Gra-SI/main.py
2023-06-11 17:52:19 +02:00

276 lines
10 KiB
Python

import pygame
from config import *
from agent import *
from map_add_ons import *
from mobs import *
from bfs import *
from heapq import *
from nn import *
class Game:
def __init__(self):
pygame.init()
self.state =[-1,-1,-1,-1,-1,-1,-1,-1]
self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
self.running = True
self.clock = pygame.time.Clock()
self.BACKGROUND_IMG= pygame.image.load("./pozostale_zdjecia/podloze.jpg")
self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64))
self.LVL_ICON_PNG = pygame.image.load("./pozostale_zdjecia/lvl_icon.png")
self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24))
pygame.display.set_caption('Gra-SI')
self.bfs = Bfs(self)
self.nn = NeuralN()
def new(self): # tworzy się nowa sesja grania
self.all_sprites = pygame.sprite.LayeredUpdates()
self.rock_sprites = pygame.sprite.LayeredUpdates()
self.grass_sprites = pygame.sprite.LayeredUpdates()
self.archer_orks = pygame.sprite.LayeredUpdates()
self.infantry_orks = pygame.sprite.LayeredUpdates()
self.sauronL = pygame.sprite.LayeredUpdates()
self.flowers = pygame.sprite.LayeredUpdates()
self.little_rock_sprites = pygame.sprite.LayeredUpdates()
self.agent = Agent(self,1,1)
self.archer_ork = Archer_ork(self,10,10)
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.bfs.enemy_cells.append(self.bfs.get_cell_number(self.infantry_ork.x,self.infantry_ork.y))
self.sauron = Sauron(self, 1, 10)
self.bfs.enemy_cells.append(self.bfs.get_cell_number(self.sauron.x,self.sauron.y))
self.flower = Health_flower(self, 8,2)
self.grass = Grass(self,0,2)
self.grass = Grass(self,1,2)
self.grass = Grass(self,0,3)
self.grass = Grass(self,1,3)
self.grass = Grass(self,0,4)
self.grass = Grass(self,1,4)
cost_cell_1000=[13,26,27,40]
for y in range(5):
self.rock = Rocks(self,3,y)
self.bfs.wall_cells.append(self.bfs.get_cell_number(self.rock.x,self.rock.y))
def update(self):
self.all_sprites.update()
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_presses = pygame.mouse.get_pressed()
if mouse_presses[0]:
x = self.sauron.x
y = self.sauron.y
mob_image = self.sauron.SAURON_IMG
while True: #do poprawienia poprawne rozpoznawanie póki co nie będzie działać dobrze
prediction = self.prediction_road(x,y,mob_image)
if prediction == "SAURON":
x = self.infantry_ork.x
y = self.infantry_ork.y
mob_image = self.infantry_ork.INFANTRY_ORK_IMG
prediction = self.prediction_road(x,y,mob_image)
if prediction == "ORK_INFANTRY":
self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
x = self.archer_ork.x
y = self.archer_ork.y
mob_image = self.archer_ork.ARCHER_ORK_IMG
prediction = self.prediction_road(x,y,mob_image)
if prediction == "ORK_ARCHER":
self.move_agent(self.bfs.bfs(self.bfs.get_cell_number(x,y)))
x = self.sauron.x
y = self.sauron.y
mob_image = self.sauron.SAURON_IMG
def prediction_road(self,x,y,mob_image):
mob_goal = (self.bfs.get_cell_number(x,y))
if self.bfs.get_up_cell(mob_goal) == None:
goal = self.bfs.get_down_cell(mob_goal)
else:
goal = self.bfs.get_up_cell(mob_goal)
self.move_agent(self.bfs.bfs(goal))
prediction = self.nn.predict(mob_image)
return prediction
def move_agent(self,path):
print("PATH:::::",path)
for cell_to_move in path:
x, y = self.bfs.get_coordinates(cell_to_move)
print("Ruch do kratki : ", cell_to_move, " z x: ", x, ", y: ", y, ", agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
if(self.bfs.get_cell_number(self.agent.x,self.agent.y)!=cell_to_move):
if x > self.agent.rect.x:
self.agent.direction = 0
elif y > self.agent.rect.y:
self.agent.direction = 1
elif x < self.agent.rect.x:
self.agent.direction = 2
elif y < self.agent.rect.y:
self.agent.direction = 3
if self.agent.direction==0:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.x_change += TILE_SIZE
elif self.agent.direction==1:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.y_change += TILE_SIZE
elif self.agent.direction==2:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.x_change -= TILE_SIZE
elif self.agent.direction==3:
print("DIRECTION: "+self.agent.AGENT_IMAGES[self.agent.direction])
self.agent.y_change -= TILE_SIZE
self.agent.rotate()
self.update()
self.map()
print("Polozenie agenta: agent.x: ", self.agent.rect.x, ", agent.y: ", self.agent.rect.y)
self.clock.tick(2)
def map(self): # tworzenie mapy
self.clock.tick(FRAMERATE)
for x in range(0, WIDTH, TILE_SIZE):
for y in range(0, 768, TILE_SIZE):
self.SCREEN.blit(self.BACKGROUND,(x,y))
self.rect = pygame.Rect(x, y, TILE_SIZE, TILE_SIZE)
pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1)
self.flowers.draw(self.SCREEN)
self.all_sprites.draw(self.SCREEN)
self.rock_sprites.draw(self.SCREEN)
self.grass_sprites.draw(self.SCREEN)
self.SCREEN.blit(self.LVL_ICON, (340 ,780))
pygame.display.update()
def main(self):
self.events()
self.update()
self.map()
grass_cells = []
cols, rows = 13,12
def get_circle(x,y):
return (x * TILE_SIZE + TILE_SIZE//2, y* TILE_SIZE + TILE_SIZE//2), TILE_SIZE//4
def get_rect(x,y):
return x*TILE_SIZE +1, y* TILE_SIZE +1, TILE_SIZE -2, TILE_SIZE -2
'''
def get_next_nodes(x,y):
check_next_node = lambda x, y:True if 0<= x < cols and 0<=y < rows else False
ways =[-1,0],[0,-1],[1,0],[0,1]
return [(grid[y + dy][x + dx], (x + dx, y + dy)) for dx, dy in ways if check_next_node(x + dx, y + dy)]
'''
def get_neighbours(x, y):
check_neighbour = lambda x, y: True if 0 <= x < cols and 0 <= y < rows else False
ways = [-1, 0], [0, -1], [1, 0], [0, 1]
return [(grid[y + dy][x + dx], (x + dx, y + dy)) for dx, dy in ways if check_neighbour(x + dx, y + dy)]
def heuristic(a, b):
return abs(a[0] - b[0]) + abs(a[1] - b[1])
def dijkstra(start, goal, graph):
queue = []
heappush(queue, (0, start))
cost_visited = {start: 0}
visited = {start: None}
while queue:
cur_cost, cur_node = heappop(queue)
if cur_node == goal:
break
neighbours = graph[cur_node]
for neighbour in neighbours:
neigh_cost, neigh_node = neighbour
new_cost = cost_visited[cur_node] + neigh_cost
if neigh_node not in cost_visited or new_cost < cost_visited[neigh_node]:
priority = new_cost + heuristic(neigh_node, goal)
heappush(queue, (priority, neigh_node))
cost_visited[neigh_node] = new_cost
visited[neigh_node] = cur_node
return visited
grid =['2229222222222',
'2229222222222',
'9929222222222',
'9929222222222',
'9929222222222',
'2222222222222',
'2222222222222',
'2222222222222',
'2222222222222',
'2222222222222',
'2222222222222',
'2222222222222'
]
grid = [[int(char) for char in string ] for string in grid]
graph ={}
for y, row in enumerate(grid):
for x, col in enumerate(row):
graph[(x, y)] = graph.get((x, y), []) + get_neighbours(x, y)
#print("graph 2 0",graph[(2,0)])
start = (1,1)
goal =(0,5)
queue =[]
heappush(queue, (0,start))
cost_visited = {start:0}
visited = {start: None}
goall=1
while goall==1:
if queue:
visited=dijkstra(start,goal,graph)
goall=0
path=[]
path_head, path_segment = goal, goal
while path_segment:
# print("path_segment: ",path_segment)
path_segment =visited[path_segment]
path.append(path_segment)
#print("path_head",path_head)
path.pop(len(path)-1)
path.reverse()
path_true=[]
bfss =Bfs(Game)
for i in path:
z=str(i)
#print("Z:",z)
x=z[1]
y=z[4]
x=int(x)*64
y=int(y)*64
a=bfss.get_cell_number(x,y)
path_true.append(a)
#print("path:",path)
#print("path_true:",path_true)
#bfss.move_agent(path_true)
g = Game()
g.new()
while g.running:
g.main()