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.gitignore vendored
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@ -149,5 +149,4 @@ cython_debug/
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore # be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
# and can be added to the global gitignore or merged into this file. For a more nuclear # and can be added to the global gitignore or merged into this file. For a more nuclear
# option (not recommended) you can uncomment the following to ignore the entire idea folder. # option (not recommended) you can uncomment the following to ignore the entire idea folder.
.idea/ .idea/
/algorithms/neural_network/data/

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@ -1,189 +0,0 @@
from __future__ import annotations
import heapq
from dataclasses import dataclass, field
from typing import Tuple, Optional, List
from algorithms.genetic.const import MAP_ALIASES
from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
from common.helpers import directions
EMPTY_FIELDS = [MAP_ALIASES.get("SAND"), MAP_ALIASES.get("GRASS"), ' ']
TURN_LEFT = 'TURN_LEFT'
TURN_RIGHT = 'TURN_RIGHT'
FORWARD = 'FORWARD'
@dataclass
class State:
position: Tuple[int, int]
direction: str
def __eq__(self, other: State) -> bool:
return other.position == self.position and self.direction == other.direction
def __lt__(self, state):
return self.position < state.position
def __hash__(self) -> int:
return hash(self.position)
@dataclass
class Node:
state: State
parent: Optional[Node]
action: Optional[str]
grid: List[List[str]]
cost: int = field(init=False)
depth: int = field(init=False)
def __lt__(self, node) -> None:
return self.state < node.state
def __post_init__(self) -> None:
if self.grid[self.state.position[0]][self.state.position[1]] == 'g':
self.cost = 1 if not self.parent else self.parent.cost + 1
else:
self.cost = 2 if not self.parent else self.parent.cost + 2
self.depth = 0 if not self.parent else self.parent.depth + 1
def __hash__(self) -> int:
return hash(self.state)
def expand(node: Node, grid: List[List[str]]) -> List[Node]:
return [child_node(node=node, action=action, grid=grid) for action in actions(node.state, grid)]
def child_node(node: Node, action: str, grid: List[List[str]]) -> Node:
next_state = result(state=node.state, action=action)
return Node(state=next_state, parent=node, action=action, grid=grid)
def next_position(current_position: Tuple[int, int], direction: str) -> Tuple[int, int]:
next_row, next_col = directions[direction]
row, col = current_position
return next_row + row, next_col + col
def valid_move(position: Tuple[int, int], grid: List[List[str]]) -> bool:
row, col = position
return grid[row][col] in EMPTY_FIELDS
def actions(state: State, grid: List[List[str]]) -> List[str]:
possible_actions = [FORWARD, TURN_LEFT, TURN_RIGHT]
row, col = state.position
direction = state.direction
if direction == UP and row == 0:
remove_forward(possible_actions)
if direction == DOWN and row == ROWS - 1:
remove_forward(possible_actions)
if direction == LEFT and col == 0:
remove_forward(possible_actions)
if direction == RIGHT and col == COLUMNS - 1:
remove_forward(possible_actions)
if FORWARD in possible_actions and not valid_move(next_position(state.position, direction), grid):
remove_forward(possible_actions)
return possible_actions
def remove_forward(possible_actions: List[str]) -> None:
if FORWARD in possible_actions:
possible_actions.remove(FORWARD)
def result(state: State, action: str) -> State:
next_state = State(state.position, state.direction)
if state.direction == UP:
if action == TURN_LEFT:
next_state.direction = LEFT
elif action == TURN_RIGHT:
next_state.direction = RIGHT
elif action == FORWARD:
next_state.position = next_position(state.position, UP)
elif state.direction == DOWN:
if action == TURN_LEFT:
next_state.direction = RIGHT
elif action == TURN_RIGHT:
next_state.direction = LEFT
elif action == FORWARD:
next_state.position = next_position(state.position, DOWN)
elif state.direction == LEFT:
if action == TURN_LEFT:
next_state.direction = DOWN
elif action == TURN_RIGHT:
next_state.direction = UP
elif action == FORWARD:
next_state.position = next_position(state.position, LEFT)
elif state.direction == RIGHT:
if action == TURN_LEFT:
next_state.direction = UP
elif action == TURN_RIGHT:
next_state.direction = DOWN
elif action == FORWARD:
next_state.position = next_position(state.position, RIGHT)
return next_state
def goal_test(state: State, goal_list: List[Tuple[int, int]]) -> bool:
return state.position in goal_list
def h(state: State, goal: Tuple[int, int]) -> int:
"""heuristics that calculates Manhattan distance between current position and goal"""
x1, y1 = state.position
x2, y2 = goal
return abs(x1 - x2) + abs(y1 - y2)
def f(current_node: Node, goal: Tuple[int, int]) -> int:
"""f(n) = g(n) + h(n), g stands for current cost, h for heuristics"""
return current_node.cost + h(state=current_node.state, goal=goal)
def get_path_from_start(node: Node) -> List[str]:
path = [node.action]
while node.parent is not None:
node = node.parent
if node.action:
path.append(node.action)
path.reverse()
return path
def a_star(state: State, grid: List[List[str]], goals: List[Tuple[int, int]]) -> List[str]:
node = Node(state=state, parent=None, action=None, grid=grid)
frontier = list()
heapq.heappush(frontier, (f(node, goals[0]), node))
explored = set()
while frontier:
r, node = heapq.heappop(frontier)
if goal_test(node.state, goals):
return get_path_from_start(node)
explored.add(node.state)
for child in expand(node, grid):
p = f(child, goals[0])
if child.state not in explored and (p, child) not in frontier:
heapq.heappush(frontier, (p, child))
elif (r, child) in frontier and r > p:
heapq.heappush(frontier, (p, child))
return []

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from __future__ import annotations
from typing import List
from common.constants import ACTION, Direction, ROWS, COLUMNS
class State:
def __init__(self, row, column, direction):
self.row = row
self.column = column
self.direction = direction
class Node:
def __init__(self, state, parent=None, action=None):
self.state = state
self.parent = parent
self.action = action
def goal_test(goal_list, state: State):
if (state.row, state.column) in goal_list:
return True
return False
def get_successors(state: State, map):
successors = list()
state_left = State(state.row, state.column, state.direction.left())
successors.append((ACTION.get("rotate_left"), state_left))
state_right = State(state.row, state.column, state.direction.right())
successors.append((ACTION.get("rotate_right"), state_right))
target = go(state.row, state.column, state.direction)
if is_valid_move(map, target[0], target[1]):
state_go = State(target[0], target[1], state.direction)
successors.append((ACTION.get("go"), state_go))
return successors
def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None, explored: List[Node] = None):
# fringe and explored initialization
if fringe is None:
fringe = list()
if explored is None:
explored = list()
explored_states = set()
fringe_states = set()
# train Node
fringe.append(Node(initial_state))
fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
while True:
# fringe empty -> solution not found
if not any(fringe):
print("Brak rozwiazania")
return []
# get first element from fringe
element = fringe.pop(0)
fringe_states.remove((element.state.row, element.state.column, element.state.direction))
# if solution was found, prepare and return actions sequence
if goal_test(goal_list, element.state):
actions_sequence = [element.action]
parent = element.parent
while parent is not None:
# train's action will be None, don't add it
if parent.action is not None:
actions_sequence.append(parent.action)
parent = parent.parent
actions_sequence.reverse()
return actions_sequence
# add current node to explored (prevents infinite cycles)
explored.append(element)
explored_states.add((element.state.row, element.state.column, element.state.direction))
# loop through every possible next action
for successor in get_successors(element.state, map):
# make sure not to fall into a cycle
successor_state = (successor[1].row, successor[1].column, successor[1].direction)
if successor_state not in fringe_states and successor_state not in explored_states:
# create new Node and add it at the end of fringe
new_node = Node(state=successor[1],
parent=element,
action=successor[0])
fringe.append(new_node)
fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
# TEMPORARY METHOD
def go(row, column, direction):
target = tuple()
if direction == Direction.RIGHT:
target = row, column + 1
elif direction == Direction.LEFT:
target = row, column - 1
elif direction == Direction.UP:
target = row - 1, column
elif direction == Direction.DOWN:
target = row + 1, column
return target
def is_valid_move(map, target_row, target_column):
if 0 <= target_row < ROWS and 0 <= target_column < COLUMNS and map[target_row][target_column] in ['g', 's', ' ']:
return True
return False

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from dataclasses import dataclass
import numpy as np
from const import *
from typing import List, Dict, Tuple
import numpy.typing as npt
@dataclass
class Position:
row: int
col: int
@dataclass
class Area:
position: Position
width: int
height: int
AREAS_TO_CROSS = [
# up above left knights spawn
Area(position=Position(row=0, col=0),
width=KNIGHTS_SPAWN_WIDTH,
height=LEFT_KNIGHTS_SPAWN_FIRST_ROW),
# down below left knights spawn
Area(position=Position(row=LEFT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=0),
width=KNIGHTS_SPAWN_WIDTH,
height=ROWS - LEFT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
# between left knights spawn and castle
Area(position=Position(row=0, col=KNIGHTS_SPAWN_WIDTH),
width=CASTLE_SPAWN_FIRST_COL - KNIGHTS_SPAWN_WIDTH,
height=ROWS),
# up above castle
Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL),
width=2,
height=CASTLE_SPAWN_FIRST_ROW),
# down below castle
Area(position=Position(row=CASTLE_SPAWN_FIRST_ROW + 2, col=CASTLE_SPAWN_FIRST_COL),
width=2,
height=ROWS - CASTLE_SPAWN_FIRST_ROW - 2),
# between castle and right knights spawn
Area(position=Position(row=0, col=CASTLE_SPAWN_FIRST_COL + 2),
width=RIGHT_KNIGHTS_SPAWN_FIRST_COL - CASTLE_SPAWN_FIRST_COL - 2,
height=ROWS),
# up above right knights spawn
Area(position=Position(row=0, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=RIGHT_KNIGHTS_SPAWN_FIRST_ROW),
# down below right knights spawn
Area(position=Position(row=RIGHT_KNIGHTS_SPAWN_FIRST_ROW + KNIGHTS_SPAWN_HEIGHT, col=RIGHT_KNIGHTS_SPAWN_FIRST_COL),
width=KNIGHTS_SPAWN_WIDTH,
height=ROWS - RIGHT_KNIGHTS_SPAWN_FIRST_ROW - KNIGHTS_SPAWN_HEIGHT),
]
def dfs(grid: npt.NDArray, visited: Dict[Tuple[int, int], bool], position: Position, rows: int, cols: int) -> None:
visited[(position.row, position.col)] = True
row_vector = [0, 0, 1, -1]
col_vector = [-1, 1, 0, 0]
neighbours = []
for i in range(4):
rr = position.row + row_vector[i]
cc = position.col + col_vector[i]
if rr < 0 or rr >= ROWS:
continue
elif cc < 0 or cc >= COLUMNS:
continue
else:
p = Position(rr, cc)
if (p.row, p.col) in visited:
neighbours.append(p)
for neighbour in neighbours:
if not visited[(neighbour.row, neighbour.col)]:
dfs(grid, visited, neighbour, rows, cols)
def get_islands(grid: npt.NDArray, positions: List[Position], rows: int = ROWS, cols: int = COLUMNS) -> List[Position]:
"""it returns list of all islands roots"""
visited = {}
for position in positions:
visited[(position.row, position.col)] = False
islands = 0
roots = []
for position in positions:
if not visited[(position.row, position.col)]:
dfs(grid, visited, position, rows, cols)
roots.append(position)
islands += 1
return roots
def find_neighbours(grid: npt.NDArray, col: int, row: int) -> List[Position]:
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 0 <= rr < ROWS and 0 <= cc < COLUMNS and grid[rr][cc] == MAP_ALIASES.get('GRASS'):
neighbours.append(Position(row=rr, col=cc))
return neighbours
def get_tiles_positions(grid: npt.NDArray):
sands = []
trees = []
waters = []
monsters = []
for row_num in range(len(grid)):
for col_num in range(len(grid[row_num])):
if grid[row_num][col_num] == MAP_ALIASES.get('WATER'):
waters.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('TREE'):
trees.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('SAND'):
sands.append(Position(row=row_num, col=col_num))
elif grid[row_num][col_num] == MAP_ALIASES.get('MONSTER'):
monsters.append(Position(row=row_num, col=col_num))
return sands, trees, waters, monsters

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# map config
KNIGHTS_PER_TEAM_COUNT = 4
SAND_COUNT = 21
WATER_COUNT = 21
TREE_COUNT = 37
MONSTERS_COUNT = 2
CASTLES_COUNT = 1
ROWS = 19
COLUMNS = 24
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
CASTLE_SPAWN_FIRST_ROW = 7
CASTLE_SPAWN_FIRST_COL = 11
# map aliases
MAP_ALIASES = {
"GRASS": 0,
"SAND": 1,
"WATER": 2,
"TREE": 3,
"MONSTER": 4,
"CASTLE": 5,
"KNIGHT_RED": 6,
"KNIGHT_BLUE": 7,
}

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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

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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()

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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()

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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()

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@ -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)

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@ -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()

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@ -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

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@ -2,6 +2,5 @@ BLACK = (0, 0, 0)
WHITE = (255, 255, 255) WHITE = (255, 255, 255)
ORANGE = (249, 141, 42) ORANGE = (249, 141, 42)
RED = (255, 58, 58) RED = (255, 58, 58)
GREEN = (0, 255, 0)
FONT_DARK = (37, 37, 37) FONT_DARK = (37, 37, 37)

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@ -1,96 +0,0 @@
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
ROWS = 19
COLUMNS = 24
BORDER_WIDTH = 10
BORDER_RADIUS = 5
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
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',
'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()}

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@ -1,119 +0,0 @@
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:
font = pygame.font.Font('resources/fonts/Poppins-SemiBold.ttf', text_size)
else:
font = pygame.font.Font('resources/fonts/Poppins-Regular.ttf', text_size)
textobj = font.render(text, 1, color)
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

22
constants.py Normal file
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@ -0,0 +1,22 @@
GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
GRID_CELL_PADDING = 5
GRID_CELL_WIDTH = 36
GRID_CELL_HEIGHT = 36
ROWS = 19
COLUMNS = 24
BORDER_WIDTH = 10
BORDER_RADIUS = 5
FPS_COUNT = 60
TILES = [
'grass1.png',
'grass2.png',
'grass3.png',
# 'grass4.png',
# 'grass5.png',
# 'grass6.png',
'sand.png',
'water.png',
'grass_with_tree.jpg',
]

4
field.py Normal file
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@ -0,0 +1,4 @@
class Field:
def __init__(self, texture_path, converted_texture):
self.texture_path = texture_path
self.converted_texture = converted_texture

130
game.py Normal file
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@ -0,0 +1,130 @@
import pygame
import sys
from colors import FONT_DARK, WHITE
from constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT, TILES
from grid import Grid
from helpers import draw_text
from logs import Logs
from stats import Stats
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
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")
click = False
def main_menu(self):
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.options()
if button_3.collidepoint((mx, my)):
if click:
self.credits()
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 options(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('options', WHITE, self.screen, 20, 20, 30)
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)
def credits(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('credits', WHITE, self.screen, 20, 20, 30)
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)
def game(self):
running = True
grid = Grid(self.tiles)
stats = Stats()
logs = Logs()
while running:
self.screen.blit(self.bg, (0, 0))
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:
running = False
grid.draw(self.screen)
stats.draw(self.screen)
logs.draw(self.screen)
pygame.display.update()
self.clock.tick(FPS_COUNT)

35
grid.py Normal file
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@ -0,0 +1,35 @@
import pygame
import random
from field import Field
from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS
class Grid:
def __init__(self, textures):
self.textures = textures
self.grid = []
for row in range(ROWS):
self.grid.append([])
for _ in range(COLUMNS):
texture_path, converted_texture = self.get_random_texture()
field = Field(texture_path, converted_texture)
self.grid[row].append(field)
def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 1)
return self.textures[texture_index]
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 row in range(ROWS):
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]
image = self.grid[row][column].converted_texture
screen.blit(pygame.transform.scale(image, (GRID_CELL_WIDTH, GRID_CELL_HEIGHT)), box_rect)

12
helpers.py Normal file
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@ -0,0 +1,12 @@
import pygame
def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
if is_bold:
font = pygame.font.Font('resources/fonts/Poppins-SemiBold.ttf', text_size)
else:
font = pygame.font.Font('resources/fonts/Poppins-Regular.ttf', text_size)
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)

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File diff suppressed because it is too large Load Diff

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@ -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
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34;15;39;5;37;23;1;3;15;2;1;1;9;10;5;opp1
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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 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
2 24 37 41 19 37 29 20 3 38 13 3 12 9 0 10 tower
3 1 35 11 38 37 10 34 4 11 15 7 5 0 6 4 tower
4 7 10 5 41 17 27 19 8 31 14 2 2 7 4 0 mob2
5 15 3 12 18 9 25 40 8 44 7 5 10 0 5 9 mob1
6 18 19 21 12 8 13 10 2 44 5 2 9 7 1 10 opp3
7 19 30 11 34 17 26 13 3 35 4 2 0 12 2 12 mob2
8 13 17 10 7 9 30 9 2 40 1 5 10 9 12 3 opp4
9 14 30 21 11 18 21 7 12 28 5 3 4 0 11 0 tower
10 7 38 7 21 5 25 15 6 14 1 4 12 10 12 8 tower
11 40 24 41 39 1 9 38 2 12 6 1 1 1 9 11 opp2
12 41 2 24 15 17 19 3 10 54 6 6 11 1 2 0 mob1
13 25 42 32 25 6 19 11 12 25 10 3 8 11 4 6 tower
14 6 19 38 10 32 17 24 5 67 12 3 8 4 10 2 tower
15 24 35 32 37 10 7 9 4 75 10 7 11 3 12 10 opp2
16 16 25 11 23 6 35 30 11 71 9 4 8 9 12 0 mob2
17 37 38 5 22 23 13 25 7 6 3 0 8 12 10 1 mob2
18 40 42 34 28 34 8 15 1 54 4 5 10 6 9 1 opp4
19 6 16 2 4 18 27 5 12 73 8 7 10 12 5 11 mob2
20 9 1 1 18 40 34 20 6 69 12 5 10 6 1 9 mob1
21 13 22 4 20 25 29 7 7 27 2 1 9 7 1 3 mob2
22 34 15 39 5 37 23 1 3 15 2 1 1 9 10 5 opp1
23 38 20 4 22 43 23 22 6 60 6 3 4 4 8 0 mob1
24 12 31 5 14 23 15 27 1 50 7 2 6 8 6 3 mob2
25 14 37 2 25 23 26 8 4 53 10 0 12 9 9 11 mob2
26 33 8 22 35 42 21 21 8 68 6 6 6 6 7 6 mob1
27 17 11 7 25 6 16 8 5 52 7 7 0 11 2 2 mob2
28 28 12 20 3 7 32 28 12 74 0 6 0 5 12 9 opp2
29 21 9 10 38 1 40 41 1 61 3 5 9 7 9 2 opp2
30 16 1 39 36 7 36 17 1 37 2 6 10 2 7 4 opp2
31 22 15 31 27 3 40 26 9 71 1 0 10 9 5 9 mob1
32 27 26 25 9 13 7 27 2 2 9 4 1 1 3 10 opp1
33 28 43 18 15 21 16 18 3 51 3 4 10 0 5 0 mob2
34 41 8 4 4 6 11 23 12 54 14 5 6 9 8 0 mob2
35 15 34 12 17 18 15 19 1 75 5 4 5 1 1 7 opp3
36 42 36 1 3 28 24 28 2 54 13 3 6 7 11 7 mob2
37 25 22 23 34 8 42 14 9 40 14 5 2 1 7 12 opp2
38 41 14 7 43 15 26 19 4 16 3 0 9 12 1 7 mob1
39 18 40 1 40 38 10 5 2 54 14 4 11 2 11 9 mob2
40 14 35 5 3 5 43 37 3 23 2 1 10 9 11 8 mob2
41 40 10 23 25 33 37 26 1 42 14 6 2 11 5 6 mob1
42 32 9 26 2 39 27 17 1 36 14 0 6 5 9 1 opp4
43 17 12 15 16 29 18 5 9 75 15 0 12 10 1 11 opp3
44 23 19 24 31 37 16 23 1 5 8 1 3 7 1 5 tower
45 16 23 41 24 20 40 29 2 44 11 0 12 7 0 4 tower
46 21 39 26 16 33 17 29 7 53 12 6 11 2 8 9 tower
47 9 28 22 33 10 23 8 7 65 15 0 3 9 11 11 mob1
48 29 9 34 7 14 7 20 5 69 2 5 4 1 4 4 mob1
49 40 39 19 5 14 3 5 11 49 8 1 9 5 1 11 opp3
50 19 22 33 29 24 5 39 2 60 15 4 9 5 2 10 opp3
51 5 28 7 34 12 6 7 6 42 5 0 8 1 11 2 opp4
52 31 36 11 5 34 7 2 7 57 8 7 3 11 2 4 opp3
53 20 37 9 38 29 33 14 9 69 0 1 7 0 10 10 mob2
54 27 5 9 13 26 8 42 7 0 15 5 3 9 10 4 opp1
55 17 38 5 23 34 42 21 2 7 2 6 5 11 12 7 mob2
56 37 14 33 32 7 31 41 8 72 1 0 3 6 1 1 opp2
57 13 35 21 35 33 7 42 9 57 7 7 4 4 12 9 mob2
58 16 40 35 15 19 35 21 8 53 10 3 10 4 0 10 mob1
59 25 11 39 2 9 7 18 6 13 0 6 9 4 1 2 mob1
60 16 2 41 6 20 21 30 7 45 1 4 9 8 0 2 mob1
61 29 33 23 36 38 27 34 6 76 10 4 6 3 8 8 mob2
62 15 40 7 41 5 11 14 6 69 6 0 7 11 4 7 mob2
63 3 33 35 3 29 20 25 12 22 12 7 4 2 1 7 tower
64 12 14 27 30 18 6 35 10 21 1 1 9 4 3 10 tower
65 27 21 21 7 10 17 34 5 77 4 5 3 4 0 12 opp1
66 29 9 9 18 22 1 13 3 78 12 2 5 1 2 7 opp3
67 4 8 6 1 20 38 39 7 50 14 2 10 11 2 2 mob2
68 29 10 20 25 24 9 13 11 16 11 6 10 5 5 1 opp4
69 35 28 30 42 32 28 29 1 32 11 0 10 2 9 3 mob1
70 22 25 1 4 40 18 26 9 80 4 5 8 4 10 2 mob1
71 19 29 21 17 35 17 10 9 49 3 0 4 2 9 11 tower
72 19 40 5 2 10 5 15 2 14 13 0 6 1 2 0 opp3
73 21 33 13 32 15 15 40 6 66 3 0 4 12 8 2 mob1
74 14 5 32 32 25 27 1 7 24 8 1 5 5 1 3 opp4
75 19 15 24 31 31 40 20 3 54 8 2 8 6 2 0 mob2
76 38 15 1 35 14 15 27 4 33 11 2 1 6 7 11 mob2
77 1 24 25 23 37 25 19 6 2 12 6 10 0 10 2 tower
78 37 19 29 19 2 33 20 12 29 3 6 5 7 8 0 opp2
79 5 16 28 42 16 15 30 8 11 0 6 6 5 12 11 tower
80 23 2 37 42 40 3 15 7 28 11 2 3 7 0 8 mob1
81 11 10 31 11 20 18 9 10 76 5 7 7 5 3 8 mob1
82 11 4 16 7 1 39 25 4 66 12 1 2 3 3 7 opp2
83 28 2 31 26 43 29 30 9 23 6 7 7 11 9 1 mob1
84 9 40 12 13 10 41 29 8 27 2 0 5 3 3 6 tower
85 26 37 23 14 23 17 6 4 56 0 7 9 6 5 2 opp4
86 26 14 35 13 11 4 38 8 49 3 6 1 11 0 9 mob1
87 5 42 19 22 36 16 37 9 46 9 7 2 11 4 10 tower
88 20 24 34 29 24 16 2 3 23 0 1 2 10 2 12 tower
89 32 40 7 41 38 43 25 8 5 0 0 4 6 10 12 mob2
90 28 15 25 14 13 7 30 7 37 11 0 6 10 11 1 mob1
91 40 24 28 10 35 38 23 1 40 11 7 0 11 3 12 mob1
92 10 6 5 6 20 20 37 12 13 9 0 6 1 10 7 mob1
93 36 15 39 28 28 17 14 7 37 6 5 12 12 8 11 mob1
94 12 12 30 43 36 42 35 5 41 12 6 0 3 0 2 tower
95 37 21 17 8 18 13 33 11 59 4 2 0 0 0 9 mob2
96 43 6 20 21 17 29 30 1 55 2 7 5 10 6 4 mob1
97 28 27 28 40 12 39 20 9 71 13 5 12 6 7 10 opp2
98 3 17 24 31 12 34 43 6 16 11 5 10 1 6 12 tower
99 17 35 37 15 16 15 29 5 69 3 2 3 4 7 10 opp1
100 30 19 24 1 12 21 32 6 57 12 2 5 7 0 10 mob1
101 35 38 20 7 21 38 41 12 66 1 3 4 2 7 8 opp1
102 25 13 7 39 18 17 7 12 46 0 1 9 2 10 11 mob2
103 35 19 33 11 13 32 15 1 48 3 3 4 4 5 10 opp1
104 24 37 36 7 30 32 10 4 5 8 0 7 0 12 7 tower
105 18 10 11 35 34 9 39 12 44 6 5 1 0 11 6 mob1
106 1 12 33 5 27 3 18 5 75 8 5 10 11 1 10 opp3
107 17 34 39 25 35 31 9 5 75 12 5 11 6 6 3 opp4
108 35 22 3 24 12 18 32 11 76 5 7 5 10 10 8 mob2
109 27 14 42 4 22 29 20 12 50 1 1 9 8 3 8 mob1
110 31 30 34 19 35 36 13 6 26 7 5 1 9 11 12 opp1
111 29 9 3 27 12 11 25 7 68 13 1 10 11 1 2 opp3
112 40 14 35 23 2 26 29 7 69 8 6 0 3 1 10 opp2
113 3 33 40 24 34 39 41 3 11 5 1 4 5 0 7 tower
114 4 14 35 5 5 1 17 3 37 8 0 5 2 8 0 opp2
115 28 35 25 18 21 12 3 4 20 4 4 6 12 7 1 opp4
116 42 23 4 26 37 34 35 3 2 15 2 8 12 5 12 mob2
117 28 43 9 27 23 5 30 2 48 7 5 5 7 12 6 mob2
118 1 42 1 39 12 8 12 3 6 11 4 4 0 11 0 tower
119 17 20 15 2 26 11 25 4 62 1 2 1 6 7 5 opp1
120 23 5 23 22 11 31 23 11 64 4 7 10 1 11 10 opp2
121 18 41 29 22 12 14 29 1 17 3 0 12 9 8 9 tower
122 32 11 22 27 27 22 21 6 27 10 4 10 11 11 9 tower
123 37 10 39 34 7 4 1 4 72 8 7 7 10 5 5 opp4
124 29 6 26 21 37 34 18 3 65 8 4 0 9 12 9 mob1
125 9 25 36 39 37 9 20 3 80 11 5 3 11 8 11 tower
126 34 23 40 25 23 22 40 6 13 14 0 4 9 12 0 tower
127 5 1 40 21 11 42 30 4 56 0 2 6 10 2 0 mob1
128 13 20 17 5 35 17 11 5 20 8 0 0 11 2 6 mob1
129 35 41 7 14 37 33 25 4 15 1 3 6 1 12 12 mob2
130 19 35 37 29 11 20 26 12 38 3 2 11 8 10 9 tower
131 32 8 39 14 5 3 9 5 23 12 4 5 1 12 7 opp2
132 7 20 1 31 35 15 5 3 72 4 4 12 1 7 1 opp4
133 7 41 39 30 1 32 22 4 36 13 6 3 0 9 9 tower
134 17 3 40 22 38 40 23 8 43 13 2 5 3 2 4 mob1
135 35 34 34 42 35 34 33 8 12 11 7 12 10 11 2 tower
136 42 29 10 22 30 36 27 8 25 3 7 0 2 1 9 mob2
137 12 2 9 38 13 15 1 7 63 9 4 0 10 1 0 mob1
138 23 23 43 24 15 20 36 3 19 4 0 8 8 9 11 tower
139 30 18 16 32 20 41 8 10 58 0 0 6 7 3 1 opp4
140 7 25 2 31 26 34 15 4 6 11 0 2 5 11 2 tower
141 38 20 32 30 37 15 8 7 5 9 6 12 1 4 2 opp4
142 34 37 9 11 2 7 32 7 79 13 4 9 9 5 6 opp3
143 33 5 14 34 40 21 26 5 31 5 0 4 11 12 1 mob2
144 30 36 41 19 9 10 9 7 41 1 6 2 4 4 6 opp2
145 6 35 28 8 25 3 21 2 79 11 0 6 10 2 4 opp3
146 42 11 27 28 34 14 37 1 10 6 0 5 11 6 4 mob1
147 36 38 23 21 15 32 25 2 50 10 0 10 5 2 2 mob1
148 4 26 31 19 18 32 40 5 25 12 7 7 2 8 9 tower
149 18 29 38 42 4 13 36 9 61 12 5 3 4 7 7 opp2
150 5 37 22 24 27 26 32 5 65 4 2 1 6 8 7 tower
151 7 32 10 37 23 43 18 12 54 15 1 6 5 4 5 mob2
152 21 36 30 41 29 31 2 3 58 9 0 9 6 8 12 mob1
153 14 17 5 19 16 39 20 5 43 13 1 2 4 3 4 mob2
154 16 28 7 12 28 40 9 8 69 13 1 11 0 1 1 opp4
155 33 25 5 18 12 24 24 12 29 11 1 12 7 3 10 mob2
156 16 2 31 43 29 16 14 9 25 5 5 6 10 5 1 opp4
157 32 18 36 13 29 40 20 12 13 14 2 10 10 11 11 tower
158 23 22 23 3 27 24 2 8 62 1 1 3 5 5 8 opp1
159 15 2 20 16 10 41 18 2 29 4 3 2 11 7 6 mob1
160 19 13 20 8 4 29 15 12 32 10 1 9 11 9 9 mob1
161 13 32 41 1 33 33 11 1 28 5 1 10 5 9 6 tower
162 27 18 5 2 34 27 17 8 66 9 5 8 2 2 12 mob2
163 24 21 17 3 24 4 17 12 52 5 5 6 3 9 0 opp1
164 3 5 29 23 27 24 38 1 62 4 4 1 3 0 11 tower
165 35 3 28 33 31 6 36 11 69 1 7 4 5 5 0 mob1
166 2 15 17 39 6 29 39 3 43 4 2 11 6 1 3 tower
167 17 35 10 36 18 4 27 11 5 0 3 5 1 4 3 mob2
168 18 15 11 40 24 31 10 7 58 7 0 3 8 4 1 opp4
169 11 23 8 20 7 38 6 3 51 12 0 11 10 10 2 opp4
170 7 16 13 27 41 1 13 10 25 9 4 11 10 11 5 mob1
171 1 37 22 9 20 24 36 10 53 12 0 3 9 10 2 tower
172 10 27 42 42 19 26 39 7 35 0 5 9 2 2 10 tower
173 10 1 28 12 9 10 7 9 5 2 4 6 0 9 7 mob1
174 28 19 27 8 3 37 34 11 25 7 1 11 0 1 3 mob1
175 39 15 23 9 7 32 1 3 52 8 1 6 7 0 2 opp4
176 11 9 5 16 17 8 29 4 45 3 6 2 12 6 1 mob2
177 42 40 37 31 37 37 30 4 6 11 3 9 6 2 4 mob1
178 39 6 12 16 32 13 20 7 52 4 5 0 4 9 3 mob1
179 18 8 42 26 27 15 13 6 41 11 1 2 4 7 12 mob1
180 25 32 15 24 31 18 7 12 24 0 4 12 9 3 2 opp4
181 38 34 32 6 18 27 30 6 8 12 7 12 11 10 9 tower
182 39 29 10 29 12 42 10 7 15 6 2 3 8 10 5 mob2
183 26 9 18 24 1 23 27 2 78 8 2 3 6 0 2 opp2
184 16 30 13 4 10 29 8 4 78 4 1 7 3 5 10 opp2
185 2 36 22 20 42 1 15 10 30 11 6 2 4 12 11 tower
186 21 24 25 17 32 4 10 9 31 14 3 11 7 0 5 mob1
187 37 10 14 10 2 38 23 1 39 10 5 2 10 12 1 opp1
188 11 34 26 20 26 30 6 4 50 3 4 4 3 1 12 tower
189 14 8 30 29 17 41 3 4 77 8 6 8 4 3 9 mob1
190 16 25 10 14 23 15 41 11 24 1 7 8 9 11 8 mob2
191 36 16 16 24 25 34 17 1 51 13 5 9 11 0 5 mob2
192 35 17 2 18 29 38 39 12 31 5 5 3 0 2 11 mob2
193 11 39 41 5 5 27 17 11 30 6 0 0 8 11 11 tower
194 14 21 13 17 7 21 16 5 48 8 6 10 11 10 0 mob2
195 9 23 19 33 12 15 34 11 36 10 1 12 11 7 0 tower
196 32 2 43 38 28 3 27 9 67 9 3 7 8 8 7 opp3
197 32 2 32 21 13 6 16 10 37 3 7 9 5 12 2 opp4
198 5 6 43 9 31 15 15 2 75 11 7 4 12 12 11 mob1
199 26 20 27 28 40 32 17 2 56 6 2 8 7 3 10 mob1
200 24 10 25 25 25 38 35 5 47 14 0 6 0 2 11 mob1
201 26 39 26 33 14 39 14 2 24 12 7 3 2 7 12 opp2
202 3 32 20 38 40 39 25 2 66 8 3 11 10 3 2 tower
203 40 6 41 21 1 4 25 3 79 10 2 12 8 5 9 mob1
204 8 39 19 4 14 15 5 10 52 9 0 3 7 12 4 opp1
205 18 12 29 42 33 43 23 9 69 12 1 5 1 11 2 mob1
206 4 26 28 23 20 34 14 8 7 0 0 10 1 12 12 tower
207 25 24 29 40 25 37 33 1 64 8 0 3 0 6 5 mob1
208 29 12 41 37 3 42 16 11 43 7 3 10 1 0 0 opp2
209 19 4 8 34 34 1 7 10 62 5 4 10 1 3 1 opp4
210 11 24 27 43 10 9 32 12 43 10 2 1 0 11 2 tower
211 30 42 34 12 41 6 6 8 57 6 5 6 8 11 9 opp1
212 21 25 26 10 18 19 15 8 13 14 4 8 11 0 8 tower
213 36 24 25 6 10 30 13 1 64 9 3 5 9 4 6 opp1
214 18 29 20 19 30 21 3 11 36 1 7 4 12 8 0 tower
215 32 23 3 40 14 8 19 8 77 13 5 10 5 11 5 mob1
216 30 31 27 13 8 35 35 8 75 0 7 4 1 1 4 opp2
217 30 43 1 5 3 2 20 2 33 1 2 6 0 10 1 mob2
218 33 40 5 36 7 25 40 9 72 5 0 6 6 5 6 mob1
219 42 32 16 30 7 6 14 2 64 1 5 8 0 6 8 mob2
220 13 25 6 38 26 23 30 2 5 2 7 9 0 10 8 tower
221 5 24 10 7 15 1 37 6 69 10 6 0 7 2 11 opp3
222 13 38 12 18 42 23 16 8 21 12 0 6 12 1 10 tower
223 15 6 32 40 12 26 11 1 1 3 7 7 4 0 8 mob1
224 9 38 29 26 19 22 28 6 52 8 5 11 2 5 3 tower
225 18 19 23 43 21 28 19 8 42 14 4 11 0 5 6 tower
226 6 37 4 35 10 4 26 11 44 6 1 2 5 4 12 mob2
227 4 26 36 9 34 11 38 10 18 4 7 6 9 12 5 tower
228 10 36 8 16 8 42 9 11 67 6 4 1 10 9 3 opp1
229 15 7 22 13 19 16 28 2 20 7 5 0 3 7 8 mob1
230 16 22 8 35 10 12 32 5 33 0 3 6 10 4 5 mob2
231 27 4 3 9 29 26 22 1 1 9 1 3 0 8 6 mob2
232 31 5 29 5 41 17 5 4 12 12 7 8 0 12 4 opp4
233 29 42 10 39 5 40 43 12 3 15 4 11 2 12 9 opp2
234 19 22 17 14 36 11 2 9 69 8 0 12 8 8 12 mob1
235 11 5 3 34 37 37 20 7 37 15 7 4 4 9 12 mob1
236 5 12 10 4 34 26 30 3 5 3 5 0 8 11 9 tower
237 31 9 42 22 10 8 32 9 16 6 7 10 5 1 0 opp3
238 22 27 31 10 21 18 41 3 39 4 6 5 1 12 11 opp2
239 5 19 26 28 37 26 22 1 31 4 6 10 7 5 11 tower
240 3 7 2 8 3 26 24 9 12 10 4 7 6 4 7 tower
241 41 30 13 25 36 41 7 12 11 2 3 7 12 8 3 opp4
242 23 26 24 13 17 21 24 9 29 15 5 8 0 4 11 tower
243 36 6 7 18 6 1 15 1 12 14 6 4 1 11 9 opp2
244 5 23 43 2 5 6 11 10 75 15 2 0 12 11 4 opp4
245 17 39 8 7 41 14 16 7 45 8 1 2 2 2 8 opp1
246 37 26 34 5 9 20 18 12 41 13 6 0 0 6 6 tower
247 40 35 12 6 10 10 18 10 29 14 1 2 11 0 11 opp1
248 2 35 18 2 9 34 10 4 42 0 0 2 3 10 6 opp1
249 1 14 1 3 17 8 39 8 56 3 4 2 1 5 4 mob2
250 40 28 8 20 37 2 42 10 19 8 1 3 7 8 0 mob2
251 31 28 14 3 6 17 1 7 45 2 3 2 9 3 0 opp1
252 24 13 15 11 38 28 13 12 51 3 4 6 4 2 12 mob2
253 30 38 6 26 11 11 30 4 40 15 2 6 4 1 8 opp3
254 42 37 32 2 5 19 35 2 64 9 5 12 3 8 3 opp2
255 23 24 32 40 4 24 1 3 78 14 4 5 9 10 2 opp4
256 5 22 19 22 41 3 34 11 50 5 2 6 10 1 3 opp3
257 3 38 20 2 25 6 25 6 59 15 3 3 0 10 8 opp1
258 33 41 39 42 38 29 27 5 33 14 5 5 2 1 12 opp3
259 20 10 27 16 14 7 35 1 24 13 6 7 11 4 4 opp3
260 6 8 4 35 12 40 15 10 38 12 7 0 10 6 5 mob2
261 18 41 35 8 13 14 4 1 70 6 1 0 7 11 6 opp4
262 39 42 12 28 11 40 7 3 71 3 7 5 2 1 10 opp2
263 32 32 24 19 13 14 40 12 18 6 1 1 8 11 10 opp1
264 31 14 16 12 33 25 5 5 8 8 6 8 6 5 2 opp4
265 38 31 34 27 5 26 27 8 75 3 6 6 10 1 5 mob1
266 2 7 23 8 24 28 20 2 31 5 7 9 0 11 11 tower
267 39 43 17 21 31 13 41 8 43 10 5 4 10 6 8 mob1
268 3 6 17 7 22 23 22 6 40 8 6 7 1 7 11 tower
269 3 42 13 24 32 1 33 5 68 7 0 4 6 1 10 opp3
270 12 26 4 18 2 42 29 10 41 11 3 10 10 10 9 mob2
271 21 26 7 24 31 10 33 4 51 1 2 8 2 8 3 mob2
272 39 22 7 20 5 29 38 10 8 4 1 9 12 11 0 mob2
273 20 19 1 22 36 13 5 7 4 3 7 3 9 1 2 mob2
274 4 7 42 17 6 14 26 11 45 9 4 10 6 11 2 tower
275 23 27 11 25 38 26 34 10 77 13 7 4 3 5 9 mob1
276 40 10 29 8 7 32 32 12 32 9 2 10 11 2 4 mob2
277 37 22 34 17 17 25 40 5 74 9 3 3 8 2 9 opp1
278 23 10 36 43 31 26 32 5 59 1 1 2 3 8 3 mob1
279 14 32 8 4 17 33 8 9 74 5 1 7 12 7 3 mob2
280 8 14 21 26 16 43 10 5 26 1 1 5 0 1 5 tower
281 7 3 19 7 39 28 12 11 32 9 0 7 12 11 10 tower
282 11 21 13 31 30 15 43 10 73 6 1 3 11 9 12 mob2
283 28 10 32 28 26 36 38 4 15 11 0 12 11 12 7 mob1
284 39 2 25 11 11 25 35 8 36 14 0 9 10 1 7 mob1
285 43 41 39 38 16 5 35 12 48 14 4 7 3 11 6 opp2
286 36 31 28 41 40 23 23 11 27 7 2 11 0 6 11 mob1
287 28 8 38 39 31 3 7 7 47 0 6 8 0 2 6 opp3
288 5 8 19 26 26 9 1 8 66 15 3 8 11 7 7 opp4
289 36 28 27 7 25 1 21 10 63 0 6 4 2 10 4 opp1
290 19 3 6 35 5 29 3 9 63 2 7 3 12 1 3 opp4
291 27 5 36 31 6 10 27 12 9 8 6 10 9 6 11 mob1
292 21 21 27 18 26 9 39 1 43 6 3 5 10 0 7 mob1
293 12 39 15 31 32 9 39 7 26 4 0 12 5 0 12 tower
294 41 18 22 33 25 6 37 1 77 14 7 12 7 4 8 opp3
295 8 33 19 22 5 36 28 3 69 15 5 5 0 7 3 mob1
296 24 8 15 16 21 18 15 9 78 4 0 4 9 5 4 mob2
297 38 24 26 28 41 21 43 2 65 15 3 1 10 5 4 mob1
298 33 17 6 4 34 36 25 6 35 4 4 10 9 0 3 mob2
299 29 25 30 19 35 38 33 6 68 5 1 0 5 11 6 mob1
300 23 43 41 25 27 26 19 7 12 8 3 4 10 11 9 tower
301 7 9 18 31 36 21 16 4 23 8 4 9 8 11 5 tower
302 35 21 39 36 36 37 33 10 41 9 4 1 0 7 0 mob1

View File

@ -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]

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import unittest
from logic.knights_queue import KnightsQueue
from models.knight import Knight
class KnightsQueueTest(unittest.TestCase):
def test_should_skip_dead_knights(self):
knight1 = Knight(None)
knight1.max_hp = 0
knight2 = Knight(None)
knight2.max_hp = 0
knight3 = Knight(None)
knight3.max_hp = 1
knight4 = Knight(None)
knight4.max_hp = 0
knight5 = Knight(None)
knight5.max_hp = 0
knight6 = Knight(None)
knight6.max_hp = 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)
def test_should_return_first_alive_knight(self):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = -1
knight3 = Knight(None)
knight3.max_hp = 1
knights_queue = KnightsQueue([knight1, knight2], [knight3])
res1 = knights_queue.dequeue_knight()
res2 = knights_queue.dequeue_knight()
res3 = knights_queue.dequeue_knight()
res4 = knights_queue.dequeue_knight()
self.assertEqual(res1, res3)
self.assertEqual(res2, res4)
def test_should_raise_when_knight_died_and_whole_team_dead(self):
with self.assertRaises(Exception):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2])
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
knight2.max_hp = -2
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
def test_should_make_valid_next_turn(self):
knight1 = Knight(None)
knight1.max_hp = 222
knight2 = Knight(None)
knight2.max_hp = 1
knights_queue = KnightsQueue([knight1], [knight2])
previous_turn = knights_queue.team_idx_turn
knights_queue.dequeue_knight()
current_turn = knights_queue.team_idx_turn
self.assertNotEqual(previous_turn, current_turn)
def test_should_raise_when_team_has_dead_knights(self):
with self.assertRaises(Exception):
knight1 = Knight(None)
knight1.max_hp = 0
knight2 = Knight(None)
knight2.max_hp = -1
knight3 = Knight(None)
knight3.max_hp = -2
knight4 = Knight(None)
knight4.max_hp = 20
knights_queue = KnightsQueue([knight1, knight2, knight3], [knight4])
knights_queue.dequeue_knight()
knights_queue.dequeue_knight()
def test_should_return_knight_from_any_team_and_add_to_queue_again(self):
knight1 = Knight(None)
knight1.max_hp = 10
knight2 = Knight(None)
knight2.max_hp = 20
knights_queue = KnightsQueue([knight1], [knight2])
result1 = knights_queue.dequeue_knight()
result2 = knights_queue.dequeue_knight()
result3 = knights_queue.dequeue_knight()
self.assertIsNotNone(result1)
self.assertIsNotNone(result2)
self.assertIsNotNone(result3)
self.assertTrue(result1.max_hp == result3.max_hp)
def test_should_raise_when_only_one_team_alive(self):
with self.assertRaises(Exception):
knight = Knight(None)
knight.max_hp = 21
knights_queue = KnightsQueue([knight], [])
knights_queue.dequeue_knight()
def test_should_raise_when_no_team_alive(self):
with self.assertRaises(Exception):
knights_queue = KnightsQueue([], [])
knights_queue.dequeue_knight()
if __name__ == '__main__':
unittest.main()

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class FieldNotWalkable(Exception):
pass

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import sys
import pygame
from common.constants import *
from common.helpers import print_numbers
from logic.level import Level
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
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
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.bg = pygame.image.load("./resources/textures/bg.jpg")
self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
def main_menu(self):
menu = MainMenu(self.screen, self.clock, self.bg,
self.game,
self.screens['options'].display_screen,
self.screens['credits'].display_screen)
menu.display_screen()
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
while running:
self.screen.blit(self.bg, (0, 0))
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:
running = False
if event.key == pygame.K_n:
print_numbers_flag = not print_numbers_flag
if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
level.handle_turn()
stats.update()
logs.draw()
level.update()
if print_numbers_flag:
print_numbers()
pygame.display.update()
self.clock.tick(FPS_COUNT)

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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))

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import random
from collections import deque
class KnightsQueue:
def __init__(self, blue_team, red_team):
self.queues = deque(blue_team), deque(red_team)
self.team_idx_turn = random.randint(0, 1)
def dequeue_knight(self):
if self.both_teams_alive():
knight = self.queues[self.team_idx_turn].popleft()
if knight.health_bar.current_hp <= 0:
return self.dequeue_knight()
else:
self.queues[self.team_idx_turn].append(knight)
self.next_turn()
return knight
raise Exception('Game has just ended')
def both_teams_alive(self):
return len(self.queues[0]) > 0 and len(self.queues[1]) > 0
def next_turn(self):
self.team_idx_turn = (self.team_idx_turn + 1) % 2

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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()

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import random
from common.constants import COLUMNS, ROWS
class Spawner:
def __init__(self, map):
self.map = map
def __is_free_field(self, field):
return field in ['g', 's', ' ']
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

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import pygame
from colors import FONT_DARK, ORANGE, WHITE, RED
from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from helpers import draw_text
class Logs:
def __init__(self):
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
y = 470
# background
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 323), 0, BORDER_RADIUS)
# title
draw_text('LOGS', FONT_DARK, screen, x + 120, y + 10, 36)
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
# texts
draw_text('AI Blue: Zniszczyła fortecę (4, 8).', FONT_DARK, screen, x + 35, y + 90, 16)
draw_text('AI Red: Zniszczyła fortecę (12, 5).', FONT_DARK, screen, x + 35, y + 120, 16)

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from logic.game import Game from game import Game
if __name__ == '__main__': if __name__ == '__main__':
game = Game() game = Game()

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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)
def update(self):
self.health_bar.update()

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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, 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.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"

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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"),
]
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
self.points = 10
elif self.image == monster_images[1]:
self.max_hp = 15
self.attack = 7
self.points = 7
elif self.image == monster_images[2]:
self.max_hp = 10
self.attack = 4
self.points = 4
elif self.image == monster_images[3]:
self.max_hp = 7
self.attack = 2
self.points = 2
def update(self):
self.health_bar.update()

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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

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{"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]]}

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{"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]]}

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{"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]]}

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stats.py Normal file
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import pygame
from colors import FONT_DARK, ORANGE, WHITE, RED
from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from helpers import draw_text
class Stats:
def __init__(self):
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
y = 5
# background
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 450), 0, BORDER_RADIUS)
# title
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')
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
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: 2', FONT_DARK, screen, x + 35, y + 240, 18)
draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 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(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)

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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.helpers import draw_text
class Logs:
def __init__(self, screen):
self.log_queue = Queue(maxsize=7)
self.screen = screen
def draw(self):
x = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH + 15
y = 470
# background
pygame.draw.rect(self.screen, WHITE, pygame.Rect(x, y, 340, 323), 0, BORDER_RADIUS)
# title
draw_text('LOGS', FONT_DARK, self.screen, x + 120, y + 10, 36)
pygame.draw.rect(self.screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
# texts
next_y = y + 90
i = 0
start = len(self.log_queue.queue) - 1
for idx in range(start, -1, -1):
draw_text(self.log_queue.queue[idx], FONT_DARK, self.screen, x + 35, next_y + i * 30, 16)
i = i + 1
def enqueue_log(self, text):
if self.log_queue.full():
self.log_queue.get()
self.log_queue.put(text)
self.draw()

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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)

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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)

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from ui.screens.screen import Screen
class Options(Screen):
def __init__(self, screen, clock):
super().__init__('options', screen, clock)

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import pygame
from common.colors import WHITE
from common.helpers import draw_text
class Screen:
def __init__(self, screen_name, screen, clock):
self.screen_name = screen_name
self.screen = screen
self.clock = clock
def display_screen(self):
"""override this method in order to get specific layout"""
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text(self.screen_name, WHITE, self.screen, 20, 20, 30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)

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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.helpers import draw_text
class Stats:
def __init__(self, screen, list_knights_blue, list_knights_red):
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):
# background
pygame.draw.rect(self.screen, WHITE, pygame.Rect(self.x, self.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))
# 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)
# 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()
# texts
draw_text('Rycerze: ' + str(len(self.list_knights_blue)), FONT_DARK, self.screen, self.x + 35, self.y + 240, 18) # blue
draw_text('Rycerze: ' + str(len(self.list_knights_red)), FONT_DARK, self.screen, self.x + 215, self.y + 240, 18)
# 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