit(shield_red, (x + 200, y + 80))
|
||||
draw_text('VS', FONT_DARK, screen, x + 150, 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]))
|
||||
self.red_team_hp_bar.update()
|
||||
self.blue_team_hp_bar.update()
|
||||
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)
|
||||
|
||||
# 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: 2', FONT_DARK, screen, x + 35, y + 240, 18)
|
||||
draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 18)
|
||||
|
||||
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, screen, x + 215, y + 240, 18)
|
||||
draw_text('Fortece: 0', FONT_DARK, screen, x + 215, 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
|
||||
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3))
|
||||
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True)
|
||||
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True)
|
||||
|