Beispiel #1
0
def create_map(width, height, grounds, own_grounds, min_pts, max_pts):
    """
    Function that creates Tile Map based on User's input

    :returns: Tile Map object
    """

    if min_pts is None:
        if max_pts is None:
            tmap = TileMap(width,
                           height,
                           grounds,
                           own_grounds,
                           min_pts=min_pts,
                           max_pts=max_pts)
        else:
            tmap = TileMap(width,
                           height,
                           grounds,
                           own_grounds,
                           min_pts=min_pts)
    elif (min_pts is None) and (max_pts is None):
        tmap = TileMap(width, height, grounds, own_grounds, max_pts=max_pts)
    else:
        tmap = TileMap(width, height, grounds, own_grounds)
    return tmap
Beispiel #2
0
    def __init__(self, MAP_W=12, MAP_H=12):
        os.chdir(MICROPOLISCORE_DIR)
        self.SHOW_GUI = False
        engine, win1 = main.train()
        os.chdir(CURR_DIR)
        self.engine = engine
        # print(dir(self.engine))
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.MAP_XS = 5
        self.MAP_YS = 5
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        self.tools = [
            'Residential', 'Commercial', 'Industrial', 'Road', 'Wire',
            'NuclearPowerPlant', 'Park', 'Clear', None
        ]
        # since query is exluded for now:
        self.num_tools = len(self.tools)

        # map with extra channel charting position of walker
        self.map = TileMap(self, self.MAP_X, self.MAP_Y, walker=True)

        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        engine.clearMap()
        self.win1 = win1
Beispiel #3
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    def __init__(self, MAP_W=6, MAP_H=6):
        self.SHOW_GUI = False
        engine, win1 = main.train()
        os.chdir(CURR_DIR)
        self.engine = engine
        # print(dir(self.engine))
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        # shifts build area to centre of 120 by 100 tile map
        # self.MAP_XS = 59 - self.MAP_X // 2
        # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 1
        self.MAP_YS = 1
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        self.tools = [
            'Residential', 'Commercial', 'Industrial', 'Road', 'Wire',
            'NuclearPowerPlant', 'Park', 'Clear'
        ]
        # since query is exluded for now:
        self.num_tools = len(self.tools)

        self.map = TileMap(self)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        engine.clearMap()
        self.win1 = win1
Beispiel #4
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class Level:
    def __init__(self, file, screen):
        self.__tile_map = TileMap(file, screen)

        self.done = False

    def keydown(self, key):
        self.__tile_map.mario.keydown(key)

    def keyup(self, key):
        self.__tile_map.mario.keyup(key)

    def update(self):
        self.__tile_map.update()

    def render(self):
        self.__tile_map.render()
Beispiel #5
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def test_central_pts_to_array():
    ls_of_rows = [
        j for i in tilemap1.central_pts_to_array(
            tilemap1.zeros_array.tolist(),
            TileMap.amount_central_pts(tilemap1.width, tilemap1.height,
                                       tilemap1.grounds, tilemap1.own_grounds,
                                       tilemap1.min_pts, tilemap1.max_pts))
        for j in i
    ]
    assert ((51, 153, 255) in ls_of_rows) is True
    assert ((125, 200, 100) in ls_of_rows) is True
Beispiel #6
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def create_tilemap(map, data):
    tilemap = TileMap()
    for location, tile in get_tiles(map, data):
        tilemap.set_cube(*location, tile)

    return tilemap
Beispiel #7
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import game
from Box2D import b2World

game.init(world=b2World(gravity=(0, 0), doSleep=True))

#import rule_connect
#rule_connect.add()
from camera import Camera

Camera().add()

import camera_control

camera_control.add()

import b2draw

b2draw.init()
'''from firefly import Firefly
import random
for _ in range(100):
	Firefly(random.randint(-40, 40), random.randint(-30, 30)).add()'''

from tilemap import TileMap, SolidBlock

tilemap = TileMap((0, 0), (10, 10))
tilemap.add()

game.start()
Beispiel #8
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from tilemap import TileMap

tilemap1 = TileMap(20, 30, [], {}, 10, 20)
tilemap2 = TileMap(20, 30, ['water', 'land', 'sand'], {'black': (0, 0, 0)})
tilemap3 = TileMap(10, 10, [], {}, 4)


def test_colors_to_use():
    assert tilemap1.colors_to_use() == [(51, 153, 255), (125, 200, 100)]
    assert tilemap2.colors_to_use() == [(51, 153, 255), (125, 200, 100),
                                        (255, 255, 153), (0, 0, 0)]


def test_central_pts_to_array():
    ls_of_rows = [
        j for i in tilemap1.central_pts_to_array(
            tilemap1.zeros_array.tolist(),
            TileMap.amount_central_pts(tilemap1.width, tilemap1.height,
                                       tilemap1.grounds, tilemap1.own_grounds,
                                       tilemap1.min_pts, tilemap1.max_pts))
        for j in i
    ]
    assert ((51, 153, 255) in ls_of_rows) is True
    assert ((125, 200, 100) in ls_of_rows) is True


def test_amount_central_pts():
    assert tilemap1.amount_central_pts(
        tilemap1.width, tilemap1.height, tilemap1.grounds,
        tilemap1.own_grounds, tilemap1.min_pts, tilemap1.max_pts) >= 10
    assert tilemap1.amount_central_pts(
Beispiel #9
0
class MicroWalkControl():
    def __init__(self, MAP_W=12, MAP_H=12):
        os.chdir(MICROPOLISCORE_DIR)
        self.SHOW_GUI = False
        engine, win1 = main.train()
        os.chdir(CURR_DIR)
        self.engine = engine
        # print(dir(self.engine))
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.MAP_XS = 5
        self.MAP_YS = 5
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        self.tools = [
            'Residential', 'Commercial', 'Industrial', 'Road', 'Wire',
            'NuclearPowerPlant', 'Park', 'Clear', None
        ]
        # since query is exluded for now:
        self.num_tools = len(self.tools)

        # map with extra channel charting position of walker
        self.map = TileMap(self, self.MAP_X, self.MAP_Y, walker=True)

        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        engine.clearMap()
        self.win1 = win1

    def layGrid(self, w, h):

        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                gtk.mainiteration()
                self.engine.simTick()
                # vertical road
                if ((i + 4) % w == 0):
                    self.doTool(i, j, 'Road')
                    if ((j + 1) % h in [1, h - 1]) and \
                            j not in [0, self.MAP_Y -1]:
                        self.doTool(i, j, 'Wire')
                # horizontal roads
                elif ((j + 1) % h == 0):
                    self.doTool(i, j, 'Road')
                    if ((i + 4) % w in [1, w - 1]) and \
                            i not in [0, self.MAP_X - 1]:
                        self.doTool(i, j, 'Wire')
                # random zones
                elif ((i + 2 - (i + 4) // w) % 3) ==0 and \
                     ((j + 2 - (j + 1) // h) % 3) ==0:

                    tool_i = random.randint(0, 3 - 1)
                    self.doTool(i, j,
                                ['Residential', 'Commercial',
                                 'Industrial'][tool_i])

    def clearMap(self):
        self.engine.clearMap()
        self.map.setEmpty()

    def getFunds(self):
        return self.engine.totalFunds

    def setFunds(self, funds):
        return self.engine.setFunds(funds)

        # called by map module
    def doBulldoze(self, x, y):
        return self.doSimTool(x, y, 'Clear')

    def doBotTool(self, x, y, tool):
        '''Takes string for tool'''
        return self.map.addZone(x, y, tool)

    def doTool(self, x, y, tool):
        '''Takes string for tool'''
        return self.map.addZone(x, y, tool)

    def toolDown(self, x, y, tool):
        '''Takes int for tool, depending on engine's index'''

        self.map.addZone(x, y, self.engineTools[tool])

        # called by map module
    def doSimTool(self, x, y, tool):

        x += self.MAP_XS
        y += self.MAP_YS
        x = np.int(x)
        y = np.int(y)
        #   gtk.mainiteration()
        return self.engine.toolDown(self.engineTools.index(tool), x, y)

    def singleStep(self, a, i):
        ''' a is an int between 0 and 4 * i, where i > 0'''
        endpos = self.map.walker_pos
        if a // i == 0:
            endpos[0] += 1
        elif a // i == 1:
            endpos[1] += 1
        elif a // i == 2:
            endpos[0] -= 1
        elif a // i == 3:
            endpos[1] -= 1
        endpos[0] = np.clip(endpos[0], 0, self.MAP_X - 1)
        endpos[1] = np.clip(endpos[1], 0, self.MAP_Y - 1)
        self.map.walker_pos = endpos

    def getResPop(self):
        return self.engine.resPop

    def getComPop(self):
        return self.engine.comPop

    def getIndPop(self):
        return self.engine.indPop

    def getTotPop(self):
        return self.engine.totPop

    def takeSetupAction(self, a):
        tool = self.tools[a[0]]
        x = a[1]
        y = a[2]
        self.doTool(x, y, tool)

    def takeAction(self, xstep, ystep, tool):
        '''tool int depends on self.tools indexing'''
        # print(xstep, ystep, tool)
        tool = self.tools[tool]
        x = np.clip(self.map.walker_pos[0] + xstep, 0, self.MAP_X - 1)
        y = np.clip(self.map.walker_pos[1] + ystep, 0, self.MAP_Y - 1)
        if tool:
            self.doBotTool(x, y, tool)
#    gtk.mainiteration()
        self.engine.simTick()

    def close(self):
        #   self.engine.doReallyQuit()
        del (self.engine)
Beispiel #10
0
    def __init__(self, file, screen):
        self.__tile_map = TileMap(file, screen)

        self.done = False
Beispiel #11
0
class MicropolisControl():
    def __init__(self, MAP_W=12, MAP_H=12, PADDING=13, parallel_gui=False):
        self.parallel_gui = parallel_gui
        self.pgui = None
        if parallel_gui:
            import pexpect
            self.pgui = pexpect.spawn('/bin/bash')
            self.pgui.expect('sme')
            self.pgui.sendline('cd gym-micropolis')
            self.pgui.expect('sme')
            self.pgui.sendline('pwd')
            self.pgui.expect('sme')
            self.pgui.sendline('python2')
            self.pgui.expect('>>>')
            self.pgui.sendline(
                'from gym_micropolis.envs.gui import MicropolisGUI')
            self.pgui.expect('>>>')
            self.pgui.sendline('m = MicropolisGUI({}, {})'.format(
                MAP_W, MAP_H))
            self.pgui.expect('>>>')
            self.pgui.sendline('m.render()')
            self.pgui.expect('>>>')

        self.SHOW_GUI = False
        engine, win1 = main.train(bot=self)
        os.chdir(CURR_DIR)
        self.engine = engine
        self.engine.setGameLevel(2)
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.PADDING = PADDING
        # shifts build area to centre of 120 by 100 tile map
        # self.MAP_XS = 59 - self.MAP_X // 2
        # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 1
        self.MAP_YS = 1
        self.num_roads = 0
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        # Names correspond to those of resultant zones
        self.tools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # 'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        #['Residential','Commercial','Industrial','Road','Wire','NuclearPowerPlant', 'Park', 'Clear']
        # since query is exluded for now:
        self.num_tools = len(self.tools)
        self.map = TileMap(self, self.MAP_X + 2 * PADDING,
                           self.MAP_Y + 2 * PADDING)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        self.total_traffic = 0
        self.last_total_traffic = 0
        #       engine.clearMap()
        self.win1 = win1

    def layGrid(self, w, h):

        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                #   gtk.mainiteration()
                self.engine.simTick()
                # vertical road
                if ((i + 4) % w == 0):
                    self.doTool(i, j, 'Road')
                    if ((j + 1) % h in [1, h - 1]) and \
                            j not in [0, self.MAP_Y -1]:
                        self.doTool(i, j, 'Wire')
                # horizontal roads
                elif ((j + 1) % h == 0):
                    self.doTool(i, j, 'Road')
                    if ((i + 4) % w in [1, w - 1]) and \
                            i not in [0, self.MAP_X - 1]:
                        self.doTool(i, j, 'Wire')
                # random zones
                elif ((i + 2 - (i + 4) // w) % 3) ==0 and \
                     ((j + 2 - (j + 1) // h) % 3) ==0:

                    tool_i = random.randint(0, 3 - 1)
                    self.doTool(i, j,
                                ['Residential', 'Commercial',
                                 'Industrial'][tool_i])

    def clearMap(self):
        self.engine.clearMap()
        self.map.setEmpty()
        if self.parallel_gui:
            self.pgui.sendline('m.clearMap()')
            self.pgui.expect('>>>')

    def getPopDensityMap(self):
        pop_density_map = np.zeros((1, self.MAP_X, self.MAP_Y))
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                im = i + self.MAP_XS
                jm = j + self.MAP_YS
                im -= 2
                jm -= 2
                pop_density_map[0][i][j] = self.engine.getPopulationDensity(
                    im, jm)
        return pop_density_map

    def getTrafficDensityMap(self):
        self.last_total_traffic = self.total_traffic
        self.total_traffic = 0
        traffic_density_map = np.zeros((1, self.MAP_X, self.MAP_Y))
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                im = i + self.MAP_XS
                jm = j + self.MAP_YS
                im -= 2
                jm -= 4
                xy_density = self.engine.getTrafficDensity(im, jm)
                self.total_traffic += xy_density
                traffic_density_map[0][i][j] = self.engine.getTrafficDensity(
                    im, jm)
        return traffic_density_map

    def getPowerMap(self):
        power_map = np.zeros((1, self.MAP_X, self.MAP_Y))
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                im = i + self.MAP_XS
                jm = j + self.MAP_YS
                power_map[0][i][j] = self.engine.getPowerGrid(im, jm)
        return power_map

    def getFunds(self):
        return self.engine.totalFunds

    def render(self):
        while gtk.events_pending():
            gtk.main_iteration()

    def setFunds(self, funds):
        return self.engine.setFunds(funds)

        # called by map module
    def doBulldoze(self, x, y):
        return self.doSimTool(x, y, 'Clear')

    def doBotTool(self, x, y, tool, static_build=False):
        '''Takes string for tool'''
        return self.map.addZone(x + self.PADDING, y + self.PADDING, tool,
                                static_build)

    def doTool(self, x, y, tool):
        '''Takes string for tool'''
        return self.map.addZone(x, y, tool)

    def playerToolDown(self, tool_int, x, y):
        zone_int = self.map.zoneInts[self.engineTools[tool_int]]
        #x += self.MAP_XS
        #y += self.MAP_YS
        self.map.addZoneSquare(zone_int, x, y, static_build=True)

    def toolDown(self, x, y, tool):
        '''Takes int for tool, depending on engine's index'''
        self.map.addZone(x, y, self.engineTools[tool])

        # called by map module
    def doSimTool(self, x, y, tool):
        x += self.MAP_XS
        y += self.MAP_YS
        tool = self.engineTools.index(tool)
        return self.doSimToolInt(x, y, tool)

    def doSimToolInt(self, x, y, tool):
        if self.parallel_gui:
            self.pgui.sendline('m.doSimToolInt({}, {}, {})'.format(x, y, tool))
            self.pgui.expect('>>>')
        return self.engine.toolDown(tool, x, y)

    def getResPop(self):
        return self.engine.resPop

    def getComPop(self):
        return self.engine.comPop

    def getIndPop(self):
        return self.engine.indPop

    def getTotPop(self):
        return self.engine.totalPop

    def takeSetupAction(self, a):
        tool = self.tools[a[0]]
        x = a[1]
        y = a[2]
        self.doTool(x, y, tool)

    def takeAction(self, a, static_build=False):
        '''tool int depends on self.tools indexing'''
        tool = self.tools[a[0]]
        x = int(a[1])
        y = int(a[2])
        self.doBotTool(x, y, tool, static_build)
        self.engine.simTick()
#       gtk.mainiteration()

    def close(self):
        #   self.engine.doReallyQuit()
        del (self.engine)
Beispiel #12
0
class MicropolisControl():
    def __init__(self, MAP_W=6, MAP_H=6):
        self.SHOW_GUI = False
        engine, win1 = main.train()
        os.chdir(CURR_DIR)
        self.engine = engine
        # print(dir(self.engine))
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        # shifts build area to centre of 120 by 100 tile map
        # self.MAP_XS = 59 - self.MAP_X // 2
        # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 1
        self.MAP_YS = 1
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        self.tools = [
            'Residential', 'Commercial', 'Industrial', 'Road', 'Wire',
            'NuclearPowerPlant', 'Park', 'Clear'
        ]
        # since query is exluded for now:
        self.num_tools = len(self.tools)

        self.map = TileMap(self)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        engine.clearMap()
        self.win1 = win1

    def layGrid(self, w, h):

        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                gtk.mainiteration()
                self.engine.simTick()
                # vertical road
                if ((i + 4) % w == 0):
                    self.doTool(i, j, 'Road')
                    if ((j + 1) % h in [1, h - 1]) and \
                            j not in [0, self.MAP_Y -1]:
                        self.doTool(i, j, 'Wire')
                # horizontal roads
                elif ((j + 1) % h == 0):
                    self.doTool(i, j, 'Road')
                    if ((i + 4) % w in [1, w - 1]) and \
                            i not in [0, self.MAP_X - 1]:
                        self.doTool(i, j, 'Wire')
                # random zones
                elif ((i + 2 - (i + 4) // w) % 3) ==0 and \
                     ((j + 2 - (j + 1) // h) % 3) ==0:

                    tool_i = random.randint(0, 3 - 1)
                    self.doTool(i, j,
                                ['Residential', 'Commercial',
                                 'Industrial'][tool_i])

    def clearMap(self):
        self.engine.clearMap()
        self.map.setEmpty()

    def getFunds(self):
        return self.engine.totalFunds

    def setFunds(self, funds):
        return self.engine.setFunds(funds)

        # called by map module
    def doBulldoze(self, x, y):
        return self.doSimTool(x, y, 'Clear')

    def doTool(self, x, y, tool):
        '''Takes string for tool'''
        return self.map.addZone(x, y, tool)

    def toolDown(self, x, y, tool):
        '''Takes int for tool, depending on engine's index'''
        self.map.addZone(x, y, self.engineTools[tool])

        # called by map module
    def doSimTool(self, x, y, tool):
        x += self.MAP_XS
        y += self.MAP_YS
        return self.engine.toolDown(self.engineTools.index(tool), x, y)

    def getResPop(self):
        return self.engine.resPop

    def getComPop(self):
        return self.engine.comPop

    def getIndPop(self):
        return self.engine.indPop

    def getTotPop(self):
        return self.engine.totPop

    def takeAction(self, a):
        '''tool int depends on self.tools indexing'''
        #  if self.SHOW_GUI:
        #      print('show gui')
        #  gtk.mainiteration()
        self.engine.simTick()
        tool = self.tools[a[0]]
        x = a[1]
        y = a[2]
        self.doTool(x, y, tool)

    def close(self):
        #   self.engine.doReallyQuit()
        del (self.engine)
Beispiel #13
0
import datashader as ds
from datashader.utils import export_image
import datashader.transfer_functions as tf
import pandas as pd
from colorcet import fire
from PIL import Image
from tilemap import TileMap

point_df = pd.read_parquet("point_data.gzip")
bounds = [1.288423e+07, 1.291500e+07, -3.772000e+06, -3.750000e+06]
filter_point_df = point_df[(point_df["x"] >= bounds[0]) & (point_df["x"] <= bounds[1]) & (point_df["y"] >= bounds[2]) & (point_df["y"] <= bounds[3])]
filter_point_desc_df = filter_point_df.describe()
aspect_ratio = (filter_point_desc_df.loc["max", "y"] - filter_point_desc_df.loc["min", "y"])/(filter_point_desc_df.loc["max", "x"] - filter_point_desc_df.loc["min", "x"])

dim = 2000
cvs = ds.Canvas(plot_width=dim, plot_height=int(dim * aspect_ratio))
agg = cvs.points(filter_point_df, 'x', 'y')
img = tf.shade(agg, cmap=fire)

figname = 'perth_wires'
export_image(img, figname, background="black")

render_map = TileMap(extents=(115.7410072222, -32.0661730556, 116.0174188889, -31.8985416667))
map_image = render_map.render(zoom=14)
map_image_resized = map_image.resize((2000, 1430), resample=Image.LANCZOS)
map_image_resized.putalpha(255)
map_image_resized.save("perth_street_map.png")
Beispiel #14
0
import sys
import pygame

from tilemap import TileMap

pygame.init()

screen = pygame.display.set_mode((1280, 720))

pygame.display.set_caption("Test")

tile_map = TileMap(screen)

# tile_map.load_map("tile_map.json")
tile_map.load_map("level1.json")

tile_map.update(0, 0)

x = 0
y = 0
direction = 0

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                direction = 1
            elif event.key == pygame.K_UP:
                direction = 2
class MicropolisPaintControl():

    def __init__(self, MAP_W=12, MAP_H=12, PADDING=13, parallel_gui=False, rank=None):
        self.SHOW_GUI=False
        engine, win1 = main.train(bot=self, rank=rank)
        os.chdir(CURR_DIR)
        self.engine = engine
        self.engine.setGameLevel(2)
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.PADDING = PADDING
        # shifts build area to centre of 120 by 100 tile map
       # self.MAP_XS = 59 - self.MAP_X // 2
       # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 5
        self.MAP_YS = 5
        self.num_roads = 0
        self.engineTools = ['Residential', 'Commercial', 'Industrial', 
                'FireDept', 
                'PoliceDept', 
                # TODO: implement query (skipped for now by indexing)
               'Query',
               'Wire',
               'Clear',
               'Rail',
               'Road',
                'Stadium',
                'Park', 
                 'Seaport',
                'CoalPowerPlant', 
                'NuclearPowerPlant',
                'Airport',
                'Net',
                'Water',
                'Land',
                'Forest',
                ]
        # Names correspond to those of resultant zones
        self.tools = ['Residential', 'Commercial', 'Industrial', 
                'FireDept', 
                'PoliceDept', 
             # 'Query',
                'Clear',
               'Wire',
              #'Land',
               'Rail',
               'Road',
                'Stadium',
                'Park', 
                 'Seaport',
                'CoalPowerPlant', 
                'NuclearPowerPlant',
                'Airport',
                'Net',
                'Water',
                'Land',
                'Forest',
                ]
        #['Residential','Commercial','Industrial','Road','Wire','NuclearPowerPlant', 'Park', 'Clear']
        # since query is exluded for now:
        self.num_tools = len(self.tools)
        self.map = TileMap(self, self.MAP_X + 2 * PADDING, self.MAP_Y + 2 * PADDING)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots 
        self.land_value = 0
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        self.total_traffic = 0
        self.last_total_traffic = 0
#       engine.clearMap()
        self.win1=win1
        self.player_builds = []

    def layGrid(self, w, h):

        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
            #   gtk.mainiteration()
                self.engine.simTick()
                # vertical road
                if ((i + 4) % w == 0):
                    self.doTool(i, j,'Road')
                    if ((j + 1) % h in [1, h - 1]) and \
                            j not in [0, self.MAP_Y -1]:
                        self.doTool(i, j, 'Wire')
                # horizontal roads
                elif ((j + 1) % h == 0):
                    self.doTool(i, j,'Road')
                    if ((i + 4) % w in [1, w - 1]) and \
                            i not in [0, self.MAP_X - 1]:
                        self.doTool(i, j, 'Wire')
                # random zones
                elif ((i + 2 - (i + 4) // w) % 3) ==0 and \
                     ((j + 2 - (j + 1) // h) % 3) ==0:
     
                    tool_i = random.randint(0, 3-1)
                    self.doTool(i, j, ['Residential', 'Commercial', 'Industrial'][tool_i])
    
    def newMap(self):
        self.engine.generateMap()
        self.updateMap()

    def clearMap(self):
        self.map.setEmpty()
        self.engine.clearMap()
        self.updateMap()

    def clearBotBuilds(self):
        self.map.clearBotBuilds()

    def updateMap(self):
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                tile_int = self.getTile(i,j)
                zone = zoneFromInt(tile_int)
                # assuming there are no zones not built via us, 
                # or else we must find center
                self.map.updateTile(i, j, zone, (i,j))



    def getDensityMaps(self):
       #self.last_pollution = self.pollution
        self.total_traffic = 0
        self.land_value = 0
        density_maps = np.zeros((3, self.MAP_X, self.MAP_Y))
        for i in range (self.MAP_X):
            for j in range(self.MAP_Y):
                im = p_im = t_im = i + self.MAP_XS
                jm = p_jm = t_jm = j + self.MAP_YS
                t_im -= 2
                t_jm -= 4
                t_xy_density = self.engine.getTrafficDensity(im, jm)
                self.total_traffic += t_xy_density
                density_maps[2][i][j] = self.engine.getTrafficDensity(t_im, t_jm)
                p_im -= 2
                p_jm -= 2
                density_maps[1][i][j] = self.engine.getPopulationDensity(p_im, p_jm)
                density_maps[0][i][j] = self.engine.getPowerGrid(im, jm)
                self.land_value += self.engine.getLandValue(im, jm)

        return density_maps

    def getPowerMap(self):
        power_map = np.zeros((1, self.MAP_X, self.MAP_Y))
        for i in range (self.MAP_X):
            for j in range(self.MAP_Y):
                im = i + self.MAP_XS
                jm = j + self.MAP_YS
        return power_map

    def getFunds(self):
        return self.engine.totalFunds

    def render(self):
        while gtk.events_pending():
       #for i in range(2):
            gtk.main_iteration()

    def setFunds(self, funds):
        return self.engine.setFunds(funds)

        # called by map module
    def doBulldoze(self, x, y):
        return self.doSimTool(x,y,'Clear')

    def doLandOver(self, x, y):
        ''' a glitchy replacement to doBulldoze (layered buildings)
        '''

    def doBotTool(self, x, y, tool, static_build=False):
        '''Takes string for tool'''
        return self.map.addZoneBot(x + self.PADDING, y + self.PADDING, tool, static_build=static_build) 

    def doTool(self, x, y, tool):
        '''Takes string for tool'''
        return self.map.addZoneBot(x, y, tool) 

    def playerToolDown(self, tool_int, x, y):
        if not x < self.MAP_X and y < self.MAP_Y:
            return
       #x += self.MAP_XS
       #y += self.MAP_YS
       #tool = self.tools[tool_int]
       #self.map.addZonePlayer(x, y, tool, static_build=True)
        self.player_builds += [(tool_int, x, y)]

    def toolDown(self, x, y, tool):
        '''Takes int for tool, depending on engine's index'''
        self.map.addZoneBot(x, y, self.engineTools[tool])

        # called by map module
    def doSimTool(self, x, y, tool):
        x += self.MAP_XS
        y += self.MAP_YS
        tool = self.engineTools.index(tool)
        return self.doSimToolInt(x, y, tool)

    def getTile(self, x, y):
        x += self.MAP_XS
        y += self.MAP_YS
        return self.engine.getTile(x, y) & 1023

    def doSimToolInt(self, x, y, tool):

        return self.engine.toolDown(tool, x, y)

    def getResPop(self):
        return self.engine.resPop

    def getComPop(self):
        return self.engine.comPop

    def getIndPop(self):
        return self.engine.indPop


    def getTotPop(self):
        return self.engine.totalPop

    def takeSetupAction(self, a):
        tool = self.tools[a[0]]
        x = a[1]
        y = a[2]
        self.doTool(x, y, tool)

    def takeAction(self, a, static_build=False):
        '''tool int depends on self.tools indexing'''
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                for t in range(self.num_tools):
                    if a[t][i][j] == 1:
                        tool = self.tools[t]
                        self.doBotTool(i, j, tool, static_build)
        self.engine.simTick()
#       gtk.mainiteration()

    def printTileMap(self):
        tileMap = np.zeros(shape=(self.MAP_X, self.MAP_Y))
        for i in range(self.MAP_X):
            for j in range(self.MAP_Y):
                tileMap[i][j] = self.getTile(i, j)
        print(tileMap)
 
    def close(self):
    #   self.engine.doReallyQuit()
        del(self.engine)
    def __init__(self, MAP_W=12, MAP_H=12, PADDING=13, parallel_gui=False, rank=None):
        self.SHOW_GUI=False
        engine, win1 = main.train(bot=self, rank=rank)
        os.chdir(CURR_DIR)
        self.engine = engine
        self.engine.setGameLevel(2)
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.PADDING = PADDING
        # shifts build area to centre of 120 by 100 tile map
       # self.MAP_XS = 59 - self.MAP_X // 2
       # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 5
        self.MAP_YS = 5
        self.num_roads = 0
        self.engineTools = ['Residential', 'Commercial', 'Industrial', 
                'FireDept', 
                'PoliceDept', 
                # TODO: implement query (skipped for now by indexing)
               'Query',
               'Wire',
               'Clear',
               'Rail',
               'Road',
                'Stadium',
                'Park', 
                 'Seaport',
                'CoalPowerPlant', 
                'NuclearPowerPlant',
                'Airport',
                'Net',
                'Water',
                'Land',
                'Forest',
                ]
        # Names correspond to those of resultant zones
        self.tools = ['Residential', 'Commercial', 'Industrial', 
                'FireDept', 
                'PoliceDept', 
             # 'Query',
                'Clear',
               'Wire',
              #'Land',
               'Rail',
               'Road',
                'Stadium',
                'Park', 
                 'Seaport',
                'CoalPowerPlant', 
                'NuclearPowerPlant',
                'Airport',
                'Net',
                'Water',
                'Land',
                'Forest',
                ]
        #['Residential','Commercial','Industrial','Road','Wire','NuclearPowerPlant', 'Park', 'Clear']
        # since query is exluded for now:
        self.num_tools = len(self.tools)
        self.map = TileMap(self, self.MAP_X + 2 * PADDING, self.MAP_Y + 2 * PADDING)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots 
        self.land_value = 0
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        self.total_traffic = 0
        self.last_total_traffic = 0
#       engine.clearMap()
        self.win1=win1
        self.player_builds = []
Beispiel #17
0
    def __init__(self, MAP_W=12, MAP_H=12, PADDING=13, parallel_gui=False):
        self.parallel_gui = parallel_gui
        self.pgui = None
        if parallel_gui:
            import pexpect
            self.pgui = pexpect.spawn('/bin/bash')
            self.pgui.expect('sme')
            self.pgui.sendline('cd gym-micropolis')
            self.pgui.expect('sme')
            self.pgui.sendline('pwd')
            self.pgui.expect('sme')
            self.pgui.sendline('python2')
            self.pgui.expect('>>>')
            self.pgui.sendline(
                'from gym_micropolis.envs.gui import MicropolisGUI')
            self.pgui.expect('>>>')
            self.pgui.sendline('m = MicropolisGUI({}, {})'.format(
                MAP_W, MAP_H))
            self.pgui.expect('>>>')
            self.pgui.sendline('m.render()')
            self.pgui.expect('>>>')

        self.SHOW_GUI = False
        engine, win1 = main.train(bot=self)
        os.chdir(CURR_DIR)
        self.engine = engine
        self.engine.setGameLevel(2)
        self.MAP_X = MAP_W
        self.MAP_Y = MAP_H
        self.PADDING = PADDING
        # shifts build area to centre of 120 by 100 tile map
        # self.MAP_XS = 59 - self.MAP_X // 2
        # self.MAP_YS = 49 - self.MAP_Y //2
        self.MAP_XS = 1
        self.MAP_YS = 1
        self.num_roads = 0
        self.engineTools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # TODO: implement query (skipped for now by indexing)
            'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        # Names correspond to those of resultant zones
        self.tools = [
            'Residential',
            'Commercial',
            'Industrial',
            'FireDept',
            'PoliceDept',
            # 'Query',
            'Wire',
            'Clear',
            'Rail',
            'Road',
            'Stadium',
            'Park',
            'Seaport',
            'CoalPowerPlant',
            'NuclearPowerPlant',
            'Airport',
            'Net',
            'Water',
            'Land',
            'Forest',
        ]
        #['Residential','Commercial','Industrial','Road','Wire','NuclearPowerPlant', 'Park', 'Clear']
        # since query is exluded for now:
        self.num_tools = len(self.tools)
        self.map = TileMap(self, self.MAP_X + 2 * PADDING,
                           self.MAP_Y + 2 * PADDING)
        self.zones = self.map.zones
        self.num_zones = self.map.num_zones
        # allows building on rubble and forest
        self.engine.autoBulldoze = True
        # for bots
        win1.playCity()
        self.engine.setFunds(1000000)
        engine.setSpeed(3)
        engine.setPasses(500)
        #engine.simSpeed =99
        self.total_traffic = 0
        self.last_total_traffic = 0
        #       engine.clearMap()
        self.win1 = win1