Ejemplo n.º 1
0
 def create_community(self):
     community = []
     for i in range(self.community_size):
         loadout = Loadout("Kensa Undercover Brella", "Sprinkler",
                           "Ink Armor")
         loadout.randomize_abilities()
         loadout.get_fitness()
         community.append(loadout)
     return community
Ejemplo n.º 2
0
  def __init__(self, steam_id, team, acc, hs_percentage):
    # the player's id
    self.steam_id = steam_id
    # percentage of shots that hit, accuracy
    self.acc = acc
    # percentage of hits that hit the head
    self.hs_percentage = hs_percentage

    # the team 
    self.team = team
    # the player's health, this changes when the teams "fight"
    self.health = 100

    # the current hotspot that the player is in
    self.current_location = 0

    self.action = None
    # if the player is alive or dead
    self.is_alive = True
    self.env = None
    self.money = Constants.STARTING_MONEY
    self.loadout = Loadout()
Ejemplo n.º 3
0
class Player(object):
  """ Class that represents a CSGO player"""

  def __init__(self, steam_id, team, acc, hs_percentage):
    # the player's id
    self.steam_id = steam_id
    # percentage of shots that hit, accuracy
    self.acc = acc
    # percentage of hits that hit the head
    self.hs_percentage = hs_percentage

    # the team 
    self.team = team
    # the player's health, this changes when the teams "fight"
    self.health = 100

    # the current hotspot that the player is in
    self.current_location = 0

    self.action = None
    # if the player is alive or dead
    self.is_alive = True
    self.env = None
    self.money = Constants.STARTING_MONEY
    self.loadout = Loadout()

  def respawn(self, env, pistol):
    """ Add the player to the new environment and reset player statistics"""
    self.env = env
    self.action = env.process(self.play(self.env))
    self.health = 100
    self.is_alive = True
    if (pistol):
      self.money = Constants.STARTING_MONEY



  def play(self, env):
    """Process that simulates the player's actions. This is run once every round until
    the round is over"""

    # choose a random time, this will make it so the first to attack is non deterministic
    yield env.timeout(np.random.uniform(0.0, 5.0))
    while(self.is_alive):
      # if self.is_alive == True:
      target = self.choose_target()
      shots_fired = np.random.uniform(0.0, 5.0)
      weapon = self.loadout.get_weapon()
      if (weapon.out_of_ammo()):
        yield env.timeout(weapon.reload())
      elif target == -1:
        yield env.timeout(np.random.uniform(0.0, 5.0))


      else:
        target.inflict_self(self.determine_damage(weapon, shots_fired))        
        yield env.timeout(np.random.uniform(0.0, 5.0))


  def determine_damage(self, weapon, rounds):
    """The amount of damage the player will inflict on the enemy"""
    shots_fired = weapon.fire_burst(rounds)
    shots_hit = np.random.binomial(shots_fired, self.acc)
    head_shots = np.random.binomial(shots_hit, self.hs_percentage)
    body_shots = shots_hit - head_shots
    head_damage = head_shots * weapon.damage * 4
    helmet_damage = head_shots * weapon.helmet_damage
    body_damage = body_shots * weapon.damage
    armour_damage = body_damage * weapon.pen_power
    return [body_damage, head_damage, armour_damage, helmet_damage]


  def choose_target(self):
    """Choose a target to attack from the enemies in the hotspot"""

    # 1 - side converts 0 to 1 and 1 to 0
    enemy_list = self.current_location.players[1 - self.team.side]
    num_enemies = len(enemy_list)

    # if there are no enemies currently in the same location of the player
    # simply return 0
    if num_enemies == 0:
      return -1

    # pick an enemy randomly from the list of enemies and return their object
    return enemy_list[np.random.random_integers(0, num_enemies - 1)]


  def get_side(self):
    return self.team.side

  def inflict_self(self, damage):
    """Inflict damage onto own class. If damage moves health below 0, mark the 
    player as "Dead" and remove them from the map"""
    body_damage = damage[0]
    head_damage = damage[1]
    armour_damage = damage[2]
    helmet_damage = damage[3]
    damage_to_kevlar = body_damage - armour_damage
    through_damage = self.loadout.damage_kevlar(damage_to_kevlar)

    final_damage = 0
    if (self.loadout.helmet == True):
      final_damage = helmet_damage + armour_damage + through_damage
    else:
      final_damage = head_damage + armour_damage + through_damage

    self.health = self.health - final_damage
    if self.health <= 0:
      self.current_location.players[self.team.side].remove(self)
      self.is_alive = False
      self.loadout.clear()

  def charge(self, cost):
    """Subtract cost from the player's money. If the amount of money they have goes
    below 0 throw a NegativeMoneyException"""
    try:
      money = self.money
      money -= cost
      if (money < 0):
        raise NegativeMoneyException()
      else:
        self.money = money
    except NegativeMoneyException as e:
      print "{0} spent more money than they have in their bank\n".format(self.steam_id)
      print e
      print "\n"

  def add_money(self, amount):
    money = self.money + amount
    if (money >= Constants.MAX_MONEY):
      self.money = Constants.MAX_MONEY
    else: 
      self.money = money

  def reset_money(self):
    self.money = Constants.STARTING_MONEY

  def __str__(self):
    return "Steam id: {0}\tIs Alive: {1}\tCurrent Bank: {2}".format(self.steam_id, self.is_alive, self.money)
Ejemplo n.º 4
0
    def crossover(self, community):
        community = self.sort_by_fitness(community)
        alpha_primaries = community[0].primaries = self.order_primaries(
            community[0].primaries)
        alpha_secondaries = community[0].secondaries

        candidates = community[1:]
        new_community = [community[0]]

        for i in range(len(candidates)):
            candidate_primaries = self.order_primaries(candidates[i].primaries)
            candidate_secondaries = candidates[i].secondaries

            while True:
                alpha_primaries_clone = copy.deepcopy(alpha_primaries)
                for item in SplatoonData.REQUIRED_PRIMARIES:
                    alpha_primaries_clone.remove(item)

                candidate_primaries_clone = copy.deepcopy(candidate_primaries)
                for item in SplatoonData.REQUIRED_PRIMARIES:
                    candidate_primaries_clone.remove(item)

                new_primaries = []
                for i in range(len(alpha_primaries_clone)):
                    if SplatoonData.RANDOM.randint(0, 1):
                        new_primaries.append(alpha_primaries_clone[i])
                    else:
                        new_primaries.append(candidate_primaries_clone[i])

                new_primaries = new_primaries + SplatoonData.REQUIRED_PRIMARIES
                if (SplatoonData.list_in_list(SplatoonData.REQUIRED_PRIMARIES,
                                              new_primaries)):
                    break

            while True:
                alpha_secondaries_clone = copy.deepcopy(alpha_secondaries)
                for item in SplatoonData.REQUIRED_SECONDARIES:
                    alpha_secondaries_clone.remove(item)

                candidate_secondaries_clone = copy.deepcopy(
                    candidate_secondaries)
                for item in SplatoonData.REQUIRED_SECONDARIES:
                    candidate_secondaries_clone.remove(item)

                new_secondaries = []
                for i in range(len(alpha_secondaries_clone)):
                    if SplatoonData.RANDOM.randint(0, 1):
                        new_secondaries.append(alpha_secondaries_clone[i])
                    else:
                        new_secondaries.append(candidate_secondaries_clone[i])

                new_secondaries = new_secondaries + SplatoonData.REQUIRED_SECONDARIES
                if (SplatoonData.list_in_list(
                        SplatoonData.REQUIRED_SECONDARIES, new_secondaries)):
                    break

            while True:
                mutated_primaries = self.mutate_primaries(new_primaries)
                if (SplatoonData.list_in_list(SplatoonData.REQUIRED_PRIMARIES,
                                              mutated_primaries)):
                    break

            while True:
                mutated_secondaries = self.mutate_secondaries(new_secondaries)
                if (SplatoonData.list_in_list(
                        SplatoonData.REQUIRED_SECONDARIES,
                        mutated_secondaries)):
                    break

            new_primaries = mutated_primaries
            new_secondaries = mutated_secondaries

            loadout = Loadout(community[0].weapon["name"],
                              community[0].sub["name"],
                              community[0].special["name"])
            loadout.primaries = new_primaries
            loadout.secondaries = new_secondaries
            loadout.get_fitness()
            new_community.append(loadout)

        return new_community