Ejemplo n.º 1
0
    def setup_initial_state(self):
        self.is_running = False  # True if simulation is running.
        self.is_finished = False  # True if simulation is finished.
        self.step = 0  # Current step.
        self.success = False  # True if all pedestrians has reached the target.
        self.utility = [
        ]  # Utility matrix that takes into account also the positions of the pedestrians.
        self.average_speed = {
        }  # Average speeds of pedestrians at measuring areas.

        self.debug_step = False  # This enables debugging in which only one pedestrian moves per step
        self.current_pedestrian_index = 0  # Index of the current pedestrian.

        self.simulation_grid = Grid(
            0,
            0)  # Simulation grid, information will be fetched from input file.
        self.simulation_grid.read_from_file(
            self.file_to_read)  # Reads the input.
        self.simulation_grid.create_euclidean_distance_field(
        )  # Creates euclidean distance field.
        self.simulation_grid.create_dijkstra_distance_field(
        )  # Creates dijkstra distance field.

        # Assigning ages and setting speeds are done for only test #7, this can easily be changed for others here.
        if self.test_id == '7':
            self.set_ages()
            self.set_speeds()

        # Populates the average speed dictionary for control points with zeros.
        for i in range(len(self.simulation_grid.elements['M'])):
            self.average_speed[i] = 0
Ejemplo n.º 2
0
    def __init__(self, allies, enemies, num_cols, num_rows):
        self.battlefield = Grid(num_cols, num_rows)
        self.allies = allies
        self.enemies = enemies
        self.battlefield.add_party(self.allies)
        self.battlefield.add_party(self.enemies)

        self.turn = (0, 0)
        self.active_character_frame = None

        self.action_bar_frame = None

        self.active_action_frame = None
        self.active_action_index = None
        self.active_target_frame = None
        self.active_target_pos = None

        self.next_turn()
Ejemplo n.º 3
0
def create_grid(grid_id, x, y, version):
    """
    Create grid with given values, add batteries and houses.
    :param id: int
    :param x: int
    :param y: int
    :return: dictionary
    """
    GRID[grid_id] = Grid(grid_id, x, y)
    load_batteries(grid_id, version)
    load_houses(grid_id, version)
    return GRID[grid_id]
Ejemplo n.º 4
0
    def setup(cls, people_count, grid_width, grid_height):
        '''constructs an instance of Simulator'''

        # construct grid and gateway
        cls.grid = Grid(grid_width, grid_height)
        cls.gateway = Gateway()

        # construct arbitrary luminaire grid
        cls.luminaires = []
        (grid_height, grid_width) = cls.grid.get_dimensions()

        lum_no = 0
        for x in range(1, grid_height - 1, 2):
            for y in range(1, grid_width - 1, 2):

                # generate name for the luminaire
                lum_name = 'lum' + str(lum_no)

                lum = Luminaire(x, y, lum_name)
                cls.luminaires.append(lum)
                lum_no = lum_no + 1

        # construct people and place them randomly
        cls.people = []
        for count in range(people_count):
            person_x = randint(0, grid_height - 1)
            person_y = randint(0, grid_width - 1)
            person = Person(person_x, person_y)
            cls.people.append(person)

        # add luminaires to grid, gateway
        for luminaire in cls.luminaires:
            cls.grid.add_luminaire(luminaire)
            cls.gateway.add_luminaire(luminaire)

        # start event listener
        cls.gateway.start_gateway_thread()

        # add people to grid
        for person in cls.people:
            cls.grid.add_person(person)
        cls.grid.track_people()
Ejemplo n.º 5
0
class Battle:
    def __init__(self, allies, enemies, num_cols, num_rows):
        self.battlefield = Grid(num_cols, num_rows)
        self.allies = allies
        self.enemies = enemies
        self.battlefield.add_party(self.allies)
        self.battlefield.add_party(self.enemies)

        self.turn = (0, 0)
        self.active_character_frame = None

        self.action_bar_frame = None

        self.active_action_frame = None
        self.active_action_index = None
        self.active_target_frame = None
        self.active_target_pos = None

        self.next_turn()

    def next_turn(self):  #goes to next character in turn order
        x = self.turn[0]
        y = self.turn[1]
        while (True):
            x = x + 1
            if (x == self.battlefield.width):
                x = 0
                y = y + 1
            if (y == self.battlefield.height):
                y = 0
            if ((self.space_is_occupied(x, y)
                 and self.battlefield.character_is_alive(x, y))
                    or (x == self.turn[0] and y == self.turn[1])):
                break
        self.set_turn(x, y)
        self.active_target_frame = None

    def set_turn(self, col, row):
        self.turn = (col, row)
        self.active_action_frame = None
        self.active_action_index = 0
        if (self.is_ally_turn()):
            self.active_target_pos = self.enemies.get_first_living()
        else:
            self.active_target_pos = self.allies.get_first_living()

    def set_action(self, frame, index):
        self.active_action_frame = frame
        self.active_action_index = index

    def set_target(self, frame, pos):
        self.active_target_frame = frame
        self.active_target_pos = pos

    def is_ally_turn(self):
        return self.turn[0] < self.battlefield.width / 2

    def space_is_occupied(self, col_num, row_num):
        return self.battlefield.space_is_occupied(col_num, row_num)

    def get_character(self, pos):
        return self.battlefield.get_character(pos[0], pos[1])

    def active_character(self):
        return self.battlefield.get_character(self.turn[0], self.turn[1])

    def selected_action(self):
        return self.active_character().get_action(self.active_action_index)

    def target(self):
        return self.battlefield.get_character(self.active_target_pos[0],
                                              self.active_target_pos[1])

    def execute(self):
        dmg = self.calc_damage(self.active_character(), self.selected_action())
        self.choose_target(dmg, self.selected_action().target)
        return dmg

    def calc_damage(self, person, action):
        if (action.damage < 0):
            op = operator.sub
        else:
            op = operator.add

        def floored_calc(num1, num2, op):
            res = op(num1, num2)
            if (res == 0):
                if (num1 < 0):
                    res = -1
                else:
                    res = 1
            return res

        if (action.modifier == Stat.STRENGTH):
            return floored_calc(action.damage, person.strength, op)
        elif (action.modifier == Stat.INTELLIGENCE):
            return floored_calc(action.damage, person.intelligence, op)
        else:
            return action.damage

    def choose_target(self, dmg, target):
        if (target == Target.SINGLE):
            self.target().take_damage(dmg)
        elif (target == Target.ALL):
            self.enemies.take_aoe(dmg)
        elif (target == Target.COLUMN):
            self.enemies.take_col_dmg(dmg, self.active_target_pos[1])
        elif (target == Target.ROW):
            self.enemies.take_row_dmg(dmg, self.active_target_pos[2])
        elif (target == Target.SELF):
            self.active_character().take_damage(dmg)
        elif (target == Target.ALLY):
            self.target().take_damage(dmg)
        elif (target == Target.PARTY):
            self.allies.take_aoe(dmg)

    def playable_turn(self):
        return not self.active_character().is_npc()
Ejemplo n.º 6
0
def main():

	# setup comand line option
	parser = argparse.ArgumentParser()
	parser.add_argument("-z", "--zombies", help="Number of begining zombie (default 20)")
	parser.add_argument("-u", "--humans", help="Number of begining humans (default 10)")

	grid = Grid()

	args = parser.parse_args()

	if args.zombies:
		grid.add_zombies( int(args.zombies) )
	else:
		grid.add_zombies( 20 )


	if args.humans:
		grid.add_humans( int(args.humans) )
	else:
		grid.add_humans( 10 )



	date = datetime.now()
	turn_time = timedelta(days=.25)
	time_spend = timedelta()


	def turn():
		# clear terminal
		os.system('cls' if os.name == 'nt' else 'clear')

		# get all humans/zombies and move all them
		for human in Human.instances:
			human.move()

		for zombie in Zombie.instances:
			zombie.move()

		# check all areas and find what to do
		for area in grid.areas:

			zombies = list(area.zombies)
			humans = list(area.humans)

			# they fight if there are zombies & humans in area 
			if len(zombies) !=0 and len(humans)!=0:
				for zombie in zombies:
					random_human = random.choice(humans)
					zombie.attack(random_human)


			# a child may born if there are at least two humans and no zombies
			if len(zombies) == 0 and len(humans) > 1:
				humans[0].have_sex()




	
	while Human.total > 0 :
		turn()
		date+=turn_time
		time_spend += turn_time

		# display map and status
		print(grid.view_map())
		try:
			print("status:\t{} zombies and {} humans left".format(colored.red(Zombie.total), colored.blue(Human.total)))
		except NameError:
			return 'Z'

		print("\t{}".format(date))
		print("\t({} spend)".format(time_spend))

		time.sleep(.5)
Ejemplo n.º 7
0
from classes.window import Window
from classes.grid import Grid
from constants import settings
from constants.enums import Locations
import pygame

play_area_resolution = tuple(dimension * settings.BLOCK_SIZE
                             for dimension in settings.PLAY_AREA_DIMENSIONS)

main_display = Window(resolution=settings.RESOLUTION,
                      surface=pygame.display.set_mode(settings.RESOLUTION),
                      color=settings.BACKGROUND_MAIN)

play_area = Grid(rel_location=Locations.TOP_LEFT,
                 visible=True,
                 parent=main_display)
score_board = Window(resolution=settings.SCORE_BOARD_RESOLUTION,
                     visible=True,
                     rel_location=settings.SCORE_BOARD_LOCATION,
                     color=settings.BACKGROUND_SCORE,
                     parent=main_display)
main_menu = Window(resolution=settings.MAIN_MENU_RESOLUTION,
                   color=settings.BACKGROUND_MAIN_MENU,
                   rel_location=settings.MAIN_MENU_LOCATION,
                   parent=main_display)
pause_menu = Window(resolution=settings.PAUSE_MENU_RESOLUTION,
                    color=settings.BACKGROUND_PAUSE_MENU,
                    rel_location=settings.PAUSE_MENU_LOCATION,
                    parent=main_display)
game_settings = Window(resolution=settings.GAME_SETTINGS_RESOLUTION,
                       color=settings.BACKGROUND_GAME_SETTINGS,
Ejemplo n.º 8
0
class CMS(Frame):

    # Resets the initial simulation values
    def setup_initial_state(self):
        self.is_running = False  # True if simulation is running.
        self.is_finished = False  # True if simulation is finished.
        self.step = 0  # Current step.
        self.success = False  # True if all pedestrians has reached the target.
        self.utility = [
        ]  # Utility matrix that takes into account also the positions of the pedestrians.
        self.average_speed = {
        }  # Average speeds of pedestrians at measuring areas.

        self.debug_step = False  # This enables debugging in which only one pedestrian moves per step
        self.current_pedestrian_index = 0  # Index of the current pedestrian.

        self.simulation_grid = Grid(
            0,
            0)  # Simulation grid, information will be fetched from input file.
        self.simulation_grid.read_from_file(
            self.file_to_read)  # Reads the input.
        self.simulation_grid.create_euclidean_distance_field(
        )  # Creates euclidean distance field.
        self.simulation_grid.create_dijkstra_distance_field(
        )  # Creates dijkstra distance field.

        # Assigning ages and setting speeds are done for only test #7, this can easily be changed for others here.
        if self.test_id == '7':
            self.set_ages()
            self.set_speeds()

        # Populates the average speed dictionary for control points with zeros.
        for i in range(len(self.simulation_grid.elements['M'])):
            self.average_speed[i] = 0

    def __init__(self, filename, id=None, master=None):

        Frame.__init__(self, master)
        Pack.config(self)

        self.offset = {
            'V': 20,
            'H': 20,
            'D': 2
        }  # Vertical & Horizontal gap of the canvas, offset for drawing objects.
        self.current_step_text = None  # Shows the current step.
        self.average_speed_text = None  # Average speed of all pedestrians, for test #1.
        self.cp1_text = None  # Shows the average speed at CP #1.
        self.cp2_text = None  # Shows the average speed at CP #2.
        self.mcp_text = None  # Shows the average speed at Main Control Point.
        self.control_button = None  # Control button object to be fetched from GUI.
        self.show_coordinates = False  # For debugging.
        self.show_ids = False  # For debugging.
        self.test_id = None  # ID of the current test.
        self.loop_interval = 100  #Interval between steps.

        if id == '1':
            self.test_id = id
            self.width = 1200
            self.height = 200
        elif id == '4':
            self.test_id = id
            self.width = 5000
            self.height = 400
            self.offset['D'] = 0
            self.loop_interval = 20
        elif id == '6':
            self.test_id = id
            self.width = 600
            self.height = 600
        elif id == '7':
            self.test_id = id
            self.width = 600
            self.height = 600
        elif id == 'circular':
            self.test_id = id
            self.width = 600
            self.height = 600
        elif id == 'chicken':
            self.test_id = id
            self.width = 600
            self.height = 600
        else:
            self.test_id = id
            self.width = 800
            self.height = 600

        # Readfile.
        self.file_to_read = filename

        # Canvas.
        self.canvas = Canvas(self,
                             width=self.width,
                             height=self.height,
                             background="black",
                             highlightthickness=0,
                             scrollregion=(0, 0, self.width, self.height))

        # Scrollbar.
        self.canvas.scrollX = Scrollbar(self, orient=HORIZONTAL)
        self.canvas['xscrollcommand'] = self.canvas.scrollX.set
        self.canvas.scrollX['command'] = self.canvas.xview
        self.canvas.scrollX.pack(side=BOTTOM, fill=X)
        self.canvas.pack(side=BOTTOM)

        self.setup_initial_state()

        self.cell_size = min(
            (self.width - self.offset['H']) / self.simulation_grid.cols,
            (self.height - self.offset['V']) / self.simulation_grid.rows)

        # New offset values set to center the simulation.
        self.offset['V'] = (self.height -
                            self.simulation_grid.rows * self.cell_size) / 2
        self.offset['H'] = (self.width -
                            self.simulation_grid.cols * self.cell_size) / 2

        self.rect_start_x = self.offset['H']
        self.rect_start_y = self.offset['V']
        self.rect_end_x = self.width - self.offset['H']
        self.rect_end_y = self.height - self.offset['V']
        self.draw()

    # Start or stop the simulation
    def start_or_stop(self, button):
        self.is_running = not self.is_running
        self.control_button = button
        self.loop()

    # Start or stop the simulation
    def reset(self, text, button):
        self.setup_initial_state()
        self.control_button = button

        self.is_running = True
        self.set_step_text(text)
        self.loop()

    # Get simulation step text object from the GUI.
    def set_step_text(self, current_step_text):
        self.current_step_text = current_step_text

    # Get the average speed text object from the GUI, for test #1.
    def set_average_speed_text(self, average_speed_text):
        self.average_speed_text = average_speed_text

    # Get the Control Point #1 text object from the GUI, for test #4.
    def set_cp1_text(self, control_point_text):
        self.cp1_text = control_point_text

    # Get the Control Point #2 text object from the GUI, for test #4.
    def set_cp2_text(self, control_point_text):
        self.cp2_text = control_point_text

    # Get the Main Control Point text object from the GUI, for test #4.
    def set_mcp_text(self, control_point_text):
        self.mcp_text = control_point_text

    # Loop.
    def loop(self):
        if self.is_running:
            self.step = self.step + 1
            self.current_step_text.set(f"Current Step: {self.step}")
            self.draw()
            self.after(self.loop_interval, self.loop)

    # Draws the canvas.
    def draw(self):
        self.canvas.delete("all")

        # Draw the borders.
        self.canvas.create_rectangle(self.rect_start_x - self.offset['D'] * 2,
                                     self.rect_start_y - self.offset['D'] * 2,
                                     self.rect_end_x + self.offset['D'] * 2,
                                     self.rect_end_y + self.offset['D'] * 2,
                                     outline="#FFFFFF")

        # Call the evaluation, which moves and renders the current state.
        if not self.is_finished and self.is_running:
            self.evaluate()

        # Rendering Obstacles.
        for obstacle in self.simulation_grid.elements['O']:
            coord_x, coord_y = self.coordinate(*obstacle.current_pos)
            self.fill(coord_x, coord_y, obstacle.color, "O")

        # Rendering Target.
        coord_x, coord_y = self.coordinate(
            *self.simulation_grid.elements['T'].current_pos)
        self.fill(coord_x, coord_y, self.simulation_grid.elements['T'].color,
                  "T")

        # Rendering Measure Areas.
        for measure in self.simulation_grid.elements['M']:
            for cell in measure.cells:
                coord_x, coord_y = self.coordinate(*cell)
                self.fill(coord_x, coord_y, measure.color, "M")

        # Rendering Pedestrians.
        for i, pedestrian in enumerate(self.simulation_grid.elements['P']):
            coord_x, coord_y = self.coordinate(*pedestrian.current_pos)
            self.fill(coord_x, coord_y, pedestrian.color, str(i + 1))

        # Print coordinates of cells. Very useful for development.
        if self.show_coordinates:
            for i in range(0, self.simulation_grid.rows):
                for j in range(0, self.simulation_grid.cols):
                    x, y = self.coordinate(i, j)

                    self.canvas.create_text(
                        x + self.offset['D'] + self.cell_size / 2,
                        y + self.offset['D'] + self.cell_size / 1.3,
                        fill="#FFFFFF",
                        text="(" + str(i) + "," + str(j) + ")")

    # Returns the respective coordinates.
    def coordinate(self, x, y):
        return self.rect_start_x + x * self.cell_size, self.rect_start_y + y * self.cell_size

    # Fills the cells.
    def fill(self, x, y, color, i):
        self.canvas.create_rectangle(x + self.offset['D'],
                                     y + self.offset['D'],
                                     x + self.cell_size - self.offset['D'],
                                     y + self.cell_size - self.offset['D'],
                                     fill=color)

        if self.show_ids:
            self.canvas.create_text(x + self.offset['D'] + self.cell_size / 2,
                                    y + self.offset['D'] + self.cell_size / 2,
                                    fill="#FFFFFF",
                                    text=i)

    # Evaluates the next state of the system.
    def evaluate(self):
        # Simulate Pedestrian movement.
        if self.debug_step:
            pedestrians = [
                self.simulation_grid.elements['P'][
                    self.current_pedestrian_index]
            ]
        else:
            pedestrians = self.simulation_grid.elements['P']

        # Move the pedestrian.
        for pedestrian in pedestrians:
            if not pedestrian.has_arrived:
                distance, move_target = self.get_move_coordinate(pedestrian)
                is_moved = pedestrian.move(move_target)
                if distance == 0 and is_moved:
                    pedestrian.has_arrived = True

        # Print average speed for tests #1 and #7.
        if self.test_id in ['1', '7']:
            average_speed = 0
            for pedestrian in pedestrians:
                average_speed = average_speed + pedestrian.get_speed()
            average_speed = average_speed / len(pedestrians)
            self.average_speed_text.set(
                f"Average Speed: {round(average_speed, 3)} m/s")

        # Print average speeds at control points for test #4.
        if self.test_id == '4':
            count = {}
            for i in range(len(self.simulation_grid.elements['M'])):
                count[i] = 0
            for i, pedestrian in enumerate(pedestrians):
                for j, measure in enumerate(
                        self.simulation_grid.elements['M']):
                    if pedestrian.current_pos in measure.cells:
                        self.average_speed[j] = self.average_speed[
                            j] + pedestrian.get_speed()
                        count[j] += 1
            # For the flow calculation, since control points are 1x1 meters, densitiy is 'count[i]' and Flow = Speed * Density
            for i, cp in enumerate(self.simulation_grid.elements['M']):
                if cp.id == 1:
                    if count[i] == 0:
                        self.cp1_text.set(f"Control Point #1: 0 m/s | 0 P/m.s")
                    else:
                        self.cp1_text.set(
                            f"Control Point #1: {round(self.average_speed[i] / count[i], 3)} m/s | {round(self.average_speed[i], 3)} P/m.s"
                        )
                elif cp.id == 2:
                    if count[i] == 0:
                        self.cp2_text.set(f"Control Point #2: 0 m/s | 0 P/m.s")
                    else:
                        self.cp2_text.set(
                            f"Control Point #2: {round(self.average_speed[i] / count[i], 3)} m/s | {round(self.average_speed[i], 3)} P/m.s"
                        )
                else:
                    if count[i] == 0:
                        self.mcp_text.set(
                            f"Main Measuring Point: 0 m/s | 0 P/m.s")
                    else:
                        self.mcp_text.set(
                            f"Main Measuring Point: {round(self.average_speed[i] / count[i], 3)} m/s | {round(self.average_speed[i], 3)} P/m.s"
                        )

            for i in range(len(self.simulation_grid.elements['M'])):
                self.average_speed[i] = 0

        # Render the current pedestrians next move with red. For tracking.
        if self.debug_step:
            coord_x, coord_y = self.coordinate(*pedestrians[0].current_pos)
            self.fill(coord_x, coord_y, "#CC0000",
                      str(self.current_pedestrian_index + 1))

        # Check success condition
        self.success = True
        for pedestrian in self.simulation_grid.elements['P']:
            if not pedestrian.has_arrived:
                self.success = False
                break

        # Assign the next pedestrian
        if not self.success:
            self.current_pedestrian_index = (
                self.current_pedestrian_index + 1) % len(
                    self.simulation_grid.elements['P'])
            while self.simulation_grid.elements['P'][
                    self.current_pedestrian_index].has_arrived:
                self.current_pedestrian_index = (
                    self.current_pedestrian_index + 1) % len(
                        self.simulation_grid.elements['P'])

        # Check if the simulation reached the desired state.
        if self.success:
            self.is_finished = True
            self.control_button.set("Restart")
            self.start_or_stop(self.control_button)

            # Output the ages and average speeds for test #7.
            if self.test_id == '7':
                output = open('outputs/test_7.csv', 'w', newline='')
                writer = csv.writer(output, delimiter='\t')
                for i, pedestrian in enumerate(
                        self.simulation_grid.elements['P']):
                    writer.writerow(
                        [pedestrian.age,
                         round(pedestrian.get_speed(), 3)])

    # Utility function, calculates the distance to the target and returns the direction maximizing utility.
    def get_move_coordinate(self, pedestrian):
        neighbors = pedestrian.get_all_neighbors(self.simulation_grid.rows,
                                                 self.simulation_grid.cols)

        current_selected_neighbor = {}
        current_min_distance = float("inf")

        for d in self.simulation_grid.dijkstra_field:
            self.utility.append(d[:])

        for i in self.simulation_grid.elements['P']:
            for j in neighbors:
                if i.current_pos == j:
                    if not i.has_arrived:
                        if i.current_pos != pedestrian.current_pos:
                            self.utility[i.current_pos[0]][
                                i.current_pos[1]] = float("inf")

        for neighbor in neighbors:
            col, row = neighbor
            distance = self.utility[col][row]
            if distance < current_min_distance:
                current_min_distance = distance
                current_selected_neighbor = neighbor

        self.utility = []

        return current_min_distance, current_selected_neighbor

    # Approximate distribution of maximum speeds according to experimental data.
    def set_speeds(self):
        pedestrians = self.simulation_grid.elements['P']

        for pedestrian in pedestrians:

            if pedestrian.age <= 20:
                mean = 1.5 + (pedestrian.age - 18) / 20
                std = 0.3
            elif pedestrian.age > 20 and pedestrian.age <= 40:
                mean = 1.6 - (pedestrian.age - 20) / 200
                std = 0.25
            elif pedestrian.age > 40 and pedestrian.age <= 60:
                mean = 1.5 - (pedestrian.age - 40) / 100
                std = 0.25
            else:
                mean = 1.3 - (pedestrian.age - 60) / 35
                std = 0.1

            pedestrian.max_speed = numpy.random.normal(mean, std)

    # Assign age values to pedestrians.
    def set_ages(self):
        pedestrians = self.simulation_grid.elements['P']

        for pedestrian in pedestrians:
            pedestrian.age = randint(18, 80)
Ejemplo n.º 9
0
from classes.grid import Grid

grid = Grid(1)
grid.init_grid()
grid.print_grid()