Beispiel #1
0
 def __init__(self, application):
     super().__init__(application)
     self.world = World('level1.txt')
     self.gamer = Gamer()
     self.handle_keyboard = []
     self.handle_mouse = []
     self.handle_buttons = []
     self.change_map = True
Beispiel #2
0
def main():
    # Instantiate the argument parser
    parser = argparse.ArgumentParser(description='ml-games')

    # Add arguments
    parser.add_argument('-game', type=str, help='Select game name.')
    parser.add_argument('-model', type=str, help='Select model name.')
    parser.add_argument('-n_games', type=int, default=10000, help='Number of games to play.')

    # Parse arguments
    args = parser.parse_args()

    # Initialize mandatory objects
    gamer = Gamer(args.game)
    model = None
    if args.model == 'RandomModel':
        model = RandomModel()
    if args.model == 'PolicyGradientsModel':
        model = PolicyGradientsModel()
    gamer.connect_model(model)

    print('Game:', args.game)
    print('Model:', args.model)
    print('Number of games:', args.n_games)

    # Play
    for i in range(args.n_games):
        gamer.play_game()
Beispiel #3
0
    def __init__(self, **kwargs):
        super(Game, self).__init__(**kwargs)
        self.player_a = Gamer(self,'player_a')
        self.player_b = AI(self,'player_b')
        self.player_c = AI(self,'player_c')
        self.players = ['player_a','player_b','player_c']

        self.bid_orders = cycle(['player_a','player_b','player_c'])

        self.board = Board()
        self.add_widget(self.player_a.interface)
        self.add_widget(self.player_b.interface)
        self.add_widget(self.player_c.interface)
        self.add_widget(self.board)

        self.state = 'deal'
Beispiel #4
0
# Реализуем модель человека.
# Человек может есть, работать, играть, ходить в магазин.
# У человека есть степень сытости, немного еды и денег.
# Если сытость < 0 единиц, человек умирает.
# Человеку надо прожить 365 дней.

from termcolor import cprint
import random
import time

from programmer import Programmer
from smm import SMM
from gamer import Gamer
from house import House

citizens = [Programmer(name='Бивис'), SMM(name='Батхед'), Gamer(name='Кенни')]

# Заселение объектов
for citizen in citizens:
    citizen.go_to_the_house(House())

for day in range(1, 366):
    print(f'================= {day} =================')
    for citizen in citizens:
        time_act = random.randint(1, 2)
        # time.sleep(time_act)
        citizen.act()
        citizen.action = False
    print('--- Конец дня ---')
    for citizen in citizens:
        print(citizen)
Beispiel #5
0
 def __init__(self):
     self.field = Field(game=self)
     self.items = []
     self.gamers = [Gamer(game=self, id=i, team=i) for i in range(4)]
     self.initItems()

class GueimerBot(commands.Bot):
    def __init__(self, intents, gamer: Gamer, server: Server):
        super(GueimerBot, self).__init__(command_prefix='!', intents=intents)
        self._gamer = gamer
        self._server = server
        self.listeners = [gamer, server]

    async def on_ready(self):
        print(f'{self.user} ta ONLINE poah !')

    async def on_message(self, message):
        if message.author == self.user:
            return

        for listener in self.listeners:
            await listener.on_message(message)

    async def on_member_join(self, member):
        await self._server.set_default_role(member)


gamer = Gamer()
server = Server()

intents = discord.Intents.default()
intents.members = True

client = GueimerBot(intents, gamer=gamer, server=server)
client.run(settings.TOKEN)
Beispiel #7
0
class GameState(StateBase):
    def __init__(self, application):
        super().__init__(application)
        self.world = World('level1.txt')
        self.gamer = Gamer()
        self.handle_keyboard = []
        self.handle_mouse = []
        self.handle_buttons = []
        self.change_map = True

    def register_mouse_handlers(self, handlers):
        for handle in handlers:
            self.handle_mouse.append(handle)

    def register_button_handlers(self, handlers):
        for handle in handlers:
            self.handle_buttons.append(handle)

    def register_keyboard_handlers(self, handlers):
        for handle in handlers:
            self.handle_keyboard.append(handle)

    def play_logic(self, world, gamer):
        self.check_creeps(world, gamer)
        self.activate_timer()
        if self.world.wave == 5 and len(self.world.creeps) == 0:
            self.kill_game()
        if self.world.start_wave:
            self.stop_timer()
            self.move_creeps(world.creeps)
            self.activate_many_creeps()
            self.stop_creating_creeps()
        self.update_level(world)
        if self.world.wave == 3 and self.change_map:
            self.world = World('level2.txt')
            self.world.wave = 3
            self.world.speed = 2
            self.change_map = False
        if self.gamer.life <= 0:
            self.kill_game()

    def kill_game(self):
        self.application.state_continuous = False
        if self.gamer.life <= 0:
            self.application.ending_message = 'You lose'
        else:
            self.application.ending_message = 'Congratulations! Your scores: ' + str(self.gamer.money)

    def activate_timer(self):
        if not self.world.seconds_timer.active and not self.world.start_wave:
            self.world.seconds_timer.start()

    def stop_timer(self):
        if self.world.seconds_timer.active:
                self.world.seconds_timer.stop()

    def activate_many_creeps(self):
        if len(self.world.creeps) == 1 and self.world.creeps[0].current_pos == self.world.ways[0][1]:
            self.world.create_creep_timer.start()

    def stop_creating_creeps(self):
        if self.world.made_creeps > 7 + self.world.wave * 2:
            self.world.create_creep_timer.stop()

    def update_level(self, world):
        if self.wave_is_over(world) and self.world.made_creeps > 7 + self.world.wave * 2:
            world.update()

    def check_creeps(self, world, gamer):
        for creep in world.creeps[:]:
            if self.creep_go_to_the_final(creep, world):
                self.gamer.life -= 1
                self.world.creeps.remove(creep)
                self.stop_blast(world.towers, creep)
                continue
            if self.need_next_cell(creep):
                self.make_direction(creep, creep.speed)
            self.blast_and_kill(creep, world, gamer)
            self.help_creeps(creep)

    def help_creeps(self, creep):
        if isinstance(creep, CreepHelper):
            for sec_creep in self.world.creeps:
                if creep.intersects(sec_creep) and sec_creep.health < 100:
                    if sec_creep.need_help % 13 == 0:
                        if sec_creep.health + 10 < 100:
                            sec_creep.health += 10
                            sec_creep.doctored = True
                        else:
                            sec_creep.health = 100
                            sec_creep.doctored = True
                sec_creep.need_help += 1
        for creeper in self.world.creeps:
            if creeper.need_help % 8 == 0 and creeper.doctored:
                creeper.doctored = False

    @staticmethod
    def wave_is_over(world):
        return len(world.creeps) == 0

    @staticmethod
    def creep_go_to_the_final(creep, world):
        return [creep.rect[0], creep.rect[1]] == world.finish

    def blast_and_kill(self, creep, world, gamer):
        for mine in world.mines:
            if mine.intersects(creep):
                self.world.mines.remove(mine)
                self.world.creeps.remove(creep)
                self.world.boom_mine = mine
                self.gamer.money += 20
        for tower in world.towers:
            if not tower.is_blast or tower.attacked_creep == creep:
                if self.intersects(tower, creep):
                    self.blast(tower, creep)
                    if creep.is_dead():
                        self.world.creeps.remove(creep)
                        self.stop_blast(self.world.towers, creep)
                        self.get_reward(self.gamer)
                        tower.attacked_creep = None
                        break
                    if creep not in self.world.creeps:
                        tower.attacked_creep = None
                        tower.is_blast = False
                else:
                    if tower.attacked_creep is not None:
                        tower.attacked_creep.speed = world.speed
                        tower.is_blast = False
                    tower.attacked_creep = None

    @staticmethod
    def blast(tower, creep):
        creep.health -= tower.damage
        tower.is_blast = True
        tower.attacked_creep = creep
        if tower.type == "freeze":
            creep.speed = 1

    @staticmethod
    def stop_blast(towers, creep):
        for tower in towers:
            if tower.attacked_creep == creep:
                tower.stop_blast()

    @staticmethod
    def get_reward(gamer):
        gamer.money += 20

    @staticmethod
    def move_creeps(creeps):
        for creep in creeps:
            creep.rect = Unity.take_new_coordinates(creep)
            creep.current_pos[0] += creep.motion[0]
            creep.current_pos[1] += creep.motion[1]

    @staticmethod
    def need_next_cell(creep):
        current_pos = creep.current_pos
        next_pos = creep.move_to
        if next_pos is None:
            return True
        return current_pos == next_pos

    @staticmethod
    def make_direction(creep, speed):
        creep.motion, creep.move_to = Unity.make_direction(creep, creep.speed)

    @staticmethod
    def intersects(tower, creep):
        size = 0
        left = tower.radius.x - tower.radius.size
        top = tower.radius.y - tower.radius.size
        if tower.level == 1:
            size = 32 * 3
        elif tower.level == 2:
            size = 32 * 5
        creep_rect = creep.rect
        if creep_rect[0] >= left and creep_rect[2] <= left + size:
            if top <= creep_rect[1] and top + size >= creep_rect[3]:
                return True
        return False

    def pack_creeps(self):
        images = []
        texts = []
        circles = []
        for creep in self.world.creeps:
            images.append((creep.image, creep.rect))
            texts.append((str(creep.health), creep.rect[0] + 5, creep.rect[1] - 5, 'freesansbold.ttf', 12))
            if isinstance(creep, CreepHelper):
                x = creep.rect[0] + 16
                y = creep.rect[1] + 16
                circles.append((x, y, creep.radius.size, (255, 0, 0)))
            if creep.doctored:
                texts.append(('+10', creep.rect[0] + 5, creep.rect[1] - 12, 'freesansbold.ttf', 12, (0, 255, 0)))
        return images, texts, circles

    def pack_mines(self):
        images = []
        for mine in self.world.mines:
            images.append((mine.image, mine.rect))
        if self.world.boom_mine is not None:
            images.append(('images/boom.png',self.world.boom_mine.rect))
            self.world.boom_mine = None
        return images

    def pack_way(self):
        rectangles = []
        rectangles.append((self.world.start, (105, 105, 105)))
        rectangles.append((self.world.finish, (105, 105, 105)))
        if self.world.is_branched:
            rectangles.append((self.world.branch_start, (105, 105, 105)))
            rectangles.append((self.world.branch_end, (105, 105, 105)))
        for cell in self.world.access_cells:
            rectangles.append((cell, (105, 105, 105)))
        return rectangles

    def pack_tower_places(self):
        images = []
        for tower_place in self.world.tower_places:
            images.append((tower_place.image, tower_place.rect))
        return images

    def pack_towers_and_features(self):
        images = []
        circles = []
        lines = []
        for tower in self.world.towers:
            images.append((tower.image, tower.rect))
            circles.append((tower.radius.x, tower.radius.y, tower.radius.size, tower.radius.color))
            if tower.attacked_creep is not None:
                start = (tower.x + 16, tower.y + 16)
                creep = tower.attacked_creep
                end = (creep.rect[0] + 16, creep.rect[1] + 16)
                if tower.type == 'laser':
                    color = (255, 0, 0)
                elif tower.type == 'freeze':
                    color = (100, 149, 237)
                else:
                    raise NotImplementedError
                lines.append((start, end, color))
        return images, circles, lines

    def pack_texts(self):
        texts = list()
        texts.append(('level: ' + str(self.world.wave), 815, 420))
        texts.append((str(self.world.time) + ' sec', 820, 70))
        texts.append((self.gamer.get_info()[0], 820, 100, 'freesansbold.ttf', 18, (0, 155, 0)))
        texts.append((self.gamer.get_info()[1], 820, 120, 'freesansbold.ttf', 15, (100, 100, 250)))
        texts.append(('tower type:', 815, 350, 'freesansbold.ttf', 15, (0, 1, 99)))
        if self.world.current_tower_type == 'laser':
            color = (255, 0, 0)
        else:
            color = (0, 0, 255)
        texts.append((self.world.current_tower_type, 820, 370, 'freesansbold.ttf', 15, color))
        if self.world.put_mine:
            texts.append(("put mine!", 820, 420))
        return texts

    def pack_data(self):
        images, circles, lines = self.pack_towers_and_features()
        img, texts, circl = self.pack_creeps()
        images += img
        circles += circl
        images += self.pack_tower_places()
        rectangles = self.pack_way()
        texts += self.pack_texts()
        images += self.pack_mines()
        return [images, texts, rectangles, circles, lines]

    @staticmethod
    def is_enough_money(cost, gamer):
        return gamer.money - cost >= 0

    def handle_button_events(self, button):
        if button == buttons.wave:
            self.world.start_wave = True
        elif button == buttons.laser:
            self.world.current_tower_type = "laser"
        elif button == buttons.freeze:
            self.world.current_tower_type = "freeze"
        elif button == buttons.pause:
            '''
            state_pause = PauseState
            self.application.add_new_state(state_pause)
            '''
            pass
        elif button == buttons.mine:
            self.world.put_mine = not self.world.put_mine

    def handle_mouse_events(self, mouse):
        for tower in self.world.towers:
            if tower.pressed(mouse) and self.world.current_tower_type == tower.type and not self.world.put_mine:
                if self.is_enough_money(self.world.upgrade_cost, self.gamer) and tower.can_be_upgraded():
                    self.gamer.money -= self.world.upgrade_cost
                    tower.upgrade()
                else:
                    pass
                    #printCostMessage()
        for cell in self.world.tower_places:
            if cell.pressed(mouse) and not self.world.put_mine:
                if self.is_enough_money(self.world.buy_cost, self.gamer):
                    self.gamer.money -= self.world.buy_cost
                    self.world.tower_places.remove(cell)
                    self.world.towers.append(Tower(cell.x, cell.y, self.world.current_tower_type))
                else:
                    pass
                    #printCostMessage()
        if self.world.put_mine:
            inter = False
            mine = Mine((mouse[0] // 32) * 32, (mouse[1] // 32) * 32)
            for tower in self.world.towers:
                if mine.intersects(tower):
                    inter = True
            for creep in self.world.creeps:
                if mine.intersects(creep):
                    inter = True
            for tow_pl in self.world.tower_places:
                if mine.intersects(tow_pl):
                    inter = True
            if not inter:
                if self.is_enough_money(20, self.gamer):
                    self.world.mines.append(mine)
                    self.gamer.money -= 20
                self.world.put_mine = False


    def handle_timer_events(self):
        if self.world.time > 0:
            self.world.time -= 1
            if self.world.time == 0:
                self.world.start_wave = True

    def get_mouse_handlers(self):
        return [self.handle_mouse_events]

    def get_button_handlers(self):
        return [self.handle_button_events]

    def get_keyboard_handlers(self):
        return []

    def run_loop_once(self):
        self.application.game_engine.handle_private_events()
        self.play_logic(self.world, self.gamer)
        self.application.game_engine.draw(self.pack_data(), self.world.put_mine)
Beispiel #8
0
 def __init__(self, id, chips):
     Gamer.__init__(self, id, chips)
     self.bet = 0
     self.play_status = True
 def __init__(self, id=5, chips=50000):
     Gamer.__init__(self, id, chips)
     self.chips = chips