def test_lack_of_location(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, ['move'])
def onShowActions(self, event): if self.state.turn < 100: # the following is needed since if the turn does not change, # non-stateless bots behave differently if self.player and self.turn_repeat: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2 and self.turn_repeat: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) self.UI.clearActions() actions = self.getActions() self.cached_actions = actions for loc, action in actions.iteritems(): self.UI.renderAction(loc, action) self.turn_repeat = True try: rgsim_text = self.player._module.rgsim_text for loc, text in rgsim_text.iteritems(): self.UI.renderText(loc, text) except AttributeError: print "No rgsim_text dict found for player 1, skipping..." except: print ("Error in rgsim_text dict, please ensure keys are " + "valid locations and values are strings")
def onShowActions(self, event): if self.state.turn < 100: # the following is needed since if the turn does not change, # non-stateless bots behave differently if self.player and self.turn_repeat: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2 and self.turn_repeat: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) self.UI.clearActions() actions = self.getActions() self.cached_actions = actions for loc, action in actions.iteritems(): self.UI.renderAction(loc, action) self.turn_repeat = True try: rgsim_text = self.player._module.rgsim_text for loc, text in rgsim_text.iteritems(): self.UI.renderText(loc, text) except AttributeError: print "No rgsim_text dict found for player 1, skipping..." except: print("Error in rgsim_text dict, please ensure keys are " + "valid locations and values are strings")
def onReloadPlayer(self, event): self.UI.fadeActions() self.cached_actions = None self.code = open(self.p1_path).read() self.code2 = open(self.p2_path).read() self.player = Player(self.code) self.player.set_player_id(1) self.player2 = Player(self.code2) self.player2.set_player_id(0)
def onReloadPlayer(self, event): self.UI.fadeActions() self.cached_actions = None self.human_actions = {} if self.player: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2: self.player2 = Player(self.player2_path) self.player2.set_player_id(0)
def __init__(self, player1_path, player2_path): self.match_id = None self.player = Player(player1_path) if player1_path else None if self.player: self.player1_path = player1_path self.player.set_player_id(1) self.player2 = Player(player2_path) if player2_path else None if self.player2: self.player2_path = player2_path self.player2.set_player_id(0) self.turn_repeat = False self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.bind("n", self.onNextAction) self.UI.bind("g", self.onSpawnRobots) self.UI.run()
def __init__(self, settings, p1_path, p2_path): self.settings = settings self.match_id = None self.p1_path = p1_path self.p2_path = p2_path self.code = open(p1_path).read() if p2_path is None: self.p2_path = map_data = open(pkg_resources.resource_filename('rgkit', 'bots/guardbot.py')).read() self.code2 = open(p2_path).read() self.player = Player(self.code) self.player.set_player_id(1) self.player2 = Player(self.code2) self.player2.set_player_id(0) self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.run()
def from_robots(robots, settings=None, options=None, delta_callback=None): players = [] for robot in robots: players.append(Player(robot=robot)) return Runner(players, settings=settings, options=options, delta_callback=delta_callback)
def break_ties(args): """Breaks ties between a group of Individuals by pitting them against each other. In case of an absolute tie, the 'most elite' is favored. This fills half of a matrix of scores. If we know A's score in (A vs B), then we can determine B's score in (B vs A) without making them compete a second time.""" individual = args[0] tied_individuals = args[1] individual_idx = args[2] options = rgrun.Options() options.headless = True options.quiet = 10 options.n_of_games = constants.games_per_scoring players = [Player(robot=individual.get_robot()), None] results = [] # AS PLAYER 1 # Play against other elites in generation for x in range(individual_idx + 1, len(tied_individuals)): opponent = tied_individuals[x] players[1] = Player(name="individual", robot=opponent.get_robot()) result = rgrun.Runner(players=players, options=options).run() results.append(sum(p1 >= p2 for p1, p2 in result)) # AS PLAYER 2 players = [None, Player(robot=individual.get_robot())] # Play against other elites in generation for x in range(individual_idx + 1, len(tied_individuals)): opponent = tied_individuals[x] players[0] = Player(name="individual", robot=opponent.get_robot()) result = rgrun.Runner(players=players, options=options).run() results.append(sum(p2 >= p1 for p1, p2 in result)) return results
def test_ok(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] Player._validate_action(robot, ['guard']) Player._validate_action(robot, ['suicide']) Player._validate_action(robot, ['guard', None]) Player._validate_action(robot, ['suicide', (1, 1)]) Player._validate_action(robot, ['attack', (9, 10)]) Player._validate_action(robot, ['move', (9, 10)]) Player._validate_action(robot, ('guard', (2, 3))) Player._validate_action(robot, ('suicide', None)) Player._validate_action(robot, ('attack', (9, 10))) Player._validate_action(robot, ('move', (9, 10)))
def initial_score_individuals(args): individual = args[0] gen = args[1] options = rgrun.Options() options.headless = True options.quiet = 10 options.n_of_games = constants.games_per_scoring individual.score = 0 players = [Player(robot=individual.get_robot()), None] folder = os.getcwd() folder = os.path.join(folder, "rgkit", "bots") # AS PLAYER 1 # Play against the coded bots for file_name in os.listdir(folder): loc_path = os.path.join("rgkit", "bots", file_name) #print "\t\tOpponent:", file_name try: players[1] = Player(file_name=loc_path) except IOError: print "Error opening", loc_path sys.exit(1) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p1 > p2 for p1, p2 in results) # Play against other elites in generation is_elite = (gen.population.index(individual) < constants.elite_size) if is_elite: individual.score += 1 # Free win for being in elite for elite_idx in range(constants.elite_size): if individual is not gen.population[elite_idx]: players[1] = Player( name="individual", robot=gen.population[elite_idx].get_robot()) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p1 > p2 for p1, p2 in results) else: # No free win for non-elite contenders for elite_idx in range(constants.elite_size): players[1] = Player(name="individual", robot=gen.population[elite_idx].get_robot()) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p1 > p2 for p1, p2 in results) # AS PLAYER 2 players = [None, Player(robot=individual.get_robot())] # Play against the coded bots for file_name in os.listdir(folder): loc_path = os.path.join("rgkit", "bots", file_name) #print "\t\tOpponent:", file_name try: players[0] = Player(file_name=loc_path) except IOError: print "Error opening", loc_path sys.exit(1) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p2 > p1 for p1, p2 in results) # Play against other elites in generation is_elite = (gen.population.index(individual) < constants.elite_size) if is_elite: individual.score += 1 # Free win for being in elite for elite_idx in range(constants.elite_size): if individual is not gen.population[elite_idx]: players[0] = Player( name="individual", robot=gen.population[elite_idx].get_robot()) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p2 > p1 for p1, p2 in results) else: # No free win for non-elite contenders for elite_idx in range(constants.elite_size): players[0] = Player(name="individual", robot=gen.population[elite_idx].get_robot()) results = rgrun.Runner(players=players, options=options).run() individual.score += sum(p2 > p1 for p1, p2 in results) return individual.score
def test_wrong_command(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, ['exterminate'])
def test_strange(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, "ALL YOUR BASE ARE BELONG TO US")
class Simulator: def __init__(self, player1_path, player2_path): self.match_id = None self.player = Player(player1_path) if player1_path else None if self.player: self.player1_path = player1_path self.player.set_player_id(1) self.player2 = Player(player2_path) if player2_path else None if self.player2: self.player2_path = player2_path self.player2.set_player_id(0) self.turn_repeat = False self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.bind("n", self.onNextAction) self.UI.bind("g", self.onSpawnRobots) self.UI.run() def onReloadPlayer(self, event): self.UI.fadeActions() self.cached_actions = None self.human_actions = {} if self.player: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) def onSwapPlayer(self, event): self.UI.clearActions() self.UI.clearBots() self.onReloadPlayer(None) for loc, robot in self.state.robots.iteritems(): self.state.robots[loc][ "player_id"] = 1 - self.state.robots[loc]["player_id"] self.UI.renderBot(loc, robot.hp, robot.player_id) def onLoadMatch(self, event): self.match_id = tkSimpleDialog.askinteger("Load match", "Enter match number", parent=self.UI.root, initialvalue=2588548, minvalue=1, maxvalue=99999999) if self.match_id is not None: self.moves = getrgmatch.get_match_result(self.match_id) self.loadBotsfromTurn(1) def onLoadTurn(self, event): if self.match_id is not None: new_turn = tkSimpleDialog.askinteger("Edit turn", "Enter new turn", parent=self.UI.root, initialvalue=self.state.turn, minvalue=1, maxvalue=100) if new_turn is not None: self.loadBotsfromTurn(new_turn) def loadBotsfromTurn(self, new_turn): if self.match_id is not None: self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.human_actions = {} self.state = GameState() for bot in self.moves[new_turn]: loc = tuple(bot['location']) # print bot self.state.add_robot(loc, bot['player_id']) self.state.robots[loc].hp = bot['hp'] self.UI.renderBot(loc, bot['hp'], bot['player_id']) self.UI.setTurn(new_turn) self.state.turn = new_turn def onEditTurn(self, event): new_turn = tkSimpleDialog.askinteger("Edit turn", "Enter new turn", parent=self.UI.root, initialvalue=self.state.turn, minvalue=1, maxvalue=100) if new_turn is not None: self.UI.fadeActions() self.cached_actions = None self.human_actions = {} self.UI.setTurn(new_turn) self.state.turn = new_turn def onRemove(self, event): self._removeRobot(self.UI.selection) def _removeRobot(self, loc): if self.state.is_robot(loc): self.UI.fadeActions() self.cached_actions = None if loc in self.human_actions: del self.human_actions[loc] self.state.remove_robot(loc) self.UI.renderEmpty(loc) def onAddTeammate(self, event): self._addRobot(1, self.UI.selection) def onAddEnemy(self, event): self._addRobot(0, self.UI.selection) def _addRobot(self, player_id, loc): self.UI.fadeActions() self.cached_actions = None if self.state.is_robot(loc): self.state.remove_robot(loc) if loc in self.human_actions: del self.human_actions[loc] self.state.add_robot(loc, player_id) self.UI.renderBot(loc, 50, player_id) def onEditHP(self, event): if self.state.is_robot(self.UI.selection): robot = self.state.robots[self.UI.selection] self.UI.fadeActions() self.cached_actions = None new_hp = tkSimpleDialog.askinteger("Edit hp", "Enter new hp", parent=self.UI.root, initialvalue=robot.hp, minvalue=1, maxvalue=50) if new_hp is not None: robot.hp = new_hp self.UI.renderBot(self.UI.selection, new_hp, robot.player_id) def getActions(self): def getPlayerActions(player, player_id): if player: actions, _ = player.get_responses(self.state, player_id) else: actions = {} for loc, robot in self.state.robots.iteritems(): if robot.player_id == player_id: action = self.human_actions.get(loc) if action or loc not in actions: actions[loc] = action if action else ('guard', ) return actions actions = getPlayerActions(self.player, 1) actions.update(getPlayerActions(self.player2, 0)) return actions def onClear(self, event): self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.human_actions = {} self.state = GameState(turn=self.state.turn) def onShowActions(self, event): if self.state.turn < 100: # the following is needed since if the turn does not change, # non-stateless bots behave differently if self.player and self.turn_repeat: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2 and self.turn_repeat: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) self.UI.clearActions() actions = self.getActions() self.cached_actions = actions for loc, action in actions.iteritems(): self.UI.renderAction(loc, action) self.turn_repeat = True try: rgsim_text = self.player._module.rgsim_text for loc, text in rgsim_text.iteritems(): self.UI.renderText(loc, text) except AttributeError: print "No rgsim_text dict found for player 1, skipping..." except: print("Error in rgsim_text dict, please ensure keys are " + "valid locations and values are strings") def onSimulate(self, event): if self.state.turn < 100: self.UI.clearActions() self.UI.clearBots() if self.cached_actions is None: actions = self.getActions() else: actions = self.cached_actions self.state = self.state.apply_actions(actions, spawn=False) for loc, robot in self.state.robots.iteritems(): self.UI.renderBot(loc, robot.hp, robot.player_id) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.turn_repeat = False def onNextAction(self, event): if not self.state.is_robot(self.UI.selection): return robot = self.state.robots[self.UI.selection] action = self.human_actions.get(self.UI.selection) if action is None and self.cached_actions is not None: action = self.cached_actions.get(self.UI.selection) if action is None: action = ('guard', ) x, y = self.UI.selection adjacent_locs = ((x, y - 1), (x + 1, y), (x, y + 1), (x - 1, y)) move_locs = [l for l in adjacent_locs if l not in settings.obstacles] all_actions = [('guard', )] all_actions += [('move', loc) for loc in move_locs] all_actions += [('attack', loc) for loc in adjacent_locs] all_actions += [('suicide', )] i = (all_actions.index(action) + 1) % len(all_actions) action = all_actions[i] if self.cached_actions is not None: self.cached_actions[self.UI.selection] = action self.human_actions[self.UI.selection] = action self.UI.clearAction(self.UI.selection) self.UI.renderAction(self.UI.selection, action) def onSpawnRobots(self, event): all_locs = self.state._get_spawn_locations() for loc in settings.spawn_coords: self._removeRobot(loc) for i, loc in enumerate(all_locs): player_id = i // settings.spawn_per_player self._addRobot(player_id, loc)
def test_move_to_self(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, ['move', (9, 9)])
def test_attack_too_far(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, ['attack', (9, 11)])
def test_attack_obstacle(self): state = GameState() state.add_robot((2, 5), 0) robot = state.robots[(2, 5)] with self.assertRaises(Exception): Player._validate_action(robot, ['attack', (2, 4)])
class Simulator: def __init__(self, settings, p1_path, p2_path): self.settings = settings self.match_id = None self.p1_path = p1_path self.p2_path = p2_path self.code = open(p1_path).read() if p2_path is None: self.p2_path = map_data = open(pkg_resources.resource_filename('rgkit', 'bots/guardbot.py')).read() self.code2 = open(p2_path).read() self.player = Player(self.code) self.player.set_player_id(1) self.player2 = Player(self.code2) self.player2.set_player_id(0) self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.run() def onReloadPlayer(self, event): self.UI.fadeActions() self.cached_actions = None self.code = open(self.p1_path).read() self.code2 = open(self.p2_path).read() self.player = Player(self.code) self.player.set_player_id(1) self.player2 = Player(self.code2) self.player2.set_player_id(0) def onSwapPlayer(self, event): self.p1_path, self.p2_path = self.p2_path, self.p1_path def onLoadMatch(self, event): self.match_id = tkSimpleDialog.askinteger( "Load match", "Enter match number", parent = self.UI.root, initialvalue = 2588548, minvalue = 1, maxvalue = 99999999 ) if self.match_id is not None: self.moves = getrgmatch.get_match_result(self.match_id) self.loadBotsfromTurn(1) def onLoadTurn(self, event): if self.match_id is not None: new_turn = tkSimpleDialog.askinteger( "Edit turn", "Enter new turn", parent = self.UI.root, initialvalue = self.state.turn, minvalue = 1, maxvalue = 100 ) if new_turn is not None: self.loadBotsfromTurn(new_turn) def loadBotsfromTurn (self, new_turn): if self.match_id is not None: self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.state = GameState(self.settings) for bot in self.moves[new_turn]: loc = tuple(bot['location']) # print bot self.state.add_robot(loc, bot['player_id']) self.state.robots[loc].hp = bot['hp'] self.UI.renderBot(loc, bot['hp'], bot['player_id']) self.UI.setTurn(new_turn) self.state.turn = new_turn def onEditTurn(self, event): new_turn = tkSimpleDialog.askinteger( "Edit turn", "Enter new turn", parent = self.UI.root, initialvalue = self.state.turn, minvalue = 1, maxvalue = 100 ) if new_turn is not None: self.UI.fadeActions() self.cached_actions = None self.UI.setTurn(new_turn) self.state.turn = new_turn def onRemove(self, event): if self.state.is_robot(self.UI.selection): self.UI.fadeActions() self.cached_actions = None self.state.remove_robot(self.UI.selection) self.UI.renderEmpty(self.UI.selection) def onAddTeammate(self, event): self.UI.fadeActions() self.cached_actions = None if self.state.is_robot(self.UI.selection): self.state.remove_robot(self.UI.selection) self.state.add_robot(self.UI.selection, 1) self.UI.renderBot(self.UI.selection, 50, 1) def onAddEnemy(self, event): self.UI.fadeActions() self.cached_actions = None if self.state.is_robot(self.UI.selection): self.state.remove_robot(self.UI.selection) self.state.add_robot(self.UI.selection, 0) self.UI.renderBot(self.UI.selection, 50, 0) def onEditHP(self, event): if self.state.is_robot(self.UI.selection): robot = self.state.robots[self.UI.selection] self.UI.fadeActions() self.cached_actions = None new_hp = tkSimpleDialog.askinteger( "Edit hp", "Enter new hp", parent = self.UI.root, initialvalue = robot.hp, minvalue = 1, maxvalue = 50 ) if new_hp is not None: robot.hp = new_hp self.UI.renderBot(self.UI.selection, new_hp, robot.player_id) def getActions(self): actions = self.player.get_actions(self.state, 0) actions2 = self.player2.get_actions(self.state, 0) actions.update(actions2) return actions def onClear(self, event): self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.state = GameState(self.settings) def onShowActions(self, event): self.player.reload() self.player2.reload() self.UI.clearActions() actions = self.getActions() self.cached_actions = actions for loc, action in actions.iteritems(): self.UI.renderAction(loc, action) def onSimulate(self, event): self.UI.clearActions() self.UI.clearBots() if self.cached_actions is None: actions = self.getActions() else: actions = self.cached_actions self.state = self.state.apply_actions(actions, spawn=False) for loc, robot in self.state.robots.iteritems(): self.UI.renderBot(loc, robot.hp, robot.player_id) self.cached_actions = None self.UI.setTurn(self.state.turn)
def test_none(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, None)
class Simulator: def __init__(self, player1_path, player2_path): self.match_id = None self.player = Player(player1_path) if player1_path else None if self.player: self.player1_path = player1_path self.player.set_player_id(1) self.player2 = Player(player2_path) if player2_path else None if self.player2: self.player2_path = player2_path self.player2.set_player_id(0) self.turn_repeat = False self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.bind("n", self.onNextAction) self.UI.bind("g", self.onSpawnRobots) self.UI.run() def onReloadPlayer(self, event): self.UI.fadeActions() self.cached_actions = None self.human_actions = {} if self.player: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) def onSwapPlayer(self, event): self.UI.clearActions() self.UI.clearBots() self.onReloadPlayer(None) for loc, robot in self.state.robots.iteritems(): self.state.robots[loc]["player_id"] = 1 - self.state.robots[loc]["player_id"] self.UI.renderBot(loc, robot.hp, robot.player_id) def onLoadMatch(self, event): self.match_id = tkSimpleDialog.askinteger( "Load match", "Enter match number", parent = self.UI.root, initialvalue = 2588548, minvalue = 1, maxvalue = 99999999 ) if self.match_id is not None: self.moves = getrgmatch.get_match_result(self.match_id) self.loadBotsfromTurn(1) def onLoadTurn(self, event): if self.match_id is not None: new_turn = tkSimpleDialog.askinteger( "Edit turn", "Enter new turn", parent = self.UI.root, initialvalue = self.state.turn, minvalue = 1, maxvalue = 100 ) if new_turn is not None: self.loadBotsfromTurn(new_turn) def loadBotsfromTurn(self, new_turn): if self.match_id is not None: self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.human_actions = {} self.state = GameState() for bot in self.moves[new_turn]: loc = tuple(bot['location']) # print bot self.state.add_robot(loc, bot['player_id']) self.state.robots[loc].hp = bot['hp'] self.UI.renderBot(loc, bot['hp'], bot['player_id']) self.UI.setTurn(new_turn) self.state.turn = new_turn def onEditTurn(self, event): new_turn = tkSimpleDialog.askinteger( "Edit turn", "Enter new turn", parent = self.UI.root, initialvalue = self.state.turn, minvalue = 1, maxvalue = 100 ) if new_turn is not None: self.UI.fadeActions() self.cached_actions = None self.human_actions = {} self.UI.setTurn(new_turn) self.state.turn = new_turn def onRemove(self, event): self._removeRobot(self.UI.selection) def _removeRobot(self, loc): if self.state.is_robot(loc): self.UI.fadeActions() self.cached_actions = None if loc in self.human_actions: del self.human_actions[loc] self.state.remove_robot(loc) self.UI.renderEmpty(loc) def onAddTeammate(self, event): self._addRobot(1, self.UI.selection) def onAddEnemy(self, event): self._addRobot(0, self.UI.selection) def _addRobot(self, player_id, loc): self.UI.fadeActions() self.cached_actions = None if self.state.is_robot(loc): self.state.remove_robot(loc) if loc in self.human_actions: del self.human_actions[loc] self.state.add_robot(loc, player_id) self.UI.renderBot(loc, 50, player_id) def onEditHP(self, event): if self.state.is_robot(self.UI.selection): robot = self.state.robots[self.UI.selection] self.UI.fadeActions() self.cached_actions = None new_hp = tkSimpleDialog.askinteger( "Edit hp", "Enter new hp", parent = self.UI.root, initialvalue = robot.hp, minvalue = 1, maxvalue = 50 ) if new_hp is not None: robot.hp = new_hp self.UI.renderBot(self.UI.selection, new_hp, robot.player_id) def getActions(self): def getPlayerActions(player, player_id): if player: actions, _ = player.get_responses(self.state, player_id) else: actions = {} for loc, robot in self.state.robots.iteritems(): if robot.player_id == player_id: action = self.human_actions.get(loc) if action or loc not in actions: actions[loc] = action if action else ('guard',) return actions actions = getPlayerActions(self.player, 1) actions.update(getPlayerActions(self.player2, 0)) return actions def onClear(self, event): self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.human_actions = {} self.state = GameState(turn=self.state.turn) def onShowActions(self, event): if self.state.turn < 100: # the following is needed since if the turn does not change, # non-stateless bots behave differently if self.player and self.turn_repeat: self.player = Player(self.player1_path) self.player.set_player_id(1) if self.player2 and self.turn_repeat: self.player2 = Player(self.player2_path) self.player2.set_player_id(0) self.UI.clearActions() actions = self.getActions() self.cached_actions = actions for loc, action in actions.iteritems(): self.UI.renderAction(loc, action) self.turn_repeat = True try: rgsim_text = self.player._module.rgsim_text for loc, text in rgsim_text.iteritems(): self.UI.renderText(loc, text) except AttributeError: print "No rgsim_text dict found for player 1, skipping..." except: print ("Error in rgsim_text dict, please ensure keys are " + "valid locations and values are strings") def onSimulate(self, event): if self.state.turn < 100: self.UI.clearActions() self.UI.clearBots() if self.cached_actions is None: actions = self.getActions() else: actions = self.cached_actions self.state = self.state.apply_actions(actions, spawn=False) for loc, robot in self.state.robots.iteritems(): self.UI.renderBot(loc, robot.hp, robot.player_id) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.turn_repeat = False def onNextAction(self, event): if not self.state.is_robot(self.UI.selection): return robot = self.state.robots[self.UI.selection] action = self.human_actions.get(self.UI.selection) if action is None and self.cached_actions is not None: action = self.cached_actions.get(self.UI.selection) if action is None: action = ('guard',) x, y = self.UI.selection adjacent_locs = ((x, y-1), (x+1, y), (x, y+1), (x-1, y)) move_locs = [l for l in adjacent_locs if l not in settings.obstacles] all_actions = [('guard',)] all_actions += [('move', loc) for loc in move_locs] all_actions += [('attack', loc) for loc in adjacent_locs] all_actions += [('suicide',)] i = (all_actions.index(action) + 1) % len(all_actions) action = all_actions[i] if self.cached_actions is not None: self.cached_actions[self.UI.selection] = action self.human_actions[self.UI.selection] = action self.UI.clearAction(self.UI.selection) self.UI.renderAction(self.UI.selection, action) def onSpawnRobots(self, event): all_locs = self.state._get_spawn_locations() for loc in settings.spawn_coords: self._removeRobot(loc) for i, loc in enumerate(all_locs): player_id = i // settings.spawn_per_player self._addRobot(player_id, loc)