random map generation
This commit is contained in:
parent
e90f5b5d75
commit
d8ad5b7fb0
Binary file not shown.
BIN
__pycache__/astar.cpython-39.pyc
Normal file
BIN
__pycache__/astar.cpython-39.pyc
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
__pycache__/genetic.cpython-39.pyc
Normal file
BIN
__pycache__/genetic.cpython-39.pyc
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
__pycache__/nn.cpython-39.pyc
Normal file
BIN
__pycache__/nn.cpython-39.pyc
Normal file
Binary file not shown.
52
genetic.py
Normal file
52
genetic.py
Normal file
@ -0,0 +1,52 @@
|
||||
# wygenerowanie populacji polozenia mobow na mapie - Archer, Infantry, Flower, Rocks, Grass, Blank
|
||||
# Fitness
|
||||
# Crossover
|
||||
# Mutation
|
||||
|
||||
|
||||
|
||||
import random
|
||||
import pygame
|
||||
|
||||
|
||||
TILE_SIZE = 64
|
||||
TYPES = ['A', 'I', "F", 'R', 'G', 'B']
|
||||
MAP_TILES_LIST = list()
|
||||
population = list()
|
||||
max_population = 168 - 1
|
||||
population_size = 50
|
||||
|
||||
class Genetic():
|
||||
|
||||
def generate_population():
|
||||
if population_size > 168:
|
||||
print("GENETIC: Podana populacja przekracza limit miejsc na mapie")
|
||||
pygame.quit()
|
||||
|
||||
for i in range(155):
|
||||
MAP_TILES_LIST.append(i)
|
||||
random.shuffle(MAP_TILES_LIST)
|
||||
if 14 in MAP_TILES_LIST:
|
||||
MAP_TILES_LIST.remove(14)
|
||||
if 131 in MAP_TILES_LIST:
|
||||
MAP_TILES_LIST.remove(131)
|
||||
|
||||
for i in range(population_size):
|
||||
tile = MAP_TILES_LIST.pop()
|
||||
type = random.choice(TYPES)
|
||||
object = (tile,type)
|
||||
population.append(object)
|
||||
|
||||
if type == 'A':
|
||||
TYPES.remove('A')
|
||||
if type == 'I':
|
||||
TYPES.remove('I')
|
||||
|
||||
print(population)
|
||||
return population
|
||||
|
||||
def get_cell_x_y_cord(x,y):
|
||||
cell_x = x // TILE_SIZE
|
||||
cell_y = y // TILE_SIZE
|
||||
return cell_x, cell_y
|
||||
|
68
main.py
68
main.py
@ -7,6 +7,7 @@ from mobs import *
|
||||
from bfs import *
|
||||
from nn import *
|
||||
from astar import *
|
||||
from genetic import *
|
||||
|
||||
|
||||
class Game:
|
||||
@ -29,6 +30,7 @@ class Game:
|
||||
self.bfs = Bfs(self)
|
||||
self.nn = NeuralN()
|
||||
self.astar = Astar(self)
|
||||
self.genetic = Genetic()
|
||||
|
||||
self.cell_costs = [[1 for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
|
||||
self.obstacles = [[False for _ in range(TILE_SIZE)] for _ in range(TILE_SIZE)]
|
||||
@ -49,27 +51,41 @@ class Game:
|
||||
self.little_rock_sprites = pygame.sprite.LayeredUpdates()
|
||||
|
||||
self.agent = Agent(self,1,1)
|
||||
self.archer_ork = Archer_ork(self,10,10)
|
||||
self.obstacles[10][10] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
|
||||
self.infantry_ork = Infantry_ork(self,10,4)
|
||||
self.obstacles[10][4] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
|
||||
|
||||
self.sauron = Sauron(self, 1, 10)
|
||||
self.obstacles[1][10] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
|
||||
self.flower = Health_flower(self, 8,2)
|
||||
|
||||
|
||||
self.list_object = list()
|
||||
self.list_object = Genetic.generate_population()
|
||||
l = len(self.list_object)
|
||||
while l > 0:
|
||||
obj = self.list_object.pop()
|
||||
x,y = self.bfs.get_coordinates(obj[0])
|
||||
cell_x, cell_y = Genetic.get_cell_x_y_cord(x,y)
|
||||
l=l-1
|
||||
if obj[1] == 'A':
|
||||
self.archer_ork = Archer_ork(self,cell_x,cell_y)
|
||||
self.obstacles[cell_x][cell_y] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.archer_ork.x,self.archer_ork.y))
|
||||
if obj[1] == 'I':
|
||||
self.infantry_ork = Infantry_ork(self,cell_x,cell_y)
|
||||
self.obstacles[cell_x][cell_y] = True
|
||||
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
|
||||
if obj[1] == 'F':
|
||||
self.flower = Health_flower(self,cell_x,cell_y)
|
||||
if obj[1] == 'R':
|
||||
self.rock = Rocks(self,cell_x,cell_y)
|
||||
self.obstacles[cell_x][cell_y] = True
|
||||
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
|
||||
if obj[1] == 'G':
|
||||
self.grass = Grass(self,cell_x,cell_y)
|
||||
self.cell_costs[cell_x][cell_y] = 5
|
||||
if obj[1] == 'B':
|
||||
continue
|
||||
|
||||
|
||||
for y in range (2,5):
|
||||
for x in range (2):
|
||||
self.grass = Grass(self,x,y)
|
||||
self.cell_costs[x][y] = 5
|
||||
|
||||
for y in range(5):
|
||||
self.rock = Rocks(self,3,y)
|
||||
self.obstacles[3][y] = True
|
||||
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
|
||||
|
||||
|
||||
def update(self):
|
||||
@ -92,6 +108,14 @@ class Game:
|
||||
mouse_presses = pygame.mouse.get_pressed()
|
||||
if mouse_presses[0]:
|
||||
|
||||
gx = self.archer_ork.x
|
||||
gy = self.archer_ork.y
|
||||
a_cell_x, a_cell_y = Genetic.get_cell_x_y_cord(gx,gy)
|
||||
gx2 = self.infantry_ork.x
|
||||
gy2 = self.infantry_ork.y
|
||||
i_cell_x, i_cell_y = Genetic.get_cell_x_y_cord(gx2,gy2)
|
||||
|
||||
|
||||
x = self.sauron.x
|
||||
y = self.sauron.y
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
@ -100,8 +124,8 @@ class Game:
|
||||
prediction = "SAURON"
|
||||
while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze, program się będzie zawieszać
|
||||
if prediction == "SAURON" and self.agent.level < 3:
|
||||
x = self.archer_ork.x
|
||||
y = self.archer_ork.y
|
||||
x = self.archer_ork.x,
|
||||
y = self.archer_ork.y,
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.archer_ork.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
@ -111,7 +135,7 @@ class Game:
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
|
||||
elif prediction == "ORK_INFANTRY":
|
||||
self.obstacles[10][4] = False
|
||||
self.obstacles[i_cell_x][i_cell_y] = False
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
if self.agent.current_health < self.agent.max_health:
|
||||
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
|
||||
@ -123,13 +147,13 @@ class Game:
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
prediction = "SAURON"
|
||||
elif prediction == "ORK_ARCHER":
|
||||
self.obstacles[10][10] = False
|
||||
self.obstacles[a_cell_x][a_cell_y] = False
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
if self.agent.current_health < self.agent.max_health:
|
||||
goal = (self.flower.x//TILE_SIZE, self.flower.y//TILE_SIZE)
|
||||
self.move_agent(self.astar.a_star(goal))
|
||||
x = self.infantry_ork.x
|
||||
y = self.infantry_ork.y
|
||||
x = self.infantry_ork.x,
|
||||
y = self.infantry_ork.y,
|
||||
goal = x//TILE_SIZE,y//TILE_SIZE
|
||||
mob_image = self.infantry_ork.image_path
|
||||
prediction = self.prediction_road(x,y,mob_image)
|
||||
|
Loading…
Reference in New Issue
Block a user