Beispiel #1
0
    def onDrawFunnelsButton(self, change=True):

        if change == True:
            self.funnel_number_x = self.funnel_number_x + 1

            if self.funnel_number_x == 5:
                self.funnel_number_x = 0
                self.funnel_number_y = self.funnel_number_y + 1
                if self.funnel_number_y == 5:
                    self.funnel_number_y = 0

        print "I pressed the draw funnels button"
        variance_x = 1.5 + abs(self.XVelocity_drawing*0.1)
        variance_y = 1.5 + abs(self.YVelocity_drawing*0.1)
        variance_z = 0.2

        self.ActionSet.computeAllPositions(self.XVelocity_drawing,self.YVelocity_drawing)
        print np.shape(self.ActionSet.p_x_trajectories), "is my shape"

        for i in xrange(np.size(self.ActionSet.p_x_trajectories,1)):
            print i
            x_center = self.ActionSet.p_x_trajectories[self.funnel_number_x,i]
            y_center = self.ActionSet.p_y_trajectories[self.funnel_number_y,i]
            print x_center, y_center
            World.buildEllipse(i, [x_center,y_center,0], variance_x*i/10.0*0.5, variance_y*i/10.0*0.5, variance_z, alpha=0.3)
def test():
    the_map = Map()
    tic = time.clock()
    the_map.discretize_map()
    print time.clock() - tic
    #obstacle = Polygon([(40,15), (45,15), (45,20), (40,20)], safety_region_length=4.0)
    #the_map.add_obstacles([obstacle])

    tend = 10
    dT = 1
    h  = 0.05
    N  = int(tend/h)  + 1
    N2 = int(tend/dT) + 1

    x0 = np.array([10, 10, 0.0, 3.0, 0, 0])
    xg = np.array([50, 50, 0])

    myDynWnd = DynamicWindow(dT, N2)

    v = Vessel(x0, xg, h, dT, N, [myDynWnd], is_main_vessel=True, vesseltype='viknes')
    v.current_goal = np.array([50, 50])

    world = World([v], the_map)

    myDynWnd.the_world = world
    
    world.update_world(0,0)

    fig = plt.figure()
    ax  = fig.add_subplot(111, aspect='equal', autoscale_on=False,
                          xlim=(-10, 160), ylim=(-10, 160))
    
    world.visualize(ax, 0, 0)
    
    plt.show()
Beispiel #3
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def setup_world():
    w = World()
    w.sim = PhysicsSimulator( timestep = None )
    block = QuadBlock(32)
    bs = BlockStructure(block)
    thing = Thing( w, bs.create_collision_shape(), 1.0, 1.0 )
    return block, thing
def greedy(world):
    initial_world = World(world)
    global solver
    cmds = ''
    while not world.terminated:
        if len(cmds) > 10000:
            break
        #print cmds
        t = utils.path_to_nearest_lambda_or_lift(world)
        if t is None:
            break
        _, c = t
        #print c
        world = world.apply_commands(c)
        cmds += c
        if world.score > solver.best_score:
            solver.best_score = world.score
            solver.best_solution = cmds
            
    print 'greedy', solver.best_score, len(solver.best_solution)
    
    if initial_world.apply_commands(cmds).score < 0:
        solver.best_score = 0
        solver.best_solution = ''
        print 'shit!'
 def __init__(self, world_map, multiplayer):
     World.__init__(self, world_map, multiplayer)
     self._create_sprites()
     self.brick_energy()
     self.set_bounds_energy()
     self.set_dynamics_energy()
     self._set_walls()
Beispiel #6
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class Game(object):

    def __init__(self):
        pygame.init()
        self.caption = "Zelda Love Candy"
        self.resolution = (640, 480)
        self.screen = pygame.display.set_mode(self.resolution)
        pygame.display.set_caption(self.caption)
        self.clock = pygame.time.Clock()
        self.isGameOver = False

        self.world = World()

    def update(self):
        """overide this to add neccessary update
        """
        self.world.update()
        self.world.render(self.screen)

    def start(self):
        """ start the game
        """
        while not self.isGameOver:
            self.clock.tick(30)
            for events in pygame.event.get():
                if events.type == pygame.QUIT:
                    self.isGameOver = True

            self.update()
            pygame.display.flip()

        pygame.quit()
Beispiel #7
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    def redrawFunnelsButton(self, change=True):
        if self.funnels_toggle:
            variance_x = 1.5 + abs(self.XVelocity_drawing*0.1)
            variance_y = 1.5 + abs(self.YVelocity_drawing*0.1)
            variance_z = 1.5 + abs(self.ZVelocity_drawing*0.1)

            #self.ActionSet.computeAllPositions(self.XVelocity_drawing,self.YVelocity_drawing,self.ZVelocity_drawing)

            #find almost equally spaced indexes
            indices_to_draw = np.zeros(10)
            
            indices_to_draw[0] = 0
            next_time = 0 + self.ActionSet.t_f/10.0

            number = 0
            for index, value in enumerate(self.ActionSet.overall_t_vector):
                if value > next_time:
                    indices_to_draw[number] = index
                    number = number + 1
                    next_time = next_time + self.ActionSet.t_f/10.0

            for index, value in enumerate(indices_to_draw):
                time = self.ActionSet.overall_t_vector[value]
                x_center = self.ActionSet.pos_trajectories[self.funnel_number,0,value]
                y_center = self.ActionSet.pos_trajectories[self.funnel_number,1,value]
                z_center = self.ActionSet.pos_trajectories[self.funnel_number,2,value]
                World.buildEllipse(index, [x_center,y_center,z_center], variance_x*time, variance_y*time, variance_z*time, alpha=0.3)
Beispiel #8
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class MainGameState(object):
    def __init__(self):
        self.background = backgrounds.Cave()
        self.world = World()
        self.player = Player(self.world, (-100, 52.4))
        self.camera = Camera((0, 100.0), tracking=self.player)

    def update(self, delta):
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit(0)
            elif event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    raise states.StateChange(states.PauseMenuState(self))

        self.world.center = self.player.pos

        self.background.update(delta)
        self.world.update(delta)
        self.player.update(delta)
        self.camera.update(delta)

    def render(self, screen):
        self.background.render(screen, self.camera)
        self.world.render(screen, self.camera)
        self.player.render(screen, self.camera)
Beispiel #9
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 def onBuildWorldFromRandomObstacles(self):
     distances = self.Sensor.raycastAll(self.frame)
     firstRaycastLocations = self.Sensor.invertRaycastsToLocations(self.frame, distances)
     self.LineSegmentWorld = World.buildLineSegmentWorld(firstRaycastLocations)
     self.LineSegmentLocator = World.buildCellLocator(self.LineSegmentWorld.visObj.polyData)
     self.Sensor.setLocator(self.LineSegmentLocator)
     self.updateDrawIntersection(self.frame)
Beispiel #10
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 def onAddAccelSphereButton(self):
     self.AccelSphere_toggle = not self.AccelSphere_toggle
     if not self.AccelSphere_toggle:
         self.AccelSphere = World.buildAccelSphere([self.XVelocity_drawing*self.ActionSet.t_f,self.YVelocity_drawing*self.ActionSet.t_f,self.ZVelocity_drawing*self.ActionSet.t_f], a_max=0.0)
         self.AccelArrow = World.buildAccelArrow([0,0,0], 0.0+9.8, 0.0, 0.0)
     else:
         self.redrawAccelSphere()
    def compile(self, candidate):
        world = World(self.world)
        compiled = []
        for gene in candidate.genes:
            gene_type, gene_value = gene
            if gene_type == 'wait':
                world = world.apply_command('W')
                compiled.append('W')
                if world.terminated: break
            elif gene_type == 'move':
                destination = gene_value
                commands = pathfinder.commands_to_reach(world, destination)
                for c in commands:
                    direction = [-world.width, world.width, -1, 1, 0]['UDLRA'.index(c)]
                    if world.data[world.robot + direction] == 'W' and world.razors > 0:
                        world = world.apply_command('S')
                        compiled.append('S')
                        if world.terminated: break
                    world = world.apply_command(c)
                    compiled.append(c)
                    if world.terminated: break
            else:
                assert False, "Unrecognized gene: %s" % gene_type
            if world.terminated:
                break

        if not world.terminated:
            compiled.append('A')
        return ''.join(compiled)
Beispiel #12
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def cleanup():
    world = World(None)
    conn = sqlite3.connect(DB_PATH)
    query = 'select x, y, z from block order by rowid desc limit 1;'
    last = list(conn.execute(query))[0]
    query = 'select distinct p, q from block;'
    chunks = list(conn.execute(query))
    count = 0
    total = 0
    delete_query = 'delete from block where x = %d and y = %d and z = %d;'
    print 'begin;'
    for p, q in chunks:
        chunk = world.create_chunk(p, q)
        query = 'select x, y, z, w from block where p = :p and q = :q;'
        rows = conn.execute(query, {'p': p, 'q': q})
        for x, y, z, w in rows:
            if chunked(x) != p or chunked(z) != q:
                continue
            total += 1
            if (x, y, z) == last:
                continue
            original = chunk.get((x, y, z), 0)
            if w == original or original in INDESTRUCTIBLE_ITEMS:
                count += 1
                print delete_query % (x, y, z)
    conn.close()
    print 'commit;'
    print >> sys.stderr, '%d of %d blocks will be cleaned up' % (count, total)
Beispiel #13
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def main():

    # Construct the objects that will run the game.
    courier = Courier()
    world = World(courier)
    gui = Gui(courier, world)

    systems = [courier, world, gui]

    # Connect to the server and wait until the game is ready to begin.
    courier.setup()
    courier.login(world.setup)

    # Open up a window and get ready to start playing.
    clock = pygame.time.Clock()
    frequency = 40

    gui.setup()
    
    # Play the game!
    while world.still_playing():
        time = clock.tick(frequency) / 1000
        for system in systems:
            system.update(time)

    # Exit gracefully.
    for system in systems:
        system.teardown()
Beispiel #14
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class ExploreScreen(GameScreen):

    def __init__(self, app):

        GameScreen.__init__(self, app)

        utilities.setApp(self.app)

        self.world = World(10)

        self.app.taskMgr.add(self.update, "update")

        self.app.accept("a", self.world.player.moveLeft, [True])
        self.app.accept("a-up", self.world.player.moveLeft, [False])

        self.app.accept("d", self.world.player.moveRight, [True])
        self.app.accept("d-up", self.world.player.moveRight, [False])

        self.app.accept("space", self.world.player.jump, [True])
        self.app.accept("space-up", self.world.player.jump, [False])

        self.app.accept("c", self.world.player.crouch, [True])
        self.app.accept("c-up", self.world.player.crouch, [False])

        self.app.accept("mouse1", self.world.player.activate, [])

        self.app.accept("escape", sys.exit, [])

        #self.app.accept("h", self.showDBG, [True])
        #self.app.accept("h-up", self.showDBG, [False])

        self.prevTime = 0

        self.app.mousePos = Point2()
        self.app.disableMouse()


        self.app.rl = base.camLens.makeCopy()

        #bullet testing
        #debugNode = BulletDebugNode('Debug')
        #debugNode.showWireframe(True)
        #debugNode.showConstraints(True)
        #debugNode.showBoundingBoxes(False)
        #debugNode.showNormals(False)
        #self.debugNP = render.attachNewNode(debugNode)
        #self.debugNP.show()

        #self.world.bw.setDebugNode(self.debugNP.node())

    def update(self, task):
        delta = task.time - self.prevTime
        self.prevTime = task.time

        if(self.app.mouseWatcherNode.hasMouse()):
            self.app.mousePos.x = self.app.mouseWatcherNode.getMouseX()
            self.app.mousePos.y = self.app.mouseWatcherNode.getMouseY()
            self.world.update(delta)  

        return Task.cont
Beispiel #15
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def main():
    parser = argparse.ArgumentParser(
        description="Compute the optimal path using A*"
    )
    group = parser.add_mutually_exclusive_group()
    group.add_argument(
        "-w", "--world", help="The filename of the world to load",
    )
    group.add_argument(
        "-s", "--size", type=int, help="Size of the random board to be generated"
    )
    parser.add_argument(
        "-f", "--file", help="The file to output the world to"
    )
    parser.add_argument(
        "heuristic", type=int,
        help="The heuristic number to run (in range(1, 7))"
    )
    args = parser.parse_args()
    if args.world:
        newWorld = World(filepath=args.world)
    elif args.size:
        newWorld = World(height=args.size, width=args.size)
    else:
        newWorld = World(height=10, width=10)
    if args.file:
        newWorld.write_world(args.file)
    astar = AStar(newWorld, args.heuristic)
    astar.start()
Beispiel #16
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class Simulation():
    """The simulation class executes the simulation.

    Upon initialization it creates the system - the world, sun, oceans etc.
    The step function proceeds forwards in time.
    """

    def __init__(self):
        """Create the simulation."""
        log("> Creating world")
        self.create_world()
        log("> Creating sun")
        self.create_sun()

    def create_world(self):
        """Create the world."""
        self.world = World()

    def create_sun(self):
        """Create the sun."""
        self.sun = Sun()

    def step(self):
        """Advance 1 time step."""
        self.world.slosh_oceans()
        self.world.transfer_energy_vertically()
        self.world.transfer_energy_horizontally()
        self.world.absorb_energy_from_core()
        self.world.absorb_energy_from_sun(self.sun)
def main(world_size, slowness):
    world = World(world_size)
    game = world.go()
    print('New world was born')
    for m in world.monsters:
        print(event_message(('spawn', m, m.coord, None)))
    try:
        for step in game:
            was_event = False
            for event in step:
                if event:
                    was_event = True
                    print(event_message(event))
                    time.sleep(slowness)
            if world.move_number == 0 or was_event:
                print(coord_line(world))
            print('{}) {}'.format(world.move_number, world))
            time.sleep(slowness)
    except KeyboardInterrupt:
        print(world.stat.get_stat())
        sys.exit(1)
    if world.monsters:
        winner = world.monsters.pop()
        print('Finished! Last hero is {}'.format(winner.name))
        print(text_winner(winner))
    else:
        print('Finished. No one survived')
    print('Enter or any command to see game statistics.')
    input()
    print(world.stat.get_stat())
Beispiel #18
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class InfiniteQuestWindow(QMainWindow):
    # ----------------------------------------------------------------------
    def __init__(self):
        """"""
        super(InfiniteQuestWindow, self).__init__()
        self.setWindowTitle("Infinite Quest")
        self.mapview = MapView()
        # self.mapview = QGraphicsView()
        # self.sc = MapScene()
        # self.mapview.setScene(self.sc)
        self.mapview.installEventFilter(self)

        self.setCentralWidget(self.mapview)

        self.minimap = MiniMapView(self.mapview)
        minimap_dw = QDockWidget()
        minimap_dw.setWidget(self.minimap)
        self.addDockWidget(Qt.LeftDockWidgetArea, minimap_dw)

        self.statushero = StatusHeroWidget()
        statushero_dw = QDockWidget()
        statushero_dw.setWidget(self.statushero)
        self.addDockWidget(Qt.LeftDockWidgetArea, statushero_dw)

        # self.mapview.setSizePolicy(QSizePolicy(QSizePolicy.MinimumExpanding,QSizePolicy.MinimumExpanding))

        self.world = World()

        self.hero = Hero(self.world.map(), *self.world.map().find_passable_landscape_coords())

        self.connection = Connection(self.hero, self.world)

        self.game_state_update()

    # ----------------------------------------------------------------------
    def game_state_update(self):
        """"""
        st = self.connection.get_world_state()
        self.mapview.scene.mapstate_update(st["map_state"])

    # ----------------------------------------------------------------------
    def eventFilter(self, obj, ev):
        """"""
        if ev.type() == QEvent.KeyPress:
            try:
                self.connection.action(
                    {
                        Qt.Key_Up: "move_up",
                        Qt.Key_Down: "move_down",
                        Qt.Key_Right: "move_right",
                        Qt.Key_Left: "move_left",
                    }[ev.key()]
                )
                self.game_state_update()
                return True
            except KeyError:
                pass
        else:
            pass
        return super(InfiniteQuestWindow, self).eventFilter(obj, ev)
Beispiel #19
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 def init_placement(self, creature_type):
     for x in range(World.get_max_x(self.inst_of_world)):
         for y in range(World.get_max_y(self.inst_of_world)):
             if World.get_xy(self.inst_of_world, x, y) is None:
                 World.set_xy(self.inst_of_world, x, y, creature_type)
                 self.current_position_x = x
                 self.current_position_y = y
                 return
Beispiel #20
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def simulate(living,nticks=None, max_bush_count=None, max_red_bush_count=None):
	"""Used to run a simulation, placed outside of class to enable multiprocessing"""
	creatures = living[0]
	predators = living[1]

	w = World(gene_pool_creatures=creatures, gene_pool_predators=predators, nticks=nticks,max_bush_count=max_bush_count,max_red_bush_count=max_red_bush_count)
	w.run_ticks()
	return (w.get_creatures(), w.get_predators())
class ServerPregame (Engine):
    """ Sets up the world and creates client identities then sends both to each
    client. Eventually allow for users to modify the initial world settings
    plus personalizations like name or color. """
    # Constructor {{{1
    def __init__ (self, loop, server):
        print 'S: Begin pregame.'
        Engine.__init__(self,loop)
        self.server = server

        self.world = World()

        self.conversations = []

    # Setup {{{1
    def setup (self):
        pipes = self.server.get_pipes()

        # Create identities for the World.
        human_identities = range(len(pipes))
        #ai_identities = self.create_ai_identities()
        #player_identities = human_identities + ai_identities
        target_identities = range(game_settings.target_count)

        print 'Human identites: ', human_identities

        # Create the world.
        self.world.setup(human_identities, target_identities)
        #self.world.setup(player_identities, target_identities)

        # Prepare to send info to the clients.
        for identity in human_identities:
            pipe = pipes[identity]
            setup_world = SetupWorld(self.world, identity)
            self.conversations.append(SimpleSend(pipe, setup_world))

        # Start the conversations.
        for conversation in self.conversations:
            conversation.start()

    # Update, Callbacks, and Methods {{{1
    def update(self, time):
        active_conversations = []
        for conversation in self.conversations:
            if not conversation.finished():
                active_conversations.append(conversation)
                conversation.update()
        if active_conversations: self.conversations = active_conversations
        else: self.exit_engine()

    def successor (self):
        pipes = self.server.get_pipes()
        forum = Forum(*pipes, safe=False)

        return ServerGame(self.loop, forum, self.world)

    def teardown(self):
        pass
Beispiel #22
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 def world(self):
     world = World(
         self.name, self.width, self.height, self.seed, self.n_plates, self.ocean_level, Step.get_by_name("plates")
     )
     hm = platec.get_heightmap(self.p)
     pm = platec.get_platesmap(self.p)
     world.set_elevation(array_to_matrix(hm, self.width, self.height), None)
     world.set_plates(array_to_matrix(pm, self.width, self.height))
     return world
Beispiel #23
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	def __init__ (self, scheduler, evthandler, sfc, player = None):
		self.player = player
		World.__init__(self, scheduler, evthandler)
		evthandler.add_event_handlers({pg.JOYBUTTONDOWN: self._joycb})
		evthandler.add_key_handlers([
			(conf.KEYS_BACK, lambda *args: conf.GAME.quit_world(), eh.MODE_ONDOWN),
			(conf.KEYS_QUIT, lambda *args: conf.GAME.quit_world(2), eh.MODE_ONDOWN)
		])
		self.graphics.add(gm.Graphic(sfc), gm.Colour((0, 0, 0, 180), ((0, 0), conf.RES), -1))
Beispiel #24
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    def init(self):
        # create 9 worlds and collect them
        for i in xrange(0,9):
            newWorld = World()
            newWorld.init(i)
            self.worlds.append(newWorld)

        # grab first 3 worlds
        self.visibleWorlds = self.worlds[:3]
Beispiel #25
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 def onDrawFunnelsButton(self):
     self.funnels_toggle = not self.funnels_toggle
     if self.funnels_toggle:
         self.onDrawActionSetButton()
     if not self.funnels_toggle:
         for i in xrange(0,10):
             x_center = self.ActionSet.pos_trajectories[self.funnel_number,0,i]
             y_center = self.ActionSet.pos_trajectories[self.funnel_number,1,i]
             z_center = self.ActionSet.pos_trajectories[self.funnel_number,2,i]
             World.buildEllipse(i, [x_center,y_center,z_center], 0.0, 0.0, 0.0, alpha=0.3)
Beispiel #26
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def test_reshape_early():
    w = World()
    w.sim = physics.PhysicsSimulator( timestep = None )
    a = QuadBlock(32)
    b = QuadBlock(35)
    thing = physics.Thing( w, BlockStructure(a).create_collision_shape(), 1.0, 1.0 )
    assert thing.abstract_shape.area() == a.area()
    thing.reshape( BlockStructure(b).create_collision_shape() )
    assert thing.abstract_shape.area() == b.area()
    w.sim.perform_removals_and_additions()
Beispiel #27
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def run():
    WIDTH = 640
    HEIGHT = 480

    running = True
    clock = pygame.time.Clock()
    screen = pygame.display.set_mode( (WIDTH,HEIGHT) )
    w = World()

    c = Camera(screen, (0,0), 3.0, HEIGHT)
    c.set_world(w)

    b = BallEntity((100,100), {'radius': 10, 'density': 10, 'restitution': 0.1,
                               'static': True, 'line-width': 5})
    w.add_entity(b)

    b2 = BallEntity((100,60), {'radius': 20, 'density': 100, 'restitution': 1.0})
    w.add_entity(b2)
    b2.body.SetLinearVelocity((0,40))

    base = BoxEntity((20,20), {'width': 100, 'height': 10})#, 'static': True})
    w.add_entity(base)

    while running:
        screen.fill((255,255,255))
        c.draw()
        pygame.display.flip()

        w.step(dt)
        clock.tick(hz)
Beispiel #28
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 def __init__(self):
     self.worlds = []
     for i in xrange(3):
         world = World('world%d' %i, self)
         world.run('../server/maps/world_server.json')
         self.worlds.append(world)
     application = Application([
         ('/', Connection, {'gameserver': self}),
     ])
     http_server = HTTPServer(application)
     http_server.listen(8000)
Beispiel #29
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 def onRandomObstaclesButton(self):
     print "random obstacles button pressed"
     self.setInitialStateAtZero()
     self.world = World.buildLineSegmentTestWorld(percentObsDensity=8.0,
                                         circleRadius=self.options['World']['circleRadius'],
                                         nonRandom=False,
                                         scale=self.options['World']['scale'],
                                         randomSeed=self.options['World']['randomSeed'],
                                         obstaclesInnerFraction=self.options['World']['obstaclesInnerFraction'])
     
     self.locator = World.buildCellLocator(self.world.visObj.polyData)
Beispiel #30
0
def _plates_simulation(name, width, height, seed, num_plates=10,
                       ocean_level=1.0, step=Step.full(),
                       verbose=get_verbose()):
    e_as_array, p_as_array = generate_plates_simulation(seed, width, height,
                                                        num_plates=num_plates,
                                                        verbose=verbose)

    world = World(name, width, height, seed, num_plates, ocean_level, step)
    world.set_elevation(array_to_matrix(e_as_array, width, height), None)
    world.set_plates(array_to_matrix(p_as_array, width, height))
    return world
Beispiel #31
0
    def display(self):
        c = True
        while c != 27:
            # self.config.GUI()

            if self.world_latest is None:
                w = World()
            else:
                self.world_previous = self.world_latest
                w = World(self.world_latest)

            preprocessed = self.getPreprocessed()
            frame = preprocessed['frame']

            height, width, dim = frame.shape
            frame_hsv = cv2.cvtColor(frame, cv2.COLOR_BGR2HSV)

            q = Queue()

            # note hte potential to detect in threads and then join back!
            #print("track ball")
            self.tracker_ball.find(frame_hsv, q)
            #print("track blue")
            self.tracker_blue.find(frame_hsv, q)
            #print("track yellow")
            self.tracker_yellow.find(frame_hsv, q)

            while not q.empty():
                item = q.get_nowait()
                #print(item)
                if item is None:
                    continue
                x, y = item['x'], item['y']

                if item['name'] == "ball":
                    if self.world_previous is not None and self.world_previous.ball is not None:
                        angle = math.atan2(y - self.world_previous.ball.y,
                                           x - self.world_previous.ball.x)
                        distance = sp_dist.euclidean(
                            (x, y), (self.world_previous.ball.x,
                                     self.world_previous.ball.y))
                        t = w.time - self.world_previous.time
                        # print time.time(), w.time, self.world_previous.time
                        velocity = distance / t / 10
                    else:
                        angle = 0
                        velocity = 0

                    while angle > 2 * math.pi:
                        angle -= math.pi
                    while angle < 0:
                        angle += math.pi

                    w.ball = Vector(x, y, angle, velocity)
                elif "robot" in item['name']:
                    if item['orientation'] is None:
                        rad = 0
                        dis = 0
                    else:
                        rad = math.radians(item["orientation"] % 360)
                        dis = 1

                    if item['colour'] == 'blue':
                        if item['identification'] == 'green':
                            w.robot_blue_green = Vector(x, y, rad, dis)

                            if w.ball != None and (abs(w.ball.x - x) <= 10 and
                                                   abs(w.ball.y - y) <= 10):
                                w.ball = self.world_previous.ball

                        elif item['identification'] == 'pink':
                            w.robot_blue_pink = Vector(x, y, rad, dis)

                            if w.ball != None and (abs(w.ball.x - x) <= 10 and
                                                   abs(w.ball.y - y) <= 10):
                                w.ball = self.world_previous.ball

                    if item['colour'] == 'yellow':
                        if item['identification'] == 'green':
                            w.robot_yellow_green = Vector(x, y, rad, dis)

                            if w.ball != None and (abs(w.ball.x - x) <= 10 and
                                                   abs(w.ball.y - y) <= 10):
                                w.ball = self.world_previous.ball

                        elif item['identification'] == 'pink':
                            w.robot_yellow_pink = Vector(x, y, rad, dis)

                            if w.ball != None and (abs(w.ball.x - x) <= 10 and
                                                   abs(w.ball.y - y) <= 10):
                                w.ball = self.world_previous.ball

            # quit()
            self.world_latest = w

            # found items will be stored in the queue, and accessed if/when drawing the overlay
            for name in self.config.filter_stack:
                filter = self.config.filters[name]
                if filter["option"].selected:
                    frame = filter["function"](frame)
                    cv2.imshow(name, frame)
                #else:
                #print("Filter stack does not agree with activated filters")

            cv2.imshow(self.config.OUTPUT_TITLE, frame)
            cv2.setMouseCallback(
                self.config.OUTPUT_TITLE,
                lambda event, x, y, flags, param: self.p(
                    event, x, y, flags, param, frame_hsv))

            c = cv2.waitKey(50) & 0xFF

            planner_w = copy.deepcopy(w)
            if planner_w.ball != None:
                planner_w.ball.y = height - planner_w.ball.y
            if planner_w.robot_yellow_green != None:
                planner_w.robot_yellow_green.y = height - planner_w.robot_yellow_green.y
                planner_w.robot_yellow_green.angle = (
                    pi / 2 - planner_w.robot_yellow_green.angle) % (2 * pi)
            if planner_w.robot_yellow_pink != None:
                planner_w.robot_yellow_pink.y = height - planner_w.robot_yellow_pink.y
                planner_w.robot_yellow_pink.angle = (
                    pi / 2 - planner_w.robot_yellow_pink.angle) % (2 * pi)
            if planner_w.robot_blue_green != None:
                planner_w.robot_blue_green.y = height - planner_w.robot_blue_green.y
                planner_w.robot_blue_green.angle = (
                    pi / 2 - planner_w.robot_blue_green.angle) % (2 * pi)
            if planner_w.robot_blue_pink != None:
                planner_w.robot_blue_pink.y = height - planner_w.robot_blue_pink.y
                planner_w.robot_blue_pink.angle = (
                    pi / 2 - planner_w.robot_blue_pink.angle) % (2 * pi)

            # print(planner_w.__dict__)

            self.planner_callback(planner_w)
        else:
            cv2.destroyAllWindows()
def main():
    w = World(5, 5, [(0, 0, 5), (2, 2, 5), (4, 4, 5)], [(0, 4, 5), (2, 4, 5),
                                                        (0, 2, 5)], -1, 15, 15)
    a = Agent(1, 1)

    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(4000, p_greedy)],
            filename="Experiment1_1.txt")
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(4000, p_greedy)],
            filename="Experiment1_2.txt")

    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment2_1.txt")
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment2_2.txt")

    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment3_1.txt")
    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment3_2.txt")

    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            1.0,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment4_1.txt")
    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            1.0,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment4_2.txt")
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            swap_after_iter=2,
            filename="Experiment5_1.txt")
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            swap_after_iter=2,
            filename="Experiment5_2.txt")

    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(4000, p_greedy)],
            filename="Experiment1_SmallStatespace_1.txt",
            state_space='small')
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(4000, p_greedy)],
            filename="Experiment1_SmallStatespace_2.txt",
            state_space='small')

    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment2_SmallStatespace_1.txt",
            state_space='small')
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment2_SmallStatespace_2.txt",
            state_space='small')

    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment3_SmallStatespace_1.txt",
            state_space='small')
    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment3_SmallStatespace_2.txt",
            state_space='small')

    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            1.0,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment4_SmallStatespace_1.txt",
            state_space='small')
    manager(deepcopy(w),
            deepcopy(a),
            SARSA,
            0.3,
            1.0,
            p_random,
            8000, [(200, p_exploit)],
            filename="Experiment4_SmallStatespace_2.txt",
            state_space='small')

    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            swap_after_iter=2,
            filename="Experiment5_SmallStatespace_1.txt",
            state_space='small')
    manager(deepcopy(w),
            deepcopy(a),
            q_learning,
            0.3,
            0.5,
            p_random,
            8000, [(200, p_exploit)],
            swap_after_iter=2,
            filename="Experiment5_SmallStatespace_2.txt",
            state_space='small')
Beispiel #33
0
    def __init__(self, video_port=0, pitch=None, planner_callback=None):
        self.config = Config(self)
        while pitch is None:
            req_room = raw_input("Enter Pitch Room [{opts}]: ".format(
                opts="/".join(self.config.pitch_room.options)))
            pitch_no = self.config.pitch_room.getCode(
                req_room, unifier=lambda str: re.sub(r'\W+', '', str.upper()))
            if pitch_no is not None:
                pitch = pitch_no

        self.config.pitch_room.selected = pitch
        if pitch == 0:
            self.config.colours = colour_profiles['pitch_3d03']
        elif pitch == 1:
            self.config.colours = colour_profiles['pitch_3d04']

        self.cam = Camera(port=video_port, pitch=pitch, config=self.config)

        #print("Camera initialised")

        def print_function(x):
            info(x)

        if planner_callback is None:
            self.planner_callback = (lambda x: print_function(x))
        else:
            self.planner_callback = planner_callback

        c = Calibrate(self.cam, self.config)

        self.world_latest = World()
        self.world_previous = None

        # c.run(True)

        print("Basic camera calibration complete")
        colours = c.calibrateColor(self.cam)
        all_colors = np.empty([10, 3], dtype=np.uint8)
        color_id = 0

        if colours is not None:
            for colour, data in colours.iteritems():
                if data is not None:
                    for field in data:
                        self.config.colours[colour][field] = np.uint8(
                            data[field])
                        all_colors[color_id] = np.uint8(data[field])
                        color_id += 1
            print("Colors recorded")
            np.save("color_calibrations", all_colors)
        else:
            print("Colors calibration skipped")
            all_colors = np.load("color_calibrations.npy")
            all_color_names = ['red', 'yellow', 'blue', 'green', 'pink']
            for i in range(0, 5):
                self.config.colours[all_color_names[i]]['max'] = all_colors[i *
                                                                            2]
                self.config.colours[all_color_names[i]]['min'] = all_colors[i *
                                                                            2 +
                                                                            1]
                # print all_color_names[i], all_colors[i*2+1], all_colors[i*2]

        self.config.addFilter("overlay", filters.filter_overlay, default=1)
        self.config.addFilter("grayscale", filters.filter_grayscale)
        self.config.addFilter("normalised", filters.filter_normalize)
        self.config.addFilter("red", partial(filters.filter_colour, "red"))
        self.config.addFilter("yellow", partial(filters.filter_colour,
                                                "yellow"))
        self.config.addFilter("blue", partial(filters.filter_colour, "blue"))
        self.config.addFilter("green", partial(filters.filter_colour, "green"))
        self.config.addFilter("pink", partial(filters.filter_colour, "pink"))
        self.config.addFilter("manual colour",
                              partial(filters.filter_colour, None))
        #print("Filters set up")

        #print("Initialising trackers")

        self.tracker_ball = DotTracker(0, 0, 'red', self.config, "ball")
        self.tracker_blue = DotTracker(0, 0, 'yellow', self.config, "robot")
        self.tracker_yellow = DotTracker(0, 0, 'blue', self.config, "robot")

        self.config.GUI()

        self.display()
Beispiel #34
0
 def __init__(self, aPlayer):
     self.thePlayer = aPlayer
     self.theWorld = World()
Beispiel #35
0
class Run(  ):

	def __init__( self ):

		if debug:
			self.size = ( 900, 700 )
			self.scr = p.display.set_mode( self.size )
		else:
			self.size = ( 1920, 1080 )
			self.scr = p.display.set_mode( self.size, FULLSCREEN )

		strings = ( 
			"      ....      ",
			"     .xxxx.     ",
			"     .xxxx.     ",
			"    .xx  xx.    ",
			"    .xx  xx.    ",
			"   .xx    xx.   ",
			"   .xx    xx.   ",
			"  .xx      xx.  ",
			"  .xx      xx.  ",
			" .xx        xx. ",
			" .xx        xx. ",
			".xx          xx.",
			".xx          xx.",
			".xxxxxxxxxxxxxx.",
			" .xxxxxxxxxxxx. ",
			" .............. ",
			)

		data, mask = p.cursors.compile( strings, 'x', '.', 'o' )
		p.mouse.set_cursor( ( 16, 16 ), ( 0, 0 ), data, mask )
		#p.mouse.set_cursor( *p.cursors.ball )

		self.world = World( self )

		self.active = True
		self.holdingSpace = False
		self.WFPS = 60
		self.FPSlist = [ self.WFPS ]

		self.events = [  ]

	def eventListener( self ):

		if p.mouse.get_pressed(  ) == ( 1, 0, 0 ) and self.world.player.shoot_timer < 0:
			self.world.player.shoot( {
			"dad" : self.world.player,
			"color" : ( 250, 250, 0 ),
			"colorindex" : ( 20, 100, 0 ),
			"angle" : self.world.player.rotation,
			"radius" : self.world.s1.sliderpos,
			"speed" : 7,
			"damage" : 3,
			"lifetime" : 90,
			"pos" : self.world.player.pos,
			}  )
			self.world.player.shoot_timer = 2

		if p.mouse.get_pressed(  ) == ( 0, 0, 1 ) and self.world.player.rocketshoot_timer <= 0:
			self.world.player.rocketshoot(  )

		for e in self.events:
			if e.type == p.QUIT:
				self.active = False
				p.quit()
				quit()

			if e.type == p.KEYDOWN:
				if e.unicode == "d":
					self.world.player.vx = self.world.player.speed

				if e.unicode == "a":
					self.world.player.vx = -self.world.player.speed

				if e.unicode == "w":
					self.world.player.vy = -self.world.player.speed

				if e.unicode == "s":
					self.world.player.vy = self.world.player.speed

				if e.unicode == " ":
					self.holdingSpace = True

				if e.key == p.K_ESCAPE:
					self.active = False

			if e.type == p.KEYUP:
				if e.key == p.K_d and self.world.player.vx > 0:
					self.world.player.vx = 0

				if e.key == p.K_SPACE:
					self.holdingSpace = False

				if e.key == p.K_a and self.world.player.vx < 0:
					self.world.player.vx = 0

				if e.key == p.K_s and self.world.player.vy > 0:
					self.world.player.vy = 0

				if e.key == p.K_w and self.world.player.vy < 0:
					self.world.player.vy = 0

	def update( self ):

		self.world.update(  )

	def draw( self ):

		self.world.draw(  )

	def loop( self ):

		clk = p.time.Clock(  )

		while self.active:
			lasttime = time.time(  )

			self.events = p.event.get(  )

			self.eventListener(  )
			self.update(  )
			self.draw(  )

			FPS = 0
			for x in self.FPSlist:
				FPS += x

			Messages.message( self.scr, round( FPS / len( self.FPSlist ), 1 ), ( 10, 10 ), p.Color( 'magenta' ) )

			p.display.update(  )

			now = time.time(  )
			self.FPSlist.append( round( 1.0 / ( now - lasttime ), 0 ) )
			if len( self.FPSlist ) > 100: del self.FPSlist[ 0 ]

			clk.tick( self.WFPS )
Beispiel #36
0
# print (sys.executable)
filepath = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, filepath)
#sys.path.append('/home/georgiy/.local/lib/python3.7/site-packages/')

from world import World
from spatial2 import Spatial

datapath = sys.argv[-1]
fname = datapath.split(os.sep)[-1]

old_stdout = sys.stdout # backup current stdout
sys.stdout = open(os.devnull, "w")

world = World(bpy.context.scene, simulation_mode=True)
spatial = Spatial(world)

sys.stdout = old_stdout

objlist = [name.name for name in world.entities]
#print(objlist)

def test():
    with open(datapath, "r") as f:
        flag = 0
        lines = f.readlines()
        annotations = [line.split(":") for line in lines if line.strip() != ""]
        for i, ele in enumerate(annotations):
            if len(ele) != 3:
                if len(ele) != 4 or ele[1] !='between':
Beispiel #37
0
debug_mode = True	# Use this to toggle verbose mode on the text parser.

game_name = "Hive Ambush"

help_text = "To interact with this game world, you will use a basic text-based interface. \
Try single-word commands like 'inventory' or 'west' (or their counterpart abbreviations, 'i' or 'w', respectively \
to get started. For more complex interactions, use commands of the format [VERB][NOUN] (e.g. 'open door', \
or in some cases, [VERB][NOUN][OBJECT] (e.g. 'attack thief with nasty knife').\
The game will ignore the articles 'a', 'an', and 'the' (e.g. 'open the door' is the same as 'open door.').\n\n\
To toggle output from the game parser, type 'debug'. To exit the game at any time, type 'exit' or 'quit'."

		
				

player = Player()
world = 	World()
	
def play():	
	print_welcome_text()
	
	print_wrap(world.tile_at(player.x,player.y).intro_text())
	
	while True:
		print()							# Print a blank line for spacing purposes.
		[raw_input, parsed_input] = parse.get_command()
		print()							# Print a blank line for spacing purposes.
		
		
		if(debug_mode):	
			print("--------------------------------------------------------")
			print("RAW USER COMANDS: " + raw_input)
Beispiel #38
0
from room import Room
from player import Player
from world import World

import queue
import random

# Load world
world = World()

# You may uncomment the smaller graphs for development and testing purposes.

# roomGraph={0: [(3, 5), {'n': 1}], 1: [(3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5, 'w': 11}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}], 9: [(1, 4), {'n': 8, 's': 10}], 10: [(1, 3), {'n': 9, 'e': 11}], 11: [(2, 3), {'w': 10, 'e': 6}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2, 'e': 12, 'w': 15}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5, 'w': 11}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}], 9: [(1, 4), {'n': 8, 's': 10}], 10: [(1, 3), {'n': 9, 'e': 11}], 11: [(2, 3), {'w': 10, 'e': 6}], 12: [(4, 6), {'w': 1, 'e': 13}], 13: [(5, 6), {'w': 12, 'n': 14}], 14: [(5, 7), {'s': 13}], 15: [(2, 6), {'e': 1, 'w': 16}], 16: [(1, 6), {'n': 17, 'e': 15}], 17: [(1, 7), {'s': 16}]}
roomGraph = {
    494: [(1, 8), {
        'e': 457
    }],
    492: [(1, 20), {
        'e': 400
    }],
    493: [(2, 5), {
        'e': 478
    }],
    457: [(2, 8), {
        'e': 355,
        'w': 494
    }],
    484: [(2, 9), {
Beispiel #39
0
env = "main"
vis = visdom.Visdom(env=env, log_to_filename="log/" + env + ".log")

if vis.check_connection():
    log_string('Visdom server ' + vis.server + ':' + str(vis.port))
else:
    log_string(
        'Cannot connect to the visdom server. Does it run? (\'python -m visdom.server\')'
    )
    exit(1)

assert torch.cuda.is_available(), 'We need a GPU to run this.'

######################################################################

world = World(5)

# FOR NORMAL CONVAUTOENCODER
layer_specs_enc = [
    {
        'in_channels': 3,
        'out_channels': 32,
        'kernel_size': 8,
        'stride': 4
    },
    {
        'in_channels': 32,
        'out_channels': 64,
        'kernel_size': 4,
        'stride': 2
    },
Beispiel #40
0
    # create a pyglet window and set glOptions
    win = window.Window(width=500, height=500, vsync=True, resizable=True)
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    # needed so that egi knows where to draw
    egi.InitWithPyglet(win)
    # prep the fps display
    fps_display = clock.ClockDisplay()
    # register key and mouse event handlers
    win.push_handlers(on_key_press)
    win.push_handlers(on_mouse_press)
    win.push_handlers(on_resize)

    # create a world for agents
    world = World(500, 500)
    # add one agent
    for i in range(0, 50):
        world.agents.append(Agent(world))
    world.hunter = world.agents[0]
    # unpause the world ready for movement
    world.paused = False

    while not win.has_exit:
        win.dispatch_events()
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        # show nice FPS bottom right (default)
        delta = clock.tick()
        world.update(delta)
        world.render()
        fps_display.draw()
Beispiel #41
0
import os
import time
from world import World
from hero import Hero

def update_game_state(world):
    """ """
    world.update_world()
    time.sleep(0.1)

if __name__ == '__main__':
    os.system('clear')
    world = World()
    hero = Hero()
    world.add_hero(hero)

    while True:
        update_game_state(world)
Beispiel #42
0
parser.add_argument('--log_dir', type=str, default="log/dqn_4x4", help='directory in which logs should be saved')
args = parser.parse_args()

if not os.path.exists(args.log_dir):
    os.makedirs(args.log_dir)
logger = logging.getLogger('main')
logger.setLevel(logging.DEBUG)
fh = logging.FileHandler(os.path.join(args.log_dir, datetime.now().strftime('%Y%m%d-%H%M%S') + ".log"))
fh.setLevel(logging.DEBUG)
sh = logging.StreamHandler()
sh.setLevel(logging.INFO)
logger.addHandler(fh)
logger.addHandler(sh)

# create world
world = World(args.config_file, thread_num=args.thread)

# create agents
agents = []
for i in world.intersections:
    action_space = gym.spaces.Discrete(len(i.phases))
    agents.append(DQNAgent(
        action_space,
        LaneVehicleGenerator(world, i, ["lane_count"], in_only=True, average=None),
        LaneVehicleGenerator(world, i, ["lane_waiting_count"], in_only=True, average="all", negative=True),
        i.id
    ))
    if args.load_model:
        agents[-1].load_model(args.save_dir)
    # if len(agents) == 5:
    #     break
Beispiel #43
0
class Game(Widget):
    temp_text = StringProperty("")
    temp_textlist = ListProperty(["", "", "", ""])

    def gamesetup(self):
        # Setting up the Event Handler.
        self.events = EventHandler()
        self.events.calls["keydown"] = self.key_down
        self.events.calls["keyup"] = self.key_up
        self.events.calls["mouseover"] = self.mouse_over
        self.events.eventsetup()

        # Setting up the Menu controller.
        self.menus = Menus(size=self.size)
        self.menus.menusetup()

        # Setting up the NPCs.
        self.npcs = NPCController()
        self.npcs.controllersetup()

        # Setting up the Player.
        self.player = Player()
        self.player.playersetup(Window.size)
        self.player.place(Window.center[0], Window.center[1])

        # Setting up the Dialogue controller.
        self.dialogue = Dialogue()
        self.dialogue.dialoguesetup()

        # Setting up the world.
        self.world = World()
        self.world.worldcenter = self.center
        self.world.setupworld((768 * 3, 608 * 3))

        # Adding everything to the Widget stack
        self.add_widget(self.events)
        self.world.add_npcs(self.npcs.npcgroup)
        self.world.add_widget(self.player)
        self.add_widget(self.world)
        self.add_widget(self.menus)
        self.add_widget(self.dialogue)

        # Centering Screen on the player
        self.center_screen(0.2)

    def center_screen(self, delay=0.1):
        Clock.schedule_once(self.world.center_screen, delay)

    def update(self, dt):
        self.menus.update(dt)
        self.npcs.update(dt)
        self.player.update(dt)

    def mouse_over(self, pos):
        pass

    def key_down(self, key, mod):
        if key[1] in ("w", "a", "s", "d", "up", "down", "left", "right"):
            self.player.keydown(key[1])
        elif key[1] == "spacebar":
            print(self.player.pos, self.player.center)

    def key_up(self, key):
        if key[1] in ("w", "a", "s", "d", "up", "down", "left", "right"):
            self.player.keyup(key[1])

    def begin_conv(self, npc):
        self.dialogue.npc = npc
        self.dialogue.start_conv()
        self.menus.menu_on = not self.menus.menu_on

    def change_top_text(self, txt):
        """
          Top text area contains only one piece of text at a time.
        """
        self.temp_text = txt
        self.menus.fade_out_top = True

    def change_bottom_text(self, txtlist):
        """
         Bottom Text contains 4 question areas.
        """
        for num, _ in enumerate(self.menus.bottomtext):
            try:
                self.menus.bottomtext[num] = txtlist[num]
            except IndexError:
                self.menus.bottomtext[num] = ""
        self.menus.fade_out_bottom = True
Beispiel #44
0
class Window(pyglet.window.Window):
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.sensor = Sensor()
        self.setup()
        self.world = World()
        self.sync_frame = 0
        self.mouse_pos = (0, 0)
        self.frame_rate = 1 / 60
        self.fps_display = FPSDisplay(self)
        self.grid = Grid()
        self.camera = Camera()
        self.cursor_block = self.world.create_cursor()
        self.label = pyglet.text.Label('Move = W,A,S,D\tUp\\Down = R\\F',
                                       font_name='Calibri',
                                       font_size=12,
                                       x=2,
                                       y=self.height - 15,
                                       multiline=True,
                                       width=120)
        # stress_test()
        # self.world.random_build()
        pyglet.clock.schedule(self.update)

    def label_update(self):
        """
        Refreshes screen text after resizing window
        """
        self.label = pyglet.text.Label('Move = W,A,S,D\tUp\\Down = R\\F',
                                       font_name='Calibri',
                                       font_size=12,
                                       x=2,
                                       y=self.height - 15,
                                       multiline=True,
                                       width=120)

    def adjust_stage_height(self, direction):
        self.grid.scroll(direction)
        self.sensor.move_y(direction)

    def on_mouse_scroll(self, x, y, mouse, direction):
        self.adjust_stage_height(direction)

    def on_mouse_press(self, x, y, button, modifiers):
        if button == window.mouse.LEFT:
            xyz = self.grid.select(x, y, self.camera, self)
            self.world.add_block(xyz)
        elif button == window.mouse.RIGHT:
            xyz = self.grid.select(x, y, self.camera, self)
            self.world.del_block(xyz)

    def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
        self.mouse_pos = (x, y)
        if button == window.mouse.MIDDLE:
            self.camera.mouse_motion(dx, dy)
        elif button == window.mouse.LEFT:
            xyz = self.grid.select(x, y, self.camera, self)
            self.world.add_block(xyz)
        elif button == window.mouse.RIGHT:
            xyz = self.grid.select(x, y, self.camera, self)
            self.world.del_block(xyz)

    def on_mouse_motion(self, x, y, dx, dy):
        self.mouse_pos = (x, y)

    def on_key_press(self, button, modifiers):

        if button == window.key.ESCAPE:
            self.close()
        speed = 1
        if button == window.key.W:
            self.camera.strafe[0] = -speed
        elif button == window.key.S:
            self.camera.strafe[0] = speed
        elif button == window.key.A:
            self.camera.strafe[2] = -speed
        elif button == window.key.D:
            self.camera.strafe[2] = speed
        elif button == window.key.R:
            self.camera.strafe[1] = speed
        elif button == window.key.F:
            self.camera.strafe[1] = -speed
        elif button == window.key.RETURN:
            self.sensor.input_enter()
        elif button == window.key.NUM_ADD:
            self.world.tex_index += 1
            self.world.tex_index %= len(self.world.tex_lst)
            self.cursor_block.update_texture(self.world)
        elif button == window.key.NUM_SUBTRACT:
            self.world.tex_index -= 1
            self.world.tex_index %= len(self.world.tex_lst)
            self.cursor_block.update_texture(self.world)
        elif button == window.key.F11:
            self.world.save()
        elif button == window.key.F12:
            self.world.load()
        elif button == window.key.NUM_1:
            pass
        elif button == window.key.NUM_2:
            self.sensor.move_z(1)
        elif button == window.key.NUM_3:
            pass
        elif button == window.key.NUM_4:
            self.sensor.move_x(-1)
        elif button == window.key.NUM_5:
            self.sensor.commit_blocks(self.world)
        elif button == window.key.NUM_6:
            self.sensor.move_x(1)
        elif button == window.key.NUM_7:
            pass
        elif button == window.key.NUM_8:
            self.sensor.move_z(-1)
        elif button == window.key.NUM_9:
            self.world.random_build()
            #pass
        elif button == window.key.PAGEUP:
            self.adjust_stage_height(1)
        elif button == window.key.PAGEDOWN:
            self.adjust_stage_height(-1)

    def on_key_release(self, button, modifiers):
        if button == window.key.W:
            self.camera.strafe[0] = 0
        elif button == window.key.S:
            self.camera.strafe[0] = 0
        elif button == window.key.A:
            self.camera.strafe[2] = 0
        elif button == window.key.D:
            self.camera.strafe[2] = 0
        elif button == window.key.R:
            self.camera.strafe[1] = 0
        elif button == window.key.F:
            self.camera.strafe[1] = 0

    def update(self, dt):
        self.sensor.update(self.world)
        self.sync_frame += dt
        self.sync_frame %= 4  # modulus by max animation frames

        mouse_over = self.grid.select(*self.mouse_pos, self.camera, self)
        self.cursor_block.update_position(mouse_over)
        self.cursor_block.update(dt)
        self.camera.update(dt)
        self.world.update(dt, self.sync_frame)

    def set_2d(self):
        width, height = self.get_size()
        glDisable(GL_CULL_FACE)
        glDisable(GL_DEPTH_TEST)
        viewport = self.get_viewport_size()
        glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glOrtho(0, max(1, width), 0, max(1, height), -1, 1)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

    def set_3d(self):
        width, height = self.get_size()
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(45.0, width / float(height), 0.1, 60.0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        yaw, pitch = self.camera.rotation
        glRotatef(yaw, 0, 1, 0)
        glRotatef(-pitch, math.cos(math.radians(yaw)), 0,
                  math.sin(math.radians(yaw)))
        x, y, z = self.camera.position
        glTranslatef(-x, -y, -z)

    def on_resize(self, width, height):
        width, height = self.get_size()
        self.label_update()
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(45.0, width / float(height), 0.1, 60.0)
        glMatrixMode(GL_MODELVIEW)
        return pyglet.event.EVENT_HANDLED

    def on_draw(self):
        self.clear()
        self.set_3d()
        self.grid.draw()
        self.world.draw()
        if not tuple(self.cursor_block.position) in self.world.boxel_hash:
            self.cursor_block.batch.draw()
        self.sensor.draw()
        self.set_2d()
        self.fps_display.draw()
        self.label.draw()

    def setup_fog(self):
        glEnable(GL_FOG)
        glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1))
        glHint(GL_FOG_HINT, GL_DONT_CARE)
        glFogi(GL_FOG_MODE, GL_LINEAR)
        glFogf(GL_FOG_START, 20.0)
        glFogf(GL_FOG_END, 60.0)

    def setup(self):
        glClearColor(0.3, 0.8, 0.96, 1)  # Background color (r,g,b,a)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_CULL_FACE)
        self.setup_fog()
Beispiel #45
0
class _Game(object):

    default_triggers = ()  # empty tuple; a tuple is immutable
    game_type_name = None
    record_replay = True
    allow_cheatmode = True
    must_apply_equivalent_type = False

    def create_replay(self):
        self._replay_file = open(
            os.path.join(REPLAYS_PATH, "%s.txt" % int(time.time())), "w")
        self.replay_write(self.game_type_name)
        players = " ".join([p.login for p in self.players])
        self.replay_write(self.map.get_name() + " " + players)
        self.replay_write(VERSION)
        self.replay_write(res.mods)
        self.replay_write(compatibility_version())
        if self.game_type_name == "mission":
            self.replay_write(self.map.campaign.path)
            self.replay_write(str(self.map.id))
        else:
            self.replay_write(self.map.pack())
        self.replay_write(players)
        alliances = [p.alliance for p in self.players]
        self.replay_write(" ".join(map(str, alliances)))
        factions = [p.faction for p in self.players]
        self.replay_write(" ".join(factions))
        self.replay_write(str(self.seed))

    def replay_write(self, s):
        self._replay_file.write(s + "\n")

    def _game_type(self):
        return "%s/%s/%s" % (VERSION, self.game_type_name + "-" +
                             self.map.get_name(), self.nb_human_players)

    def _record_stats(self, world):
        stats.add(self._game_type(), int(world.time / 1000))

    def run(self, speed=config.speed):
        if self.record_replay:
            self.create_replay()
        self.world = World(
            self.default_triggers,
            self.seed,
            must_apply_equivalent_type=self.must_apply_equivalent_type)
        if self.world.load_and_build_map(self.map):
            self.map.load_style(res)
            try:
                self.map.load_resources()
                update_orders_list()  # when style has changed
                self.pre_run()
                if self.world.objective:
                    voice.confirmation(mp.OBJECTIVE + self.world.objective)
                self.interface = clientgame.GameInterface(self.me, speed=speed)
                b = res.get_text_file("ui/bindings",
                                      append=True,
                                      localize=True)
                b += "\n" + self.map.get_campaign("ui/bindings.txt")
                b += "\n" + self.map.get_additional("ui/bindings.txt")
                try:
                    b += "\n" + open(CUSTOM_BINDINGS_PATH, "U").read()
                except IOError:
                    pass
                self.interface.load_bindings(b)
                self.world.populate_map(self.players)
                self.nb_human_players = self.world.current_nb_human_players()
                t = threading.Thread(target=self.world.loop)
                t.daemon = True
                t.start()
                if PROFILE:
                    import cProfile
                    cProfile.runctx("self.interface.loop()", globals(),
                                    locals(), "interface_profile.tmp")
                    import pstats
                    for n in ("interface_profile.tmp", ):
                        p = pstats.Stats(n)
                        p.strip_dirs()
                        p.sort_stats('time', 'cumulative').print_stats(30)
                        p.print_callers(30)
                        p.print_callees(20)
                        p.sort_stats('cumulative').print_stats(50)
                else:
                    self.interface.loop()
                self._record_stats(self.world)
                self.post_run()
            finally:
                self.map.unload_resources()
            self.world.stop()
        else:
            voice.alert(mp.BEEP + [self.world.map_error])
        if self.record_replay:
            self._replay_file.close()

    def pre_run(self):
        pass

    def post_run(self):
        self.say_score()

    def say_score(self):
        for msg in self.me.player.score_msgs:
            voice.info(msg)
        voice.flush()
    def setUp(self, agent_opts=None):
        spec = {
            "players":
            [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))],
            "mobs": [],
            "ground_generator":
            flat_ground_generator,
            "agent": {
                "pos": (0, 63, 0)
            },
            "coord_shift": (-16, 54, -16),
        }
        world_opts = Opt()
        world_opts.sl = 32
        self.world = World(world_opts, spec)
        self.agent = FakeAgent(self.world, opts=agent_opts)

        # More helpful error message to encourage test writers to use self.set_looking_at()
        self.agent.get_player_line_of_sight = Mock(
            side_effect=NotImplementedError(
                "Cannot call into C++ function in this unit test. " +
                "Call self.set_looking_at() to set the return value"))

        self.speaker = self.agent.get_other_players()[0].name
        self.agent.perceive()

        # Combinable actions to be used in test cases
        self.possible_actions = {
            "destroy_speaker_look": {
                "action_type": "DESTROY",
                "reference_object": {
                    "location": {
                        "location_type": "SPEAKER_LOOK"
                    }
                },
            },
            "copy_speaker_look_to_agent_pos": {
                "action_type": "BUILD",
                "reference_object": {
                    "location": {
                        "location_type": "SPEAKER_LOOK"
                    }
                },
                "location": {
                    "location_type": "AGENT_POS"
                },
            },
            "build_small_sphere": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "sphere",
                    "has_size": "small"
                },
            },
            "build_1x1x1_cube": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "cube",
                    "has_size": "1 x 1 x 1"
                },
            },
            "move_speaker_pos": {
                "action_type": "MOVE",
                "location": {
                    "location_type": "SPEAKER_POS"
                },
            },
            "build_diamond": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "diamond"
                }
            },
            "build_gold_cube": {
                "action_type": "BUILD",
                "schematic": {
                    "has_block_type": "gold",
                    "has_name": "cube"
                },
            },
            "fill_all_holes_speaker_look": {
                "action_type": "FILL",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
                "repeat": {
                    "repeat_key": "ALL"
                },
            },
            "go_to_tree": {
                "action_type": "MOVE",
                "location": {
                    "location_type": "REFERENCE_OBJECT",
                    "reference_object": {
                        "has_name": "tree"
                    },
                },
            },
            "build_square_height_1": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "square",
                    "has_height": "1"
                },
            },
            "stop": {
                "action_type": "STOP"
            },
            "fill_speaker_look": {
                "action_type": "FILL",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
            },
            "fill_speaker_look_gold": {
                "action_type": "FILL",
                "has_block_type": "gold",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
            },
        }
Beispiel #47
0
class Life(object):

    speeds = [10, 7, 5, 3, 2, 1.5, 1, 0.75, 0.5, 0.25, 0.15, 0]

    def __init__(self):
        self.__world = World(34, 66)
        self.__fillrate = 25
        self.__speed = 5
        self.__delay = Life.speeds[self.__speed]
        self.__menu = 'main'
        self.random()

    def main(self):
        """
        Main event loop for store.
        :return: choice
        """
        command = 'help'
        parameter = None
        while command != 'quit':
            if command == 'help':
                self.help('help3.txt', 'Press <return> to continue. ')
            elif command == 'more menu':
                self.__menu = 'more'
            elif command == 'back to main menu':
                self.__menu = 'main'
            elif command == 'run simulation':
                self.run_simulation(parameter)
            elif command == 'skip generations':
                self.skip_generations(parameter)
            elif command == 'random world':
                self.random()
            elif command == 'save world':
                self.save(parameter, './worlds/')
            elif command == 'open world':
                self.open(parameter, './worlds/')
            elif command == 'change fillrate':
                self.change_fillrate(parameter)
            elif command == 'change speed':
                self.change_speed(parameter)
            elif command == 'change size':
                self.change_size(parameter)
            elif command == 'change graphics':
                self.change_graphics(parameter)
            elif command == 'geometry':
                self.set_geometry()
            elif command == 'library':
                self.from_library(parameter, './library/')
            self.display()
            command, parameter = self.get_command()
        print('See ya, thanks for playing!')

    def menu(self):
        """
        returns a string containing the menu.
        :return: string containing the menu
        """
        return '[R]un  s[K]ip   [N]ew   [S]ave   [O]pen   [M]ore   [H]elp [L]ibrary   [Q]uit'

    def menu_more(self):
        """
        returns a string containing the menu.
        :return: string containing the menu
        """
        return 's[P]eed   [D]elay   s[I]ze   [G]raphics  g[E]ometry   [H]elp   [B]ack'

    def get_command(self):
        """
        Get a valid command from the user.
        :return: command
        """
        commands = {
            'r': 'run simulation',
            'k': 'skip generations',
            'n': 'random world',
            's': 'save world',
            'o': 'open world',
            'f': 'change fillrate',
            'p': 'change speed',
            'i': 'change size',
            'g': 'change graphics',
            'e': 'geometry',
            'l': 'library',
            'm': 'more menu',
            'b': 'back to main menu',
            'h': 'help',
            '?': 'help',
            'q': 'quit'
        }

        validCommands = commands.keys()

        userInput = '&'
        parameter = None
        while userInput[0].lower() not in validCommands:
            userInput = input('Command: ')
            if userInput == '':
                userInput = 'n'
                parameter = 1
        command = commands[userInput[0].lower()]
        if len(userInput) > 1:
            parameter = userInput[1:].strip()
        return command, parameter

    def status(self):
        """
        Returns a string representing the status of the world.
        :return: string showing the status
        """
        rows = self.__world.get_rows()
        columns = self.__world.get_columns()
        percentAlive = (self.__world.get_living_cell_count() /
                        (rows * columns)) * 100
        string = 'Status:   '
        string += f'gen:{self.__world.get_generation()}   '
        string += f'speed: {self.__speed}   '
        string += f'size:[{rows}x{columns}]   '
        string += f'alive: {percentAlive:0.0f}%   '
        return string

    def help(self, filename, prompt=None):
        """
        Displays instructions.
        :param filename: help3.txt
        :param prompt:
        :return: None
        """
        with open(filename, 'r') as file:
            help = file.read()
        print(help, end='')
        if prompt:
            input('\n' + prompt)

    def next_generation(self, parameter):
        """
        Displays the next generation of the world
        :param parameter: parameter
        :return:
        """
        self.__world.next_generation()
        self.display()

    def run_simulation(self, generations):
        """
        Displays the next generation of the world
        :param generations:
        :return: next generation
        """
        if toolbox.is_integer(generations) and int(generations) > 0:
            generations = int(generations)
        else:
            prompt = 'How many generations do you want to do?'
            generations = toolbox.get_integer_between(1, 10000, prompt)
        for generation in range(generations):
            self.__world.next_generation()
            if self.__world.is_stable() == True:
                break
            string = self.__world.__str__()
            string += self.status()
            string += f'left: {generations - generation}'
            print(string)
            time.sleep(self.__delay)
        print(self.menu())

    def skip_generations(self, generations):
        """
        Displays the next generation of the world
        :param generations:
        :return: next generation
        """
        if toolbox.is_integer(generations) and int(generations) > 0:
            generations = int(generations)
        else:
            prompt = 'How many generations do you wanna skip?'
            generations = toolbox.get_integer_between(1, 10000, prompt)
        print(f'Skipping {generations} generations.', end='')

        for generation in range(generations):
            self.__world.next_generation()
            if self.__world.is_stable() == True:
                print('It is stable now.')
                break
            else:
                pass
            if generation % 100 == 0:
                print('.', end='')
        print(' done!')
        time.sleep(2)
        self.display()

    def change_fillrate(self, fillrate):
        """
        Change the fillrate for the simulation.
        :param fillrate:
        :return: fillrate
        """
        if toolbox.is_number(fillrate) and 0 <= float(fillrate) <= 100:
            fillrate = float(fillrate)
        else:
            prompt = 'What percent of cells do you want to be alive?'
            fillrate = toolbox.get_integer_between(0, 100, prompt)
        self.__fillrate = fillrate
        self.random()

    def change_speed(self, speed):
        """
        Change the delay betwen generations of the simulation.
        :param speed:
        :return: speed
        """
        if toolbox.is_number(speed):
            speed = int(speed)
        else:
            prompt = 'How fast should the generations update?'
            speed = toolbox.get_integer_between(0, 11, prompt)
        self.__delay = Life.speeds[speed]

    def change_graphics(self, whichCharacters):
        """
        Change the live and dead characters for the cells.
        :param whichCharacters:
        :return: whichCharacters
        """
        if toolbox.is_integer(whichCharacters) and \
           1 <= int(whichCharacters) <= len(Cell.displaySets.keys()):
            whichCharacters = int(whichCharacters)
        else:
            print('**************************************')
            for number, set in enumerate(Cell.displaySets):
                liveChar = Cell.displaySets[set]['liveChar']
                deadChar = Cell.displaySets[set]['deadChar']
                print(
                    f'{number+1}: living cells: {liveChar} dead cells: {deadChar}'
                )
            print(f'{number + 2}: pick your own characters')
            print('**************************************')
            prompt = 'What character do you want to use?'
            whichCharacters = toolbox.get_integer_between(
                1, number + 2, prompt)
            if whichCharacters == number + 2:
                alive = toolbox.get_string(
                    'Which character should represent alive cells?')
                dead = toolbox.get_string(
                    'Which character should represent dead cells?')
                Cell.set_display_user_values(alive, dead)
        setString = list(Cell.displaySets.keys())[whichCharacters - 1]
        Cell.set_display(setString)
        self.display()

    def set_geometry(self):
        userGeo = toolbox.get_integer_between(
            1, 2, """
        Choose 1 or 2:
        1. bowl
        2. torus""")
        self.__world.set_geometry(userGeo)
        print(self.__world, end='')
        print(self.status() + '\n' + self.menu(), end='')

    def random(self):
        """
        Create a random world
        :return: world
        """
        self.__world.randomize(self.__fillrate)
        self.display()

    def save(self, filename, myPath='./'):
        """
        Save the current generation of the current world as a text file.
        :param filename: name of the file, may be None at this point.
        :param myPath: Where the file should be saved.
        :return: None
        """
        if filename == None:
            filename = toolbox.get_string('What do you wanna call the file? ')
        #
        # Make sure the file has the correct file extension.
        #
        if filename[-5:] != '.life':
            filename = filename + '.life'
        #
        # if the path doesn't already exist, create it.
        #
        if not os.path.isdir(myPath):
            os.mkdir(myPath)
        #
        # Add on the correct path for saving files if the user didn't
        # include it in the filename.
        #
        if filename[0:len(myPath)] != myPath:
            filename = myPath + filename
        self.__world.save(filename)

    def open(self, filename, myPath='./'):
        """
        open a text file and use it to populate a new world.
        :param filename: name of the file, may be None at this point.
        :param myPath: Where the file is located.
        :return: None
        """
        if filename == None:
            filename = toolbox.get_string('Which file do you wanna open?')
        #
        # Check for and add the correct file extension.
        #
        if filename[-5:] != '.life':
            filename = filename + '.life'
        allFiles = os.listdir(myPath)
        if filename not in allFiles:
            print(
                '404: File not found...thanks for breaking the program, idiot.'
            )
        else:
            #
            # Add on the correct path for saving files if the user didn't
            # include it in the filename.
            #
            if filename[0:len(myPath)] != myPath:
                filename = myPath + filename
            self.__world = World.from_file(filename)

    def change_size(self, parameter):
        if parameter and ('x' in parameter):
            rows, columns = parameter.split('x', 2)
            if toolbox.is_integer(rows) and toolbox.is_integer(columns):
                rows = int(rows)
                columns = int(columns)
        else:
            prompt = 'How many rows of cells?'
            rows = toolbox.get_integer_between(1, 40, prompt)
            prompt = 'How many cells in each row?'
            columns = toolbox.get_integer_between(1, 120, prompt)
        self.__world = World(rows, columns)
        self.random()

    def display(self):
        """
        Prints the world, status bar and menu
        :return: None
        """
        if self.__menu == 'main':
            print(self.__world, self.status() + '\n' + self.menu())
        elif self.__menu == 'more':
            print(self.__world, self.status() + '\n' + self.menu_more())

    def long_l_world(self):
        """Create a blank world and put this pattern in the middle:
        ....
        .x..
        .x..
        .x..
        .xx.
        .... """
        rows = self.__world.get_rows()
        columns = self.__world.get_columns()
        self.__world = World(rows, columns)

        middleRow = int(rows / 2)
        middleColumn = int(columns / 2)

        self.__world.set_cell(middleRow - 2, middleColumn, True)
        self.__world.set_cell(middleRow - 1, middleColumn, True)
        self.__world.set_cell(middleRow - 0, middleColumn, True)
        self.__world.set_cell(middleRow + 1, middleColumn, True)
        self.__world.set_cell(middleRow + 1, middleColumn + 1, True)
        self.display()

    def acorn_world(self):
        """Create a blank world and put this pattern in the middle:
         .........
         ..x......
         ....x....
         .xx..xxx.
         .........
         """
        rows = self.__world.get_rows()
        columns = self.__world.get_columns()
        self.__world = World(rows, columns)

        middleRow = int(rows / 2)
        middleColumn = int(columns / 2)

        self.__world.set_cell(middleRow - 1, middleColumn - 2, True)
        self.__world.set_cell(middleRow - 0, middleColumn - 0, True)
        self.__world.set_cell(middleRow + 1, middleColumn - 3, True)
        self.__world.set_cell(middleRow + 1, middleColumn - 2, True)
        self.__world.set_cell(middleRow + 1, middleColumn + 1, True)
        self.__world.set_cell(middleRow + 1, middleColumn + 2, True)
        self.__world.set_cell(middleRow + 1, middleColumn + 3, True)
        self.display()

    def from_library(self, filename, myPath='./'):
        allFiles = os.listdir(myPath)
        if filename not in allFiles:
            for file in allFiles:
                print(file)
        if filename == None:
            filename = toolbox.get_string('Which world do you wanna use?')
        if filename[-5:] != '.life':
            filename = filename + '.life'
        else:
            if filename[0:len(myPath)] != myPath:
                filename = myPath + filename
            self.__world = World.from_file(filename)
Beispiel #48
0
class InfectSim:
    def __init__(self, mapfile, params, sim_name):
        """ Initialize the simulation.
        
        Keyword arguments:
        mapfile -- path to an image file containing a map
        params -- dictionary containing simulation parameters
        sim_name -- title for the current simulation
        """
        self.num_inhabitants = params["num_inhabitants"]
        self.day_length = params["day_length"]
        self.max_frames = int(params["sim_days"] * self.day_length)
        self.worker_ratio = params["worker_ratio"]
        self.work_length_factor = params["work_length_factor"]
        self.workend_common_chance = params["workend_common_chance"]
        self.home_common_chance = params["home_common_chance"]
        self.infection_chance = params["infection_chance"]
        self.initial_infected = params["initial_infected"]
        self.infection_length = params["infection_length"]
        self.object_infection_modifiers = params["object_infection_modifiers"]
        self.lockdown_ratio = params["lockdown_ratio"]
        self.lockdown_chance = params["lockdown_chance"]
        self.infected_stay_home_chance = params["infected_stay_home_chance"]
        self.disease_health_impact = params["disease_health_impact"]
        self.allow_natural_deaths = params["allow_natural_deaths"]
        self.life_expectancy = params["life_expectancy"]
        self.rebirth_chance = params["rebirth_chance"]
        self.allow_rebirths = params["allow_rebirths"]

        self.expected_death_rate = death_rate(
            5 - self.disease_health_impact) * self.infection_length

        print(
            f"You have provided a disease health impact of {self.disease_health_impact} and ",
            end="")
        print(
            f"an infection length of {self.infection_length}. With a normal health of 5 this gives ",
            end="")
        print(
            f"the disease an expected death rate of {self.expected_death_rate:.4f}."
        )

        self.im = Image.open(f"{os.getcwd()}/{mapfile}")
        self.mapfile = mapfile
        self.map_array = np.array(self.im)

        self.sim_name = sim_name

        self.world = World(
            self.map_array,
            num_inhabitants=self.num_inhabitants,
            worker_ratio=self.worker_ratio,
            day_length=self.day_length,
            work_length_factor=self.work_length_factor,
            workend_common_chance=self.workend_common_chance,
            home_common_chance=self.home_common_chance,
            infection_chance=self.infection_chance,
            initial_infected=self.initial_infected,
            infection_length=self.infection_length,
            object_infection_modifiers=self.object_infection_modifiers,
            infected_stay_home_chance=self.infected_stay_home_chance,
            disease_health_impact=self.disease_health_impact,
            allow_natural_deaths=self.allow_natural_deaths,
            life_expectancy=self.life_expectancy,
            rebirth_chance=self.rebirth_chance,
            allow_rebirths=self.allow_rebirths)

        max_frames = self.max_frames
        day_length = self.day_length
        num_inhabitants = self.num_inhabitants
        self.day_array = np.arange(max_frames + 1) / day_length

        self.position_history = np.zeros((max_frames + 1, num_inhabitants, 2))
        self.position_history[0] = self.world.get_actor_plotpositions()

        self.state_history = np.zeros((max_frames + 1, 5))
        self.color_history = np.empty((max_frames + 1, num_inhabitants),
                                      dtype=str)

        self.state_history[0], self.color_history[
            0] = self.world.get_states_and_colors()

        self.R_history = np.full(max_frames + 1, np.nan)
        self.mult_history = np.full(max_frames + 1, np.nan)

        self.frame_time = np.zeros(max_frames)
        self._has_simulated = False
        self.infection_heatmap = None
        self.recovered_stats = None

    def initiate_lockdown(self):
        self.world.set_behaviors("stay_home", self.lockdown_chance)

    def deactivate_lockdown(self):
        self.world.set_behaviors("normal")

    def run_sim(self, max_frames=None):
        if max_frames is None:
            max_frames = self.max_frames
        eta = 0
        R0 = np.nan
        s = ""

        R_eval_time = int(self.infection_length * self.day_length * 1)
        R0_max_time = int(self.infection_length * self.day_length * 1.1)
        gfactor_interval = int(self.day_length)

        current_infected = self.initial_infected
        lockdown_initiated = False

        time_begin = time.time()
        print("Running sim...")
        """ MAIN SIMULATION LOOP """
        for i in range(max_frames):
            frame_time_init = time.time()
            self.state_history[i + 1], self.color_history[
                i + 1] = self.world.frame_forward()
            self.position_history[i + 1] = self.world.get_actor_plotpositions()
            self.recovered_stats = self.world.get_recovered_stats()

            current_infected = self.state_history[i + 1][1]
            if (current_infected / self.num_inhabitants > self.lockdown_ratio
                    and not lockdown_initiated):
                self.initiate_lockdown()
                lockdown_initiated = True

            if self.world.global_time > R_eval_time:
                recovered_recently = self.recovered_stats[:, 0][(
                    self.world.global_time -
                    self.recovered_stats[:, 1]) < R_eval_time]
                if len(recovered_recently) > 0:
                    self.R_history[i + 1] = np.average(recovered_recently)
                    if self.world.global_time < R0_max_time:
                        R0 = np.average(
                            self.R_history[R_eval_time +
                                           1:min(i + 2, R0_max_time)])

            if self.world.global_time > gfactor_interval:
                if self.state_history[int(i - gfactor_interval + 1)][1] != 0:
                    self.mult_history[
                        i + 1] = current_infected / self.state_history[
                            i - gfactor_interval + 1][1]

            if i % 10 == 0:
                minutes = int(eta)
                seconds = eta % 1 * 60
                s = f"{i/max_frames*100:3.1f}% | ETA = {minutes:02d}:{int(seconds):02d} | Current infected = {current_infected} | R0 (this run) = {R0:3.3f}       "
                print(s, end="\r")

            time_now = time.time()
            self.frame_time[i] = time_now - frame_time_init
            total_elapsed_time = time_now - time_begin
            eta = (((total_elapsed_time) / (i + 1)) *
                   (max_frames - i) // 6) / 10
        """ CLEANING UP AND SAVING DATA """

        print(" " * len(s), end="\r")
        minutes = total_elapsed_time / 60
        seconds = minutes % 1 * 60
        print(
            f"Simulation completed... Time taken: {int(minutes):02d}:{int(seconds):02d}"
        )

        print(f"Final states:")
        print(f" S: {self.state_history[-1][0]}")
        print(f" I: {self.state_history[-1][1]}")
        print(f" R: {self.state_history[-1][2]}")
        print(f"DI: {self.state_history[-1][3]}")
        print(f"DN: {self.state_history[-1][4]}")

        self.map = self.world.get_map()

        if not os.path.exists(f"{os.getcwd()}/output"):
            os.mkdir(f"{os.getcwd()}/output")
        if not os.path.exists(f"{os.getcwd()}/output/{self.sim_name}"):
            os.mkdir(f"{os.getcwd()}/output/{self.sim_name}")

        self.output_dir = f"{os.getcwd()}/output/{self.sim_name}"

        output_data = [
            self.map, self.im, self.position_history, self.state_history,
            self.color_history, self.day_length, self.R_history
        ]

        print("Saving data...")
        np.save(f"{self.output_dir}/data.npy", output_data)

    def calculate_R0(self, iterations=5):
        """ Runs the beginning of the simulation _iterations_ number of times
        and returns the average R0 value.
        """
        R0 = np.nan
        s = ""

        R_eval_time = int(self.infection_length * self.day_length * 1)
        R0_max_time = int(self.infection_length * self.day_length * 1.1)

        R0_list = []

        print(f"Calculating R0 with {iterations} iterations...")
        s = ""
        """ MAIN LOOP """
        for itr in range(iterations):
            R_history = np.full(R0_max_time + 1, np.nan)
            print(f"Iteration {itr}...", end="\r")
            for i in range(R0_max_time):
                self.world.frame_forward()
                recovered_stats = self.world.get_recovered_stats()

                if self.world.global_time > R_eval_time:
                    recovered_recently = recovered_stats[:, 0][(
                        self.world.global_time -
                        recovered_stats[:, 1]) < R_eval_time]
                    if len(recovered_recently) > 0:
                        R_history[i + 1] = np.average(recovered_recently)
                        if self.world.global_time < R0_max_time:
                            R0 = np.average(
                                R_history[R_eval_time +
                                          1:min(i + 2, R0_max_time)])

                if i % 10 == 0:
                    s = f"Iteration {itr}... {i/R0_max_time*100:2.2f}%   R0: {R0:2.3f}"
                    print(s, end="\r")

            print(" " * len(s), end="\r")
            print(f"Iteration {itr}: {R0:2.3f}")
            R0_list.append(R0)
            R0 = np.nan
            self.world.reset()
        print(f"Average R0: {np.mean(R0_list):2.3f}")

        return np.mean(R0_list)

    def make_infection_heatmap(self):
        map_ = self.map
        infection_heatmap = np.zeros(map_.shape)
        for i, row in enumerate(map_):
            for j, item in enumerate(row):
                infection_heatmap[i, j] = item.infection_occurences

        self.infection_heatmap = infection_heatmap

    def plot_infection_heatmap(self, save_plot=True):
        plt.figure(figsize=(8, 8))
        hmap = sns.heatmap(self.infection_heatmap[::-1],
                           cmap=cm.OrRd,
                           alpha=0.8,
                           zorder=2)
        plt.axis("equal")

        hmap.imshow(self.map_array,
                    aspect=hmap.get_aspect(),
                    extent=hmap.get_xlim() + hmap.get_ylim(),
                    zorder=1)

        plt.title("Infection hotspots")

        if save_plot:
            plt.savefig(f"{self.output_dir}/infection_heatmap.pdf", dpi=400)

    def plot_SIR_graph(self, save_plot=True):
        fig, ax = plt.subplots(figsize=(8, 8))
        state_history = self.state_history
        day_array = self.day_array

        infected = state_history[:, 1]
        dead_inf = infected + state_history[:, 3]
        recovered = dead_inf + state_history[:, 2]
        susceptible = recovered + state_history[:, 0]
        dead_natural = susceptible + state_history[:, 4]
        l1 = [
            ax.fill_between(day_array,
                            infected,
                            label="infected",
                            color="red",
                            alpha=0.3)
        ]
        l2 = [
            ax.fill_between(day_array,
                            infected,
                            dead_inf,
                            label="dead (from infection)",
                            color="black",
                            alpha=0.3)
        ]
        l3 = [
            ax.fill_between(day_array,
                            dead_inf,
                            recovered,
                            label="recovered",
                            color="green",
                            alpha=0.3)
        ]
        l4 = [
            ax.fill_between(day_array,
                            recovered,
                            susceptible,
                            label="susceptible",
                            color="blue",
                            alpha=0.3)
        ]
        if np.sum(state_history[:, 4]) >= 1:
            l5 = [
                ax.fill_between(day_array,
                                susceptible,
                                dead_natural,
                                label="dead (natural)",
                                color="purple",
                                alpha=0.3)
            ]

        ax.set_ylabel("Inhabitants")

        ax2 = ax.twinx()

        # shift R history
        R_history = self.R_history[int(self.day_length *
                                       self.infection_length):]
        R_plot = np.zeros(len(day_array))
        R_plot[:len(R_history)] = R_history

        R0_est = np.nanmean(
            R_plot / state_history[:, 0] * state_history[1, 0] *
            (day_array[-1] - day_array)) / np.mean(day_array)

        l6 = ax2.plot(day_array, R_plot, "--", color="orange", label="R value")
        l7 = ax2.plot(day_array,
                      self.mult_history,
                      "--",
                      color="grey",
                      label="growth factor",
                      linewidth=0.5)

        ax2.set_ylabel("R value / growth factor", color="orange")
        ax2.axhline(1,
                    day_array[0],
                    day_array[-1],
                    color="orange",
                    linestyle="--")
        ax2.tick_params(axis='y', colors="orange")
        ax2.set_ylim(0, 5)

        plt.xlabel("Day")

        lns = l1 + l2 + l3 + l4
        if np.sum(state_history[:, 4]) >= 1:
            lns = lns + l5
        lns = lns + l6 + l7

        labs = [l.get_label() for l in lns]
        ax.legend(lns, labs, loc=2)

        plt.title("SIR plot")

        print(f"R0 estimate: {R0_est}")

        if save_plot:
            plt.savefig(f"{self.output_dir}/infection_development.pdf",
                        dpi=400)

    def plot_death_rate(self, save_plot=True):
        plt.figure(figsize=(8, 8))
        dr_recovered = np.full(self.state_history[:, 3].shape, np.inf)
        dr_recovered[self.state_history[:, 2] != 0] = (
            self.state_history[:, 3])[self.state_history[:, 2] != 0] / (
                (self.state_history[:, 2])[self.state_history[:, 2] != 0])
        dr_cumulative = self.state_history[:, 3] / (self.state_history[:, 2] +
                                                    self.state_history[:, 1] +
                                                    self.state_history[:, 4])

        plt.plot(self.day_array,
                 dr_recovered,
                 color="red",
                 label="Death rate (vs. recovered)")
        plt.plot(self.day_array,
                 dr_cumulative,
                 color="green",
                 label="Death rate (vs. cumulative num. of infections)")
        plt.hlines(self.expected_death_rate,
                   self.day_array[0],
                   self.day_array[-1],
                   color="black",
                   linestyle="--",
                   label="Expected rate")
        plt.xlabel("Day")
        plt.ylabel("Death rate")
        plt.ylim(0, 1)
        plt.legend()

        plt.title("Death rate (only deaths while infected)")

        if save_plot: plt.savefig(f"{self.output_dir}/death_rate.pdf", dpi=400)

    def plot_computation_time(self, save_plot=True):
        plt.figure(figsize=(8, 8))
        day_comptimes = []
        start = 0
        end = self.day_length
        while start < self.max_frames:
            day_comptimes.append(np.sum(self.frame_time[start:end]))
            start += self.day_length
            end += self.day_length

        plt.plot(day_comptimes)
        plt.xlabel("Day")
        plt.ylabel("Computation time")
        plt.title("Computation time")
        if save_plot: plt.savefig(f"{self.output_dir}/comp_time.pdf", dpi=400)

    def animation(self,
                  skipframes=1,
                  fps=30,
                  plot_width=13,
                  max_frames=None,
                  save_anim=False):
        map_ = self.map
        if max_frames is None:
            max_frames = self.max_frames

        anim_size = np.array(map_.T.shape + np.array([1, 0])) / len(
            map_[1]) * plot_width
        fig, ax = plt.subplots(figsize=anim_size.astype(int))

        self.world.plot_world(ax=ax)
        ax.set_xlim(left=-2)

        initial_positions = self.position_history[0]

        d = ax.scatter(initial_positions[:, 0],
                       initial_positions[:, 1],
                       c=self.color_history[0],
                       s=5,
                       zorder=4)

        day_length = self.day_length

        print("Animating...")

        def animate(i):
            index = i * skipframes + 1
            positions = self.position_history[index]
            d.set_offsets(positions)
            d.set_color(self.color_history[index])
            day = index // day_length
            plt.title(
                f"Frame {index}, day {day}, day progress {((index)/day_length)%1:1.2f}, infected = {self.state_history[index][1]}"
            )
            return d,

        Writer = animation.writers['ffmpeg']
        writer = Writer(fps=fps, metadata=dict(artist='Me'), bitrate=3000)

        anim = animation.FuncAnimation(fig,
                                       animate,
                                       frames=max_frames // skipframes,
                                       interval=20)
        if save_anim:
            print("Saving animation...")
            anim.save(f"{self.output_dir}/movie.mp4", writer=writer)
        return anim
Beispiel #49
0
class Game:
    def __init__(self):
        self.menu = """
        Меню:
            1) Показать общую статистику о деревне
            2) Следующий день
            3) Изменить погоду
            4) Закончить игру
        """

        self.day = 1

        self.village = Village()
        self.player = Player()
        self.nature = Nature()
        self.world = World()
        self.world.add_nature(self.nature)
        self.world.add_player(self.player)
        self.village.add_player(self.player)

        for i in range(5):
            house = House()
            self.village.add_house(house)

        index = 1
        start_specialization = specialization
        list_spec = []
        for house in self.village.houses:
            for i in range(2):
                human = Human()
                spec = random.choice(start_specialization)
                list_spec.append(spec)
                if list_spec.count(spec) >= 4:
                    start_specialization.remove(spec)

                human.specialization = spec
                index += 1
                house.add_people(human)

        self.world.add_worker(self.village.get_people())

    def get_satiety_peaple(self):
        list_sat = []
        list_health = []
        list_name = []
        for hum in self.village.get_people():
            list_sat.append(hum.satiety)
            list_health.append(hum.health)
            list_name.append(hum.name)
        # print(list_sat)
        # print(list_health)
        # print(list_name)

    def check_new_peaple(self):
        part_food = self.village.get_surplus_food2()
        # print("part_food", part_food)
        if part_food >= 6:
            human = Human()
            self.village.add_human(human)
            faith = 10
            self.player.add_faith(faith)
            print(
                colored(
                    "Житель {} прибыл в деневню. Вера увеличилась на {}".
                    format(human.name, faith), "cyan"))

    def print_stat(self):
        dict_stat = self.village.short_paeple_statistic()
        short_stat_text = """Среднее здоровье людей: {}\nСредняя сытость людей: {}\nСреднее счастье людей: {}\nКоличество больных людей: {}\nВера: {}\nКоличество охотников: {}\nКоличество рыбаков {} \nКоличество собирателей {}""".format(
            dict_stat['health_peaple'],
            dict_stat['satiety_peaple'],
            dict_stat['fun_peaple'],
            dict_stat['illnesses_peaple'],
            dict_stat['faith'],
            dict_stat['hunters'],
            dict_stat['fisherman'],
            dict_stat['collectors'],
        )
        print(short_stat_text)

    def run(self):
        while True:
            print("\nДень: {}".format(self.day))
            print(self.village.news())
            print("Погода сейчас: {}".format(self.nature.weather_now_ru))
            self.get_satiety_peaple()
            print("Вера: {}".format(self.player.faith))
            print(self.menu)
            r = input("Твоя команда?: ")
            if r == '1':
                self.print_stat()
                # while True:
                #     r_stat = input("1) Назад\nТвоя команда?: ")
                #     if r_stat == '1':
                #         break
            elif r == '2':
                self.check_new_peaple()
                self.world.add_worker(self.village.get_people())
                self.nature.next_day()
                food = self.world.next_day()
                self.village.food += food
                self.village.next_day()

                col_peaple = self.village.check_peaple()
                if col_peaple == 0:
                    print(colored("Все жители умерли. Конец игры!", "red"))
                    break

                self.day += 1
            elif r == '3':
                print(self.nature.get_weather_info())
                while True:
                    print("&!" * 10)
                    rate = input(
                        "На пунктов изменить погоду?\nОт -50 до 50. 1 пункт равен 3 манны.\nОтвет: "
                    )
                    if -50 <= int(rate) <= 50:
                        self.nature.add_weather_rate(int(rate))
                        self.player.faith -= abs(int(rate) * 3)
                        print("Уровень веры: ", self.player.faith)
                        print(self.nature.get_weather_info())
                        break
            # elif r == '5':
            #     print(self.nature.get_weather_info())
            #     self.nature.add_weather_rate(random.randint(-10, -50))
            elif r == '4':
                break
            else:
                print(colored("Я не знаю такой команды", "red"))
Beispiel #50
0
class DroneSimulator:
    def __init__(self):
        self.x_max = 50
        self.y_max = 50
        self.world = World(self.x_max, self.y_max)
        #self.world.random()
        #self.world.generate_with_roads(resource_points=True, drop_points = True, recharge_points=True)
        self.world.generate_city(resource_points=True,
                                 drop_points=True,
                                 recharge_points=True)

        # drones may have different charaterisics, battery size, max lift, max weight carrying capacity, turning abilities? some might make only right turns?
        self.drones = []
        self.drone_world_plots = []

        self.message_dispatcher = MessageDispatcher()
        self.drone_alpha = Drone('URBAN0X1',
                                 self.world,
                                 self.message_dispatcher,
                                 cooperate=True)
        self.drones.append(self.drone_alpha)

        self.drone_beta = Drone('URBAN0X2',
                                self.world,
                                self.message_dispatcher,
                                cooperate=True)
        self.drones.append(self.drone_beta)

        #self.drone_gamma = Drone('URBAN0X3', self.world,self.message_dispatcher, cooperate=False)
        #self.drones.append(self.drone_gamma)

        #self.fig = plt.figure(figsize=(1, 2))#, dpi=80, facecolor='w', edgecolor='k')
        self.drop_point_marker = 'o'
        #self.world.drop_point_locations = [random.sample(range(self.world.x_max), 10), random.sample(range(self.world.y_max), 10)]
        self.drop_point_plot = None

        #reacharge point
        self.recharge_point_marker = 's'  #square
        self.recharge_point_plot = None

        #resources
        #self.fig = plt.figure(figsize=(1, 2))#, dpi=80, facecolor='w', edgecolor='k')
        #self.world.resource_locations = [[5,10,20,40,45],[5,10,20,40,45]]
        self.resource_plot = None
        self.resource_marker = 'v'

        self.markers = ['|', '+', 'x', '*']
        self.colors = ['r', 'k', 'g', 'c', 'm', 'b']
        self.init_figures()

        #

    def init_plot(self, location, title):
        plot = self.fig.add_subplot(location)
        plot.set_title(title, y=1.08)
        plot.xaxis.tick_top()
        #presence_plot_x, presence_plot_y = np.meshgrid(np.arange(self.width), np.arange(self.height))
        plt.gca().invert_yaxis()
        #presence_plot.scatter(presence_plot_x, presence_plot_y, c=self.presence, cmap='gray_r', marker='+')
        #presence_plot.grid(color='g', linestyle='-', linewidth=1)
        #presence_draw_array = np.where(self.presence<1, 1, 0)
        plot.set_xticks(np.arange(self.x_max) + 0.5)
        plot.set_yticks(np.arange(self.y_max) + 0.5)
        plot.set_yticklabels([])
        plot.set_xticklabels([])
        return plot

    def init_figures(self):
        self.fig_rows = 1
        self.fig_images = len(self.drones) + 1
        self.fig = plt.figure(figsize=(
            self.fig_rows,
            self.fig_images))  #, dpi=80, facecolor='w', edgecolor='k')

        #Let there be light, the world begins
        #self.fig.set_size_inches(200,200)
        plot_location = int(str(self.fig_rows) + str(self.fig_images) + str(1))
        self.world_plot = self.init_plot(location=plot_location, title='World')
        self.world_image = self.world_plot.imshow(
            self.world.map,
            cmap='Blues',
            interpolation='nearest',
            vmin=self.world.MIN_OBJECT_HEIGHT,
            vmax=self.world.MAX_OBJECT_HEIGHT,
            animated=False)

        #self.drop_point_plot = (self.world_plot.plot(self.world.drop_points[1], self.world.drop_points[0], color=self.colors.pop(), linestyle='', marker=self.drop_point_marker, markerfacecolor='white', markersize=3))[0]

        #Let there be resources
        resources_x, resources_y = self.world.get_resource_points()
        self.resource_plot = (self.world_plot.plot(resources_x,
                                                   resources_y,
                                                   color='red',
                                                   linestyle='',
                                                   marker=self.resource_marker,
                                                   markerfacecolor='white',
                                                   markersize=3))[0]
        #plt.gca().invert_yaxis()

        #Let there be drop points
        drop_points_x, drop_points_y = self.world.get_drop_points()
        self.drop_point_plot = (self.world_plot.plot(
            drop_points_x,
            drop_points_y,
            color='black',
            linestyle='',
            marker=self.drop_point_marker,
            markerfacecolor='white',
            markersize=3))[0]

        #Let there be recharge points
        #Let there be drop points
        recharge_points_x, recharge_points_y = self.world.get_recharge_points()
        self.recharge_point_plot = (self.world_plot.plot(
            recharge_points_x,
            recharge_points_y,
            color='magenta',
            linestyle='',
            marker=self.recharge_point_marker,
            markerfacecolor='white',
            markersize=3))[0]

        # Let there be drones
        #self.fig_drone_0 = plt.figure(figsize=(1, 2))#, dpi=80, facecolor='w', edgecolor='k')
        #self.fig.set_size_inches(200,200)
        for i, drone in enumerate(self.drones):
            drone.marker = self.markers.pop()
            plot_location = int(
                str(self.fig_rows) + str(self.fig_images) + str(i + 2))
            #print(plot_location)
            drone.world_plot = self.init_plot(location=plot_location,
                                              title='Drone ' + drone.uid +
                                              ' View:' + drone.marker)
            drone.world_image = drone.world_plot.imshow(
                self.drones[0].world.map,
                cmap='Blues',
                interpolation='nearest',
                vmin=self.drones[0].world.MIN_OBJECT_HEIGHT,
                vmax=self.drones[0].world.MAX_OBJECT_HEIGHT,
                animated=True)
            #drone.location_plot = (drone.world_plot.plot([drone.location[1]], [drone.location[0]], color=self.colors.pop(), linestyle='', marker=self.markers.pop(), markerfacecolor='red', markersize=3))[0]
            drone.location_plot = (self.world_plot.plot(
                [drone.location[1]], [drone.location[0]],
                color=self.colors.pop(),
                linestyle='',
                marker=drone.marker,
                markerfacecolor='red',
                markersize=3))[0]
            #print(drone.location_plot)
            #self.drone_world_plots.append(drone_world_plot)

    def update(self, args):
        #print('update--')

        #drone_locations_y = []
        #drone_locations_x = []
        self.world.step()
        for i, drone in enumerate(self.drones):
            drone.move()
            #print(drone.location_plot)
            drone.world_image.set_data(drone.world.map)
            drone.location_plot.set_data([drone.location[1]],
                                         [drone.location[0]])
            #drone_locations_y.append(drone.location[0])
            #drone_locations_x.append(drone.location[1])
            #self.drone_world_plots[i].set_data(drone.world.map)

            #self.drone_world_plots.gca().plot
            #self.world_plot.plot(drone.location[0], drone.location[1], marker='o', markersize=3, color="red")
        #for drone_world_plot in self.drone_world_plots
        #    self.drone_world_plot_0.set_data(self.drones[0].world.map)

        self.world_image.set_data(self.world.map)

        x, y = self.world.get_resource_points()
        self.resource_plot.set_data([x], [y])

        drop_point_x, drop_point_y = self.world.get_drop_points()
        self.drop_point_plot.set_data([drop_point_x], [drop_point_y])

        recharge_point_x, recharge_point_y = self.world.get_recharge_points()
        self.recharge_point_plot.set_data([recharge_point_x],
                                          [recharge_point_y])

        #self.world_drone_plot.set_data([drone_locations_x,drone_locations_y])
        #self.im.set_array(self.luminosity)
        #self.im.set_facecolors(self.luminosity)

        #self.luminosity_im.set_data(self.luminosity_extrapolate(self.luminosity))
        #im.set_cmap("gray")
        #im.update()
        #self.steps += 1
        #if self.steps > self.MAX_STEPS:
        #    self.ani.event_source.stop()
        #    plt.grid()
        #    plt.grid()
        return self.world_image,

    def run(self):
        self.ani = animation.FuncAnimation(self.fig,
                                           self.update,
                                           interval=50,
                                           blit=False)
        #self.update([])
        plt.show()
class BaseCraftassistTestCase(unittest.TestCase):
    def setUp(self, agent_opts=None):
        spec = {
            "players":
            [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))],
            "mobs": [],
            "ground_generator":
            flat_ground_generator,
            "agent": {
                "pos": (0, 63, 0)
            },
            "coord_shift": (-16, 54, -16),
        }
        world_opts = Opt()
        world_opts.sl = 32
        self.world = World(world_opts, spec)
        self.agent = FakeAgent(self.world, opts=agent_opts)

        # More helpful error message to encourage test writers to use self.set_looking_at()
        self.agent.get_player_line_of_sight = Mock(
            side_effect=NotImplementedError(
                "Cannot call into C++ function in this unit test. " +
                "Call self.set_looking_at() to set the return value"))

        self.speaker = self.agent.get_other_players()[0].name
        self.agent.perceive()

        # Combinable actions to be used in test cases
        self.possible_actions = {
            "destroy_speaker_look": {
                "action_type": "DESTROY",
                "reference_object": {
                    "location": {
                        "location_type": "SPEAKER_LOOK"
                    }
                },
            },
            "copy_speaker_look_to_agent_pos": {
                "action_type": "BUILD",
                "reference_object": {
                    "location": {
                        "location_type": "SPEAKER_LOOK"
                    }
                },
                "location": {
                    "location_type": "AGENT_POS"
                },
            },
            "build_small_sphere": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "sphere",
                    "has_size": "small"
                },
            },
            "build_1x1x1_cube": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "cube",
                    "has_size": "1 x 1 x 1"
                },
            },
            "move_speaker_pos": {
                "action_type": "MOVE",
                "location": {
                    "location_type": "SPEAKER_POS"
                },
            },
            "build_diamond": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "diamond"
                }
            },
            "build_gold_cube": {
                "action_type": "BUILD",
                "schematic": {
                    "has_block_type": "gold",
                    "has_name": "cube"
                },
            },
            "fill_all_holes_speaker_look": {
                "action_type": "FILL",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
                "repeat": {
                    "repeat_key": "ALL"
                },
            },
            "go_to_tree": {
                "action_type": "MOVE",
                "location": {
                    "location_type": "REFERENCE_OBJECT",
                    "reference_object": {
                        "has_name": "tree"
                    },
                },
            },
            "build_square_height_1": {
                "action_type": "BUILD",
                "schematic": {
                    "has_name": "square",
                    "has_height": "1"
                },
            },
            "stop": {
                "action_type": "STOP"
            },
            "fill_speaker_look": {
                "action_type": "FILL",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
            },
            "fill_speaker_look_gold": {
                "action_type": "FILL",
                "has_block_type": "gold",
                "location": {
                    "location_type": "SPEAKER_LOOK"
                },
            },
        }

    def handle_logical_form(self,
                            d,
                            chatstr: str = "",
                            answer: str = None,
                            stop_on_chat=False,
                            max_steps=10000) -> Dict[XYZ, IDM]:
        """Handle a logical form and call self.flush()

        If "answer" is specified and a question is asked by the agent, respond
        with this string.

        If "stop_on_chat" is specified, stop iterating if the agent says anything
        """
        dummy_chat = "TEST {}".format(d)
        self.add_incoming_chat(dummy_chat, self.speaker)
        self.agent.set_logical_form(d, dummy_chat, self.speaker)
        changes = self.flush(max_steps, stop_on_chat=stop_on_chat)
        if len(self.agent.dialogue_manager.dialogue_stack
               ) != 0 and answer is not None:
            self.add_incoming_chat(answer, self.speaker)
            changes.update(self.flush(max_steps, stop_on_chat=stop_on_chat))
        return changes

    def flush(self, max_steps=10000, stop_on_chat=False) -> Dict[XYZ, IDM]:
        """Run the agant's step until task and dialogue stacks are empty

        If "stop_on_chat" is specified, stop iterating if the agent says anything

        Return the set of blocks that were changed.
        """
        if stop_on_chat:
            self.agent.clear_outgoing_chats()

        world_before = self.agent.world.blocks_to_dict()

        for _ in range(max_steps):
            self.agent.step()
            if self.agent_should_stop(stop_on_chat):
                break

        # get changes
        world_after = self.world.blocks_to_dict()
        changes = dict(set(world_after.items()) - set(world_before.items()))
        changes.update({
            k: (0, 0)
            for k in set(world_before.keys()) - set(world_after.keys())
        })
        return changes

    def agent_should_stop(self, stop_on_chat=False):
        stop = False
        if (len(self.agent.dialogue_manager.dialogue_stack) == 0
                and not self.agent.memory.task_stack_peek()):
            stop = True
        # stuck waiting for answer?
        if (isinstance(self.agent.dialogue_manager.dialogue_stack.peek(),
                       AwaitResponse) and
                not self.agent.dialogue_manager.dialogue_stack.peek().finished
            ):
            stop = True
        if stop_on_chat and self.agent.get_last_outgoing_chat():
            stop = True
        return stop

    def set_looking_at(self, xyz: XYZ):
        """Set the return value for C++ call to get_player_line_of_sight"""
        self.agent.get_player_line_of_sight = Mock(return_value=Pos(*xyz))

    def set_blocks(self, xyzbms: List[Block], origin: XYZ = (0, 0, 0)):
        self.agent.set_blocks(xyzbms, origin)

    def add_object(self, xyzbms: List[Block],
                   origin: XYZ = (0, 0, 0)) -> ObjectNode:
        return self.agent.add_object(xyzbms, origin)

    def add_incoming_chat(self, chat: str, speaker_name: str):
        """Add a chat to memory as if it was just spoken by SPEAKER"""
        self.world.chat_log.append("<" + speaker_name + ">" + " " + chat)

    #        self.agent.memory.add_chat(self.agent.memory.get_player_by_name(self.speaker).memid, chat)

    def assert_schematics_equal(self, a, b):
        """Check equality between two list[(xyz, idm)] schematics

        N.B. this compares the shapes and idms, but ignores absolute position offsets.
        """
        a, _ = to_relative_pos(a)
        b, _ = to_relative_pos(b)
        self.assertEqual(set(a), set(b))

    def get_idm_at_locs(self, xyzs: Sequence[XYZ]) -> Dict[XYZ, IDM]:
        return self.world.get_idm_at_locs(xyzs)

    def last_outgoing_chat(self) -> str:
        return self.agent.get_last_outgoing_chat()

    def get_speaker_pos(self) -> XYZ:
        return self.agent.memory.get_player_by_name(self.speaker).pos
Beispiel #52
0
class Game():
    def __init__(self, aPlayer):
        self.thePlayer = aPlayer
        self.theWorld = World()

    def runGame(self):
        while True:
            print(self.thePlayer)
            print(self.theWorld.currentRoom)
            ind = input('Hvad vil du gøre?\n').lower()
            action = self.getAction(ind)
            target = self.getTarget(ind)

            if action == 'gå' and target in self.theWorld.currentRoom.directions:
                self.enterDoor(target)
            elif action == 'se' and target in self.theWorld.currentRoom.contents.keys(
            ):
                print(self.theWorld.currentRoom.contents[target])
            else:
                print('Det kan ikke lade sig gøre!')

    def enterDoor(self, direction):
        if self.theWorld.currentRoom.contents[direction].locked:
            print('Døren er låst.\n')
        else:
            print('\nDu går gennem døren mod {}.'.format(direction))
            if self.theWorld.currentRoom.contents[direction].trapped:
                self.springTrap()
            otherroom = self.theWorld.currentRoom.contents[direction].otherRoom
            if otherroom != None:
                self.theWorld.currentRoom.contents[direction].use()
                self.theWorld.currentRoom = otherroom
            else:
                self.theWorld.newRoom(direction)
                self.theWorld.currentRoom.contents[
                    self.theWorld.currentRoom.oppositeDirection(
                        direction)].use()

    def springTrap(self):
        damage = random.randint(1, 10)
        print('Du gik i en fælde og tog {} skade. AV!'.format(damage))
        self.thePlayer.takeDamage(damage)

    def getAction(self, ind):
        # Gå igennem en ulåst dør
        if 'gå' in ind or 'løb' in ind:
            return 'gå'
        # Angrib en dør, en kiste eller et væsen i rummet
        elif 'angrib' in ind or 'nak' in ind:
            pass
        # Dirk en låst dør op... hvis du kan
        elif 'dirk' in ind:
            pass
        # Undersøg en dør, en kiste eller et væsen i rummet
        elif 'undersøg' in ind or 'se' in ind:
            return 'se'
        # Uskadeliggør en fælde på en dør eller en kiste
        elif 'afmonter':
            pass

    def getTarget(self, ind):
        for target in self.theWorld.currentRoom.contents:
            if target in ind:
                return target
Beispiel #53
0
        )

    def sendImages(self, images):
        self.viz.images(images, win="images")
        self.callbackhit = False

    def callback(self, event):
        self.callbackhit = True


vislogger = Plot(vis)
vislogger.register('Loss')

######################################################################

world = World(nbots=5, skip=True)

train_images, train_actions = world.generate_batch(1)
image_shape = train_images.shape[1:]
print('Image shape', train_images.shape)

model = ConvAutoEncoderDense_v2(image_shape, 300, 100, 200)
log_string(str(model))
log_string("Number of parameters %d" % count_parameters(model))

embed_shape = model.get_embed_shape()
log_string('Embedding dimensions are ' + str(embed_shape))

criterion = torch.nn.MSELoss()
lr = 1e-3
clip = 1e-2
Beispiel #54
0
import random
from ast import literal_eval
from room import Room
from player import Player
from world import World
from util import Stack

# Load world
world = World()


# You may uncomment the smaller graphs for development and testing purposes.
# map_file = "maps/test_line.txt"
# map_file = "maps/test_cross.txt"
# map_file = "maps/test_loop.txt"
# map_file = "maps/test_loop_fork.txt"
map_file = "maps/main_maze.txt"

# Loads the map into a dictionary
room_graph = literal_eval(open(map_file, "r").read())
world.load_graph(room_graph)

# Print an ASCII map
world.print_rooms()

player = Player(world.starting_room)

# Fill this out with directions to walk
# traversal_path = ['n', 'n']
traversal_path = []
Beispiel #55
0
age_curve.plot()
plt.show()


world = World()
world.init_nation('UK', uk)
world.initiate_infection('UK')
world.new_day(10)
world.plot_infections()
plt.show()
"""

from world import World, Pathogen
import pandas as pd

world = World(base_resistance=0.5, max_age=100)

world.init_nation('Not Sociable',
                  pop_size=1000,
                  avg_compliance=.5,
                  avg_age=20,
                  sociability=2)

world.init_nation('Somewhat Sociable',
                  pop_size=1000,
                  avg_compliance=.5,
                  avg_age=20,
                  sociability=5,
                  borders=['Not Sociable', 'Very Sociable'])

world.init_nation('Very Sociable',
Beispiel #56
0
from room import Room
from player import Player
from world import World

import random
from ast import literal_eval
from collections import deque

# Load world
world = World()


# You may uncomment the smaller graphs for development and testing purposes.
# map_file = "maps/test_line.txt"
# map_file = "maps/test_cross.txt"
# map_file = "maps/test_loop.txt"
# map_file = "maps/test_loop_fork.txt"
map_file = "maps/main_maze.txt"

# Loads the map into a dictionary
room_graph = literal_eval(open(map_file, "r").read())
world.load_graph(room_graph)

# Print an ASCII map
# world.print_rooms()

player = Player(world.starting_room)

# Fill this out with directions to walk
# traversal_path = ['n', 'n']
# traversal_path = []
Beispiel #57
0
from world import World

if __name__ == "__main__":
    world = World()
    world.run()
Beispiel #58
0
 for event in pygame.event.get():
     if event.type == pygame.locals.KEYDOWN:
         if not game_started:
             if event.key == pygame.locals.K_RETURN:
                 game_started = True
                 while True:
                     food_row = randint(1, World.TOTAL_ROWS - 2)
                     food_col = randint(1, World.TOTAL_COLS - 2)
                     if food_row == Player.STARTING_ROW and \
                             food_col == Player.STARTING_COL:
                         continue
                     if food_row == Enemy.STARTING_ROW and \
                             food_col == Enemy.STARTING_COL:
                         continue
                     break
                 world = World(food_row, food_col)
                 if not DEBUG_AI:
                     player = Player(world)
                 enemy = Enemy(world)
                 Keys.reset()
                 if not DEBUG_AI:
                     player.dead = False
             elif event.key == pygame.locals.K_ESCAPE:
                 exit(0)
         else:
             if event.key == pygame.locals.K_RIGHT:
                 Keys.set_right()
             elif event.key == pygame.locals.K_LEFT:
                 Keys.set_left()
             elif event.key == pygame.locals.K_UP:
                 Keys.set_up()
from room import Room
from player import Player
from world import World

import random

# Load world
world = World()

# You may uncomment the smaller graphs for development and testing purposes.

# roomGraph = {0: [(3, 5), {'n': 1}], 1: [
#     (3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5, 'w': 11}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}], 9: [(1, 4), {'n': 8, 's': 10}], 10: [(1, 3), {'n': 9, 'e': 11}], 11: [(2, 3), {'w': 10, 'e': 6}]}
# roomGraph={0: [(3, 5), {'n': 1, 's': 5, 'e': 3, 'w': 7}], 1: [(3, 6), {'s': 0, 'n': 2, 'e': 12, 'w': 15}], 2: [(3, 7), {'s': 1}], 3: [(4, 5), {'w': 0, 'e': 4}], 4: [(5, 5), {'w': 3}], 5: [(3, 4), {'n': 0, 's': 6}], 6: [(3, 3), {'n': 5, 'w': 11}], 7: [(2, 5), {'w': 8, 'e': 0}], 8: [(1, 5), {'e': 7}], 9: [(1, 4), {'n': 8, 's': 10}], 10: [(1, 3), {'n': 9, 'e': 11}], 11: [(2, 3), {'w': 10, 'e': 6}], 12: [(4, 6), {'w': 1, 'e': 13}], 13: [(5, 6), {'w': 12, 'n': 14}], 14: [(5, 7), {'s': 13}], 15: [(2, 6), {'e': 1, 'w': 16}], 16: [(1, 6), {'n': 17, 'e': 15}], 17: [(1, 7), {'s': 16}]}
roomGraph = {
    494: [(1, 8), {
        'e': 457
    }],
    492: [(1, 20), {
        'e': 400
    }],
    493: [(2, 5), {
        'e': 478
    }],
    457: [(2, 8), {
        'e': 355,
        'w': 494
    }],
    484: [(2, 9), {
Beispiel #60
0
    def __init__(self, mapfile, params, sim_name):
        """ Initialize the simulation.
        
        Keyword arguments:
        mapfile -- path to an image file containing a map
        params -- dictionary containing simulation parameters
        sim_name -- title for the current simulation
        """
        self.num_inhabitants = params["num_inhabitants"]
        self.day_length = params["day_length"]
        self.max_frames = int(params["sim_days"] * self.day_length)
        self.worker_ratio = params["worker_ratio"]
        self.work_length_factor = params["work_length_factor"]
        self.workend_common_chance = params["workend_common_chance"]
        self.home_common_chance = params["home_common_chance"]
        self.infection_chance = params["infection_chance"]
        self.initial_infected = params["initial_infected"]
        self.infection_length = params["infection_length"]
        self.object_infection_modifiers = params["object_infection_modifiers"]
        self.lockdown_ratio = params["lockdown_ratio"]
        self.lockdown_chance = params["lockdown_chance"]
        self.infected_stay_home_chance = params["infected_stay_home_chance"]
        self.disease_health_impact = params["disease_health_impact"]
        self.allow_natural_deaths = params["allow_natural_deaths"]
        self.life_expectancy = params["life_expectancy"]
        self.rebirth_chance = params["rebirth_chance"]
        self.allow_rebirths = params["allow_rebirths"]

        self.expected_death_rate = death_rate(
            5 - self.disease_health_impact) * self.infection_length

        print(
            f"You have provided a disease health impact of {self.disease_health_impact} and ",
            end="")
        print(
            f"an infection length of {self.infection_length}. With a normal health of 5 this gives ",
            end="")
        print(
            f"the disease an expected death rate of {self.expected_death_rate:.4f}."
        )

        self.im = Image.open(f"{os.getcwd()}/{mapfile}")
        self.mapfile = mapfile
        self.map_array = np.array(self.im)

        self.sim_name = sim_name

        self.world = World(
            self.map_array,
            num_inhabitants=self.num_inhabitants,
            worker_ratio=self.worker_ratio,
            day_length=self.day_length,
            work_length_factor=self.work_length_factor,
            workend_common_chance=self.workend_common_chance,
            home_common_chance=self.home_common_chance,
            infection_chance=self.infection_chance,
            initial_infected=self.initial_infected,
            infection_length=self.infection_length,
            object_infection_modifiers=self.object_infection_modifiers,
            infected_stay_home_chance=self.infected_stay_home_chance,
            disease_health_impact=self.disease_health_impact,
            allow_natural_deaths=self.allow_natural_deaths,
            life_expectancy=self.life_expectancy,
            rebirth_chance=self.rebirth_chance,
            allow_rebirths=self.allow_rebirths)

        max_frames = self.max_frames
        day_length = self.day_length
        num_inhabitants = self.num_inhabitants
        self.day_array = np.arange(max_frames + 1) / day_length

        self.position_history = np.zeros((max_frames + 1, num_inhabitants, 2))
        self.position_history[0] = self.world.get_actor_plotpositions()

        self.state_history = np.zeros((max_frames + 1, 5))
        self.color_history = np.empty((max_frames + 1, num_inhabitants),
                                      dtype=str)

        self.state_history[0], self.color_history[
            0] = self.world.get_states_and_colors()

        self.R_history = np.full(max_frames + 1, np.nan)
        self.mult_history = np.full(max_frames + 1, np.nan)

        self.frame_time = np.zeros(max_frames)
        self._has_simulated = False
        self.infection_heatmap = None
        self.recovered_stats = None