Ejemplo n.º 1
0
    def display_processed_request(self, response, group):

        self.clear_map()
        action = response['action']
        result = response['result']
        print(response)

        # No data extracted
        if len(result) == 0:
            return

        title, result_array, keys = extract_multidim_results(result)

        # If dim is 1 then we know that it's just a value, so no grouping was done
        if len(keys) == 0:
            if 'geo-city' in response.keys() or 'geo-country' in response.keys():
                try:
                    location_name = response['geo-country'] if 'geo-country' in response.keys() else None
                    location_name = response['geo-city'] if 'geo-city' in response.keys() else location_name
                    location_name = location_name[0] if isinstance(location_name, list) else location_name
                    location = Map.geocode(location_name)
                    print(location)
                    self.map.marker(*location, color='red', title='%d' % result[0][0])
                except:
                    pass
                html = self.map.get_html()
                self.setHtml(html)

            else:
                # Maybe first field is a country/city
                try:
                    location_name = result[0][1]
                    location = Map.geocode(location_name)
                    self.map.marker(*location, color='red', title='%d' % result[0][0])
                except:
                    pass
                html = self.map.get_html()
                self.setHtml(html)


            return

        if 'geo-country' not in group and 'geo-city' not in group:
            return

        country = 'geo-country' in group

        if action in [DBConnector.A_comp, DBConnector.A_comp_grp_city, DBConnector.A_comp_grp_country]:

            # 1 D, Only 1D data supported
            if len(result_array.shape) == 1:
                if country:
                    self.display_grouping_country(result_array, keys[0])
                else:
                    self.display_grouping_city(result_array, keys[0], response['geo-country'])
        else:
            self.clear_map()
Ejemplo n.º 2
0
 def load_map(self, map_name, goto=None):
     self.map = Map(camera=self, directory=map_name)
     if goto:
         self.player.teleport(x=goto[0], y=goto[1])
     elif self.map.starting_location:
         self.player.teleport(x=self.map.starting_location[0],
                              y=self.map.starting_location[1])
     self.cam_offset_x = self.player.sprite_rect.left
     self.cam_offset_y = self.player.sprite_rect.top
Ejemplo n.º 3
0
class MapTest(unittest.TestCase):
    def setUp(self):
        self.map = Map()

    def test_generate_from_file(self):
        self.map.generate_from_file("../test/testmap.txt")
        self.robot = Robot(self.map, 1)
        str = self.map.print()
        str = str.replace("X", " ")
        with open("test/map_validation_data", "rb") as file:
            my_unpickler = pickle.Unpickler(file)
            valid_data = my_unpickler.load()
        valid_data = valid_data.replace("X", " ")
        self.assertEqual(str, valid_data)

    def test_get_case_1(self):
        self.map.generate_from_file("../test/testmap.txt")
        self.robot = Robot(self.map, 1)
        ret = self.map.get_case({'x': 0, 'y': 0})
        self.assertEqual(ret, 'O')

    def test_get_case_2(self):
        self.map.generate_from_file("../test/testmap.txt")
        self.robot = Robot(self.map, 1)
        ret = self.map.get_case({'x': 1, 'y': 1})
        self.assertEqual(ret, ' ')
Ejemplo n.º 4
0
def initalize(args):
    # Build the resources/lookup tables that the game needs
    r = {}
    with open('resources/items.json') as f:
        r['items'] = json.load(f)
    with open('resources/equipment.json') as f:
        r['equipment'] = json.load(f)
    with open('resources/story.json') as f:
        r['story'] = json.load(f)

    # Get the map
    fn = f'saves/{args.mapSave}.json'
    if args.mapSave and os.path.isfile(fn):
        with open(fn) as f:
            m = Map(json.load(f), r)
        print(f'Map loaded from {fn}')
    else:
        with open('saves/map.json') as f:
            m = Map(json.load(f), r)
    startingRoom = 'start'

    # Get the player
    fn = f'saves/{args.playerSave}.json'
    if args.playerSave and os.path.isfile(fn):
        # Read in the JSON data
        with open(fn) as f:
            pJSON = json.load(f)
        # Create a new player with the data
        p = Player('temp', 'temp')
        p.toPlayer(pJSON, r)
        startingRoom = pJSON['location']
        print(f'Player loaded from {fn}')
    else:
        pDetails = introSequence()
        p = Player(pDetails[0], pDetails[1])

    # Get the achievements
    fn = f'saves/{args.achievementSave}.json'
    if args.achievementSave and os.path.isfile(fn):
        with open(fn) as f:
            aJSON = json.load(f)
        print(f'Achievement loaded from {fn}')
    else:
        with open('saves/achievements.json') as f:
            aJSON = json.load(f)
    a = Achievements(aJSON)

    return GameEngine(m, p, a, r, startingRoom)
Ejemplo n.º 5
0
 def get_country(self, name):
     extended_name = ('%s country' % name).title()
     try:
         location = self.country_cache[extended_name]
     except KeyError:
         location = Map.geocode(extended_name)
         if location is not None:
             self.country_cache[extended_name] = location
             with open(self.country_cache_path, 'wb') as f:
                 pickle.dump(self.country_cache, f)
     return location
Ejemplo n.º 6
0
 def __init__(self, stdscr, objects):
     self.map = Map(stdscr, objects)
     self.msgscr = stdscr  # main messages
     self.sttscr = stdscr  # show status
     self.errscr = stdscr  # show errors
     self.inpscr = stdscr  # get inputs
     self.invscr = stdscr  # inventory overview
     self.itmscr = stdscr  # item description
     for x in range(amountGold):
         self.spawn('Gold')
     for x in range(amountMonster):
         monster = random.choice(enemy_keys)
         self.spawn(monster)
     for x in range(amountWall):
         self.spawn('Wall')
     for x in range(amountFood):
         self.spawn('Food')
     for x in range(amountItem):
         self.spawn('Map item')
     self.current_actor = self.map.objects.lists.get('Hero')[0]
Ejemplo n.º 7
0
 def wrapperFunction():
     if not os.path.exists('./Results/{}.csv'.format(func.__name__)):
         with open('./Results/{}.csv'.format(func.__name__),
                   'w',
                   newline='') as csv_file:
             csv_writer = csv.writer(csv_file)
             csv_writer.writerow(
                 ('Rides', 'Bus', 'Scenarios', 'Objective Value', 'Savings',
                  'Time', 'Gap'))
     for scenario in scenarios:
         for rides, bus in tests:
             mappy = Map(rides, seed=200)
             try:
                 r = func(mappy, bus, scenario)
             except:
                 continue
             with open('./Results/{}.csv'.format(func.__name__),
                       'a',
                       newline='') as csv_file:
                 csv_writer = csv.writer(csv_file)
                 csv_writer.writerow((rides, bus, scenario, r['Obj'],
                                      r.get('Savings', None), r['Time'],
                                      r.get('Gap', None)))
     return True
Ejemplo n.º 8
0
def getGameEngine():
        # Build the resources/lookup tables that the game needs
        r = {}
        with open('resources/items.json') as f:
            r['items'] = json.load(f)
        with open('resources/equipment.json') as f:
            r['equipment'] = json.load(f)
        with open('resources/story.json') as f:
            r['story'] = json.load(f)

        # Get the map
        with open('test/testMap.json') as f:
            m = Map(json.load(f), r)
        # Get the player
        with open('test/testPlayer.json') as f:
            pJSON = json.load(f)
        p = Player('temp', 'temp')
        p.toPlayer(pJSON, r)
        # Get the achievements
        with open('test/testAchievement.json') as f:
            aJSON = json.load(f)
        a = Achievements(aJSON)

        return GameEngine(m, p, a, r, 'room 1')
 def setUp(self):
     self.map = Map()
Ejemplo n.º 10
0
class Engine:
    def __init__(self, stdscr, objects):
        self.map = Map(stdscr, objects)
        self.msgscr = stdscr  # main messages
        self.sttscr = stdscr  # show status
        self.errscr = stdscr  # show errors
        self.inpscr = stdscr  # get inputs
        self.invscr = stdscr  # inventory overview
        self.itmscr = stdscr  # item description
        for x in range(amountGold):
            self.spawn('Gold')
        for x in range(amountMonster):
            monster = random.choice(enemy_keys)
            self.spawn(monster)
        for x in range(amountWall):
            self.spawn('Wall')
        for x in range(amountFood):
            self.spawn('Food')
        for x in range(amountItem):
            self.spawn('Map item')
        self.current_actor = self.map.objects.lists.get('Hero')[0]

    def __del__(self):
        endwin()

    ########################### drawing ############################

    def all_refresh(self):
        self.map.stdscr.refresh()
        self.msgscr.refresh()
        self.sttscr.refresh()
        self.errscr.refresh()
        self.inpscr.refresh()
        self.invscr.refresh()
        self.itmscr.refresh()

    def all_erase(self):
        self.map.stdscr.erase()
        self.msgscr.erase()
        self.sttscr.erase()
        self.errscr.erase()
        self.inpscr.erase()
        self.invscr.erase()
        self.itmscr.erase()

    def draw(self):
        self.map.draw()
        self.show_stats()

        self.all_refresh()

    def show_stats(self):
        for hero_id in range(0, len(self.map.objects.lists.get('Hero'))):
            hero = self.map.objects.lists.get('Hero')[hero_id]
            if hero.status != 'dead':
                if hero == self.current_actor:
                    self.sttscr.addstr(0, max_x + 5 + 10 * hero_id,
                                       "=" + str(hero.name) + "=")
                else:
                    self.sttscr.addstr(0, max_x + 5 + 10 * hero_id,
                                       " " + str(hero.name))
                self.sttscr.addstr(1, max_x + 5 + 10 * hero_id,
                                   "LV " + str(hero.level))
                self.sttscr.addstr(2, max_x + 5 + 10 * hero_id,
                                   "HP " + str(hero.hp))
                self.sttscr.addstr(3, max_x + 5 + 10 * hero_id,
                                   "XP " + str(hero.xp))
                self.sttscr.addstr(4, max_x + 5 + 10 * hero_id,
                                   "G " + str(hero.gold))
            else:
                self.sttscr.addstr(0, max_x + 5 + 10 * hero_id, " ___")
                self.sttscr.addstr(1, max_x + 5 + 10 * hero_id, "/   \\")
                self.sttscr.addstr(2, max_x + 5 + 10 * hero_id, "|o o|")
                self.sttscr.addstr(3, max_x + 5 + 10 * hero_id, "\\ \" /")
                self.sttscr.addstr(4, max_x + 5 + 10 * hero_id, " |m|")

    def show_level_up(self):
        if self.current_actor.type_name == 'Hero':
            self.all_erase()
            self.map.stdscr.addstr(2, 2, "    _     _")
            self.map.stdscr.addstr(3, 2, "|  |_\\  /|_ |")
            self.map.stdscr.addstr(4, 2, "|_ |_ \\/ |_ |_")
            self.map.stdscr.addstr(5, 6, "     _")
            self.map.stdscr.addstr(6, 6, "| | |_) |")
            self.map.stdscr.addstr(7, 6, ":_: |   o")
            self.map.stdscr.addstr(10, 2, "attack up!")
            self.map.stdscr.addstr(11, 2, "defense up!")
            self.map.stdscr.addstr(12, 2, "max hp up!")
            self.map.stdscr.addstr(15, 2, "Press any key to return")
            self.all_refresh()
            self.map.stdscr.getkey()

    def show_stage_clear(self):
        if self.current_actor.type_name == 'Hero':
            self.all_erase()
            self.msgscr.addstr(2, 2,
                               "Congratulations, you have cleared the stage.")
            self.msgscr.addstr(3, 2, "But your quest is not over.")
            self.msgscr.addstr(15, 2,
                               "Press any key to continue to the next stage.")
            self.all_refresh()
            self.msgscr.getkey()

    def show_message(self, message):
        if self.current_actor.type_name == 'Hero':
            self.msgscr.addstr(max_y + 2, 0, message)

    def show_error(self, message):
        self.errscr.addstr(max_y + 5, 0, message)

    def show_input(self, message):
        self.inpscr.addstr(2, 0, "You've entered: ")
        self.inpscr.addstr(3, 0, message)
        self.inpscr.addstr(4, 0, "Accept? [y/n]")
        key = self.inpscr.getkey()
        if (key == "y"):
            return 1
        if (key == "n"):
            return 0
        return 2

    def prompt_input(self, message):
        self.inpscr.addstr(0, 0, message)
        return self.inpscr.getstr()

    def show_help(self):
        self.map.stdscr.addstr(
            0, 0, """
        1-9 - select actor
        arrows - move
        """ + look_keys + """ - look
        """ + attack_keys + """  - attack
        [S]ave [L]oad [I]nventory
        [q]uit
        any button - Start
        """)

    ########################### interactions ############################

    def spawn(self, object_type):
        """Generator of new objects of any available type"""

        # verify if object limit not reached
        if (self.map.objects.check_limit()):
            self.show_error("Can't create more objects!")
            return

        # roll new coords
        new_x = random.randint(1, max_x)
        new_y = random.randint(1, max_y)

        # verify if coords are valid (no object there)
        # repeat spawn if cords were bad
        if (self.map.objects.check_coords(new_x, new_y)):
            self.spawn(object_type)
            return

        # create object otherwise
        self.map.objects.create_object(object_type, new_x, new_y)

    def pick_up(self):
        """
        pick up an object lying by actor's feet
        :return: 0 - ok. 1 - not item. 2 - inventory full.
        """
        target = self.map.objects.get_object(self.current_actor.x,
                                             self.current_actor.y,
                                             self.current_actor.type_name)

        if not isinstance(target, MapItem):
            return 1

        # Try adding to inventory
        result = self.current_actor.inventory.inventory_add(
            InventoryItem(target.ItemID))
        if (result == 0):
            # Item added
            self.map.objects.remove_object(target)

        return result

    ########################### control ############################

    def game_start(self):
        # show_animation(self.map.stdscr)
        self.show_help()
        # Clean unused keys
        while (self.map.stdscr.getch() in ignore_keys):
            self.map.stdscr.getch()
        self.all_erase()
        self.draw()

    def action_spawn(self, key):
        if (key == 'n' and debug):
            self.show_error(self.map.objects.spawn('Gold'))
            self.show_error(self.map.objects.spawn('Monster'))
            self.show_error(self.map.objects.spawn('Orc'))
            self.show_error(self.map.objects.spawn('Troll'))
            self.show_error(self.map.objects.spawn('Wall'))
            self.show_error(self.map.objects.spawn('Food'))
            self.show_error(self.map.objects.spawn('Map item'))
            return

    def action_pick_up(self, key):
        """result of looking at objects but only if attack button was pressed"""
        if (key == ' '):
            self.pick_up()

    def action_look(self, key):
        """result of looking at objects but only if attack button was pressed"""
        if (key in look_keys):
            self.show_message(self.map.objects.look_at(key,
                                                       self.current_actor))

    def action_attack(self, key):
        """result of attack but only if attack button was pressed"""
        if (key in attack_keys):
            self.show_message(self.map.objects.attack(key, self.current_actor))

    def action_move(self, key):
        """result of moving but only if arrow button was pressed"""
        if (key in move_keys):
            self.show_message(self.map.objects.move(key, self.current_actor))

    def action_inventory(self, key):
        if (key == 'I'):
            self.all_erase()
            dropped_items = self.current_actor.inventory.view(
                self.invscr, self.current_actor)
            if dropped_items is not None:
                for item in dropped_items:
                    self.map.objects.lists.get('Map item').append(
                        MapItem(item, self.current_actor.x,
                                self.current_actor.y))
            self.draw()

    def action_saveload(self, key):
        """
        TODO, nothing is completed here
        :param key: pressed key
        :return: nothing yer
        """
        if (key == 'S'):
            prompt = "Save Game menu. Give savefile name."
            savename = self.prompt_input(prompt)
            result = self.show_input(savename)
            self.inpscr.erase()
            if (result == 0):
                # Return to map
                "?"
            if (result == 1):
                # Check if exists, ask to confirm overwrite
                message = "Game saved!"
                self.show_message(message)
            if (result == 2):
                self.action_saveload(key)

        if (key == 'L'):
            prompt = "Load Game menu. Give savefile name."
            savename = self.prompt_input(prompt)
            result = self.show_input(savename)
            self.inpscr.erase()
            if (result == 0):
                # Return to map
                "?"
            if (result == 1):
                # Check if file exists, raise error otherwise
                message = "Game Loaded!"
                self.show_message(message)
            if (result == 2):
                self.action_saveload(key)

    def check_quit(self, key):
        score = 0
        for hero_id in range(0, len(self.map.objects.lists.get('Hero'))):
            hero = self.map.objects.lists.get('Hero')[hero_id]
            if hero.hp <= 0:
                self.map.objects.remove_object(hero)
            if hero.status != 'dead':
                score += 5 * hero.xp + 4 * hero.gold + 10 * hero.hp - hero.steps

        if score == 0:
            self.all_erase()
            self.show_stats()
            self.map.stdscr.addstr(0, 0, "Try again!")
            self.map.stdscr.addstr(1, 1, "THE END")
            self.all_refresh()
            return False

        enemies_left = self.map.objects.count_enemies()
        if key == 'q':
            self.all_erase()
            self.show_stats()
            self.map.stdscr.addstr(0, 0, "final score: " + str(score))
            self.map.stdscr.addstr(1, 1, "THE END")
            return False
        # level clear and standing on the stairs
        if enemies_left == 0 and self.current_actor.x == max_x and self.current_actor.y == max_y:
            self.show_stage_clear()
            return False
        return True

    def action(self, key):
        """main function in the game
        given input is put to all main actions and results are redrawn,
        afterwards program is ready for another input.
        """

        if (ord(key) in ignore_keys):
            return True

        # force hero switch if current is dead
        if self.current_actor.status == 'dead':
            for hero_id in range(0, len(self.map.objects.lists.get('Hero'))):
                selected_hero = self.map.objects.lists.get('Hero')[hero_id]
                if selected_hero.status != 'dead':
                    self.current_actor = selected_hero
        if self.current_actor.status == 'dead':
            return False

        # user-requested hero switch (only to living one)
        if key in "123456789" and int(key) in range(
                0,
                len(self.map.objects.lists.get('Hero')) + 1):
            selected_hero = self.map.objects.lists.get('Hero')[int(key) - 1]
            if selected_hero.status != 'dead':
                self.current_actor = selected_hero
        bad_tmp = self.current_actor.level

        # check key in every action
        self.all_erase()
        self.action_spawn(key)
        self.action_pick_up(key)
        self.action_look(key)
        self.action_attack(key)
        self.action_move(ord(key))
        self.action_inventory(key)
        self.action_saveload(key)

        # Monster action
        self.map.objects.enemy_action(1)

        if self.current_actor.level > bad_tmp:
            self.show_level_up()
            self.all_erase()

        self.draw()
        self.current_actor.steps += 1

        # Depending on result - continue, game over OR (TODO) next level
        return self.check_quit(key)
Ejemplo n.º 11
0
from src.Map import Map
from src.Tabu import Tabu
from src.L_shaped import MasterProblem as mp

rides = 3
bus = 2
scenarios = 10
MIPGap = 0.001
TimeLimit = 18000
probability = [0.7, 0.1, 0.15, 0.05]
mappy = Map(rides, seed=200)

tabu = Tabu(mappy,
            bus,
            scenarios,
            probability,
            tabu_iterations=800,
            tabu_status=8,
            init_pool=20,
            rtoptm=5,
            subset=20,
            tsp=True,
            MIP=False)
tabu.tabuheuristic()
print(tabu.best)
# tabu.al = {s: tabu.model.submodel[s].sim.alpha for s in tabu.model.submodel.keys()}
# sol = tabu.initialSolution()
# print(sol)
class MapTest(unittest.TestCase):
    def setUp(self):
        self.map = Map()
    
    def testAddDeliveryPoint(self):
        self.map.addDeliveryPoint("Downing Street", 12, 3)
        assert len(self.map.deliveryZones)>0 and self.map.deliveryZones[1].streetName == "Downing Street"

    def testAddConnection(self):
        self.map.addDeliveryPoint("Downing Street", 12, 3)
        self.map.addDeliveryPoint("The White House", 43, 6)
        self.map.addConnection(1,2, 10) #Zones are given a number by the order they are created
        assert len(self.map.deliveryZones[1].neighbors) > 0 and len(self.map.deliveryZones[2].neighbors) > 0 and self.map.deliveryZones[1].neighbors[0][0] == 2 and self.map.deliveryZones[1].neighbors[0][1] == 10 and self.map.deliveryZones[2].neighbors[0][0] == 1
    
    def testRemoveConnection(self):
        self.map.addDeliveryPoint("Downing Street", 12, 3)
        self.map.addDeliveryPoint("The White House", 43, 6)
        self.map.addConnection(1,2, 10)
        self.map.removeConnection(1,2)
        assert len(self.map.deliveryZones[1].neighbors) == 0 and len(self.map.deliveryZones[2].neighbors) == 0
    
    def testAreConnected(self):
        self.map.addDeliveryPoint("Downing Street", 12, 3)
        self.map.addDeliveryPoint("The White House", 43, 6)
        self.map.addConnection(1,2, 10)
        d = self.map.areConnected(1, 2)
        assert d == 10
    
    def testGenerateRoute(self):
        self.map.addDeliveryPoint("Hello", 3, 47004)
        self.map.addDeliveryPoint("How", 5, 25995)
        self.map.addDeliveryPoint("Are", 6, 12352)
        self.map.addDeliveryPoint("You", 7, 14352)
        self.map.addConnection(1, 2, 5)
        self.map.addConnection(1,3,8)
        self.map.addConnection(4,2,6)
        self.map.addConnection(3,2,6)
        c = self.map.generateRoute()
        l = [1, 2, 4, 3]
        assert c == l
    
    def testMinRoute(self):
        self.map.addDeliveryPoint("Hello", 3, 47004)
        self.map.addDeliveryPoint("How", 5, 25995)
        self.map.addDeliveryPoint("Are", 6, 12352)
        self.map.addDeliveryPoint("You", 7, 14352)
        self.map.addConnection(1, 2, 5)
        self.map.addConnection(1,3,8)
        self.map.addConnection(4,2,6)
        self.map.addConnection(3,2,6)
        c = self.map.minRoute(1, 4)
        l = [1, 2, 4, 11]
        assert c == l
Ejemplo n.º 13
0
def main(program_iter):
    step_dist, bidirectional, debug, map_file, goal_file, bias = parse_args()

    # init vars
    expansions = 0
    m = Map("data/map/" + str(map_file), "data/goal/" + str(goal_file))
    tree_maps = [TreeMap(), TreeMap()] if bidirectional else [TreeMap()]
    start = time.time()

    # add start position as root node
    assert m.start is not None and m.goal is not None
    tree_maps[0].add_node(m.start)
    if bidirectional:
        tree_maps[1].add_node(m.goal)

    # continue until the goal is added to the tree
    iteration = 0
    goal_coords = list()    # coordinates of the goal points of each tree (1 if unidirectional, 2 if bidirectional)
    while len(goal_coords) == 0:

        # grow trees
        for i in range(len(tree_maps)):

            # set bias if necessary
            bias_pos = None
            if bias and iteration % 20 == 0:
                bias_pos = m.goal if i == 0 else m.start

            if grow_tree(iteration, m, tree_maps[i], step_dist, TREE_COLORS[i], bias_pos):
                expansions += 1
        iteration += 1

        # if multiple trees, check if they are in range of connecting to one another without a collision
        if bidirectional:

            # endpoints are equal
            if tree_maps[1].find(tree_maps[0].last_data) or tree_maps[0].find(tree_maps[1].last_data):
                goal_coords = [tree_maps[0].last_data, tree_maps[1].last_data]

            # Endpoints are in range
            for i in range(len(tree_maps)):
                next_i = (i+1) % len(tree_maps)
                last_point_this_tree = tree_maps[i].last_data
                close_point_other_tree = tree_maps[next_i].point_in_range(last_point_this_tree, step_dist)

                # Update the goal coordinates if there is no collision when connetcing the points between the 2 trees
                if close_point_other_tree is not None and not m.is_line_collision(last_point_this_tree, close_point_other_tree):
                    goal_coords = [None, None]
                    goal_coords[i] = last_point_this_tree
                    goal_coords[next_i] = close_point_other_tree
                    cv2.line(m.map, goal_coords[0], goal_coords[1], TREE_COLORS[0])

        # Always check if last point added is close to the goal
        if (len(goal_coords) == 0
                and points_in_range(tree_maps[0].last_data, m.goal, step_dist)
                and not m.is_line_collision(tree_maps[0].last_data, m.goal)):
            goal_coords.append(tree_maps[0].last_data)
            cv2.line(m.map, goal_coords[0], m.goal, TREE_COLORS[0])

        # Show image for debugging
        if debug:
            cv2.imshow("Map", m.map)
            key = cv2.waitKey(0 if STEP else 1)
            if ord("q") == key:
                cv2.destroyAllWindows()
                sys.exit()

    # create final path, for unidirectional or bidirectional trees
    full_path = list()
    for i in range(len(goal_coords)):
        goal_node = tree_maps[i].find(goal_coords[i])
        path = tree_maps[i].path(goal_node)
        full_path.extend(list(reversed(path)) if i == 1 else path)  # reverse the path if its from the seconds tree

    # add goal node if not already there (b/c of in range stopping condition checks)
    if full_path[-1] != m.goal:
        full_path.append(m.goal)
    display_path(full_path, m)

    # Show completed map
    if SAVE_MODE:
        filename = "results/map-2/step" + str(step_dist)
        if bias: filename += "_bias"
        if bidirectional: filename += "_bidirec"
        cv2.imwrite(filename + "_trial" + str(program_iter) + ".png", m.map)
    print "Finished in: " + str(round(time.time() - start)) + "s"
    print "Expansions: " + str(expansions)

    if not SAVE_MODE:
        cv2.imshow("Map", m.map)
        cv2.waitKey(0)
Ejemplo n.º 14
0
class MapWidget(QWebEngineView):

    # We notice that querying Google API for many cities at the same time will be too slow.
    # Tries to cache the data in local files
    class LocationCache:
        def __init__(self):
            self.country_cache_path = utils.find_data_file('country_cache.p')
            self.city_cache_path = utils.find_data_file('city_cache.p')

            try:
                with open(self.country_cache_path, 'rb') as f:
                    self.country_cache = pickle.load(f)
            except:
                print('Could not load country cache')
                self.country_cache = {}

            try:
                with open(self.city_cache_path, 'rb') as f:
                    self.city_cache = pickle.load(f)
            except:
                print('Could not load city cache')
                self.city_cache = {}

        def get_country(self, name):
            extended_name = ('%s country' % name).title()
            try:
                location = self.country_cache[extended_name]
            except KeyError:
                location = Map.geocode(extended_name)
                if location is not None:
                    self.country_cache[extended_name] = location
                    with open(self.country_cache_path, 'wb') as f:
                        pickle.dump(self.country_cache, f)
            return location

        def get_city(self, name, country):
            extended_name = ('%s, %s' % (name, country)).title()
            try:
                location = self.city_cache[extended_name]
            except KeyError:
                location = Map.geocode(extended_name)
                if location is not None:
                    self.city_cache[extended_name] = location
                    with open(self.city_cache_path, 'wb') as f:
                        pickle.dump(self.city_cache, f)

            return location

    def __init__(self, parent=None):
        super().__init__(parent)
        self.map = None
        self.clear_map()
        self.location_cache = MapWidget.LocationCache()

    def display_processed_request(self, response, group):

        self.clear_map()
        action = response['action']
        result = response['result']
        print(response)

        # No data extracted
        if len(result) == 0:
            return

        title, result_array, keys = extract_multidim_results(result)

        # If dim is 1 then we know that it's just a value, so no grouping was done
        if len(keys) == 0:
            if 'geo-city' in response.keys() or 'geo-country' in response.keys():
                try:
                    location_name = response['geo-country'] if 'geo-country' in response.keys() else None
                    location_name = response['geo-city'] if 'geo-city' in response.keys() else location_name
                    location_name = location_name[0] if isinstance(location_name, list) else location_name
                    location = Map.geocode(location_name)
                    print(location)
                    self.map.marker(*location, color='red', title='%d' % result[0][0])
                except:
                    pass
                html = self.map.get_html()
                self.setHtml(html)

            else:
                # Maybe first field is a country/city
                try:
                    location_name = result[0][1]
                    location = Map.geocode(location_name)
                    self.map.marker(*location, color='red', title='%d' % result[0][0])
                except:
                    pass
                html = self.map.get_html()
                self.setHtml(html)


            return

        if 'geo-country' not in group and 'geo-city' not in group:
            return

        country = 'geo-country' in group

        if action in [DBConnector.A_comp, DBConnector.A_comp_grp_city, DBConnector.A_comp_grp_country]:

            # 1 D, Only 1D data supported
            if len(result_array.shape) == 1:
                if country:
                    self.display_grouping_country(result_array, keys[0])
                else:
                    self.display_grouping_city(result_array, keys[0], response['geo-country'])
        else:
            self.clear_map()

    def clear_map(self):
        self.map = Map(60, 5, zoom=4)
        html = self.map.get_html()
        self.setHtml(html)

    def display_grouping_country(self, result_array, names):
        for result, name in zip(result_array, names):
            try:
                lat, long = self.location_cache.get_country(name)
                self.map.marker(lat, long, color='red', title='%d' % result)
            except:
                print('Could not find a location for %s' % name)

        html = self.map.get_html()
        self.setHtml(html)

    def display_grouping_city(self, result_array, names, country):
        for result, name in zip(result_array, names):
            try:
                lat, long = self.location_cache.get_city(name, country)
                self.map.marker(lat, long, color='red', title='%d' % result)
            except:
                print('Could not find a location for %s' % name)

        html = self.map.get_html()
        self.setHtml(html)
Ejemplo n.º 15
0
 def __init__(self, params: BaseGridParams, stats: ModelStats):
     self.map_image = Map.load_map(params.map_path)
     self.shape = self.map_image.start_land_zone.shape
     self.starting_vector = self.map_image.get_starting_vector()
     stats.set_env_map_callback(self.get_map_image)
Ejemplo n.º 16
0
 def clear_map(self):
     self.map = Map(60, 5, zoom=4)
     html = self.map.get_html()
     self.setHtml(html)
Ejemplo n.º 17
0
class Camera(object):
    def __init__(self, screen_size, roster, flags):
        self.screen_size = screen_size
        self.flags = flags
        self.controller = Controller()
        # build team roster
        self.team = []
        for hero in roster:
            self.add_hero(hero_data=hero)

        self.player = self.team[0]

        self.center_box = pygame.Rect(self.screen_size[0] / 4,
                                      self.screen_size[1] / 4,
                                      self.screen_size[0] / 2,
                                      self.screen_size[1] / 2)

        self.cam_center = (self.screen_size[0] / 2, self.screen_size[1] / 2)
        self.cam_offset_x = 0
        self.cam_offset_y = 0
        self.map = None
        self.menu = None
        self.show_menu = False

        self.notification = None

        self.destination_door = None
        self.fade_alpha = 0
        self.fade_speed = 5
        self.fade_out = False
        self.fade_in = False

        self.text_box = self.build_text_box()
        self.blackness = pygame.Surface(self.screen_size)
        self.blackness.fill((0, 0, 0))
        self.blackness.set_alpha(self.fade_alpha)

        # battle
        self.in_battle = False
        self.battle = None

    def build_text_box(self, left=4, top=500, height=200, color=(20, 30, 200)):
        return TextBox(
            pygame.Rect(left, top, self.screen_size[0] - left * 2, height),
            "TEXT", color)

    def convert_door_destination(self, cords):
        x = int(cords[0]) * self.map.tileset_data["t_width"]
        y = int(cords[1]) * self.map.tileset_data["t_height"]
        return x, y

    def load_map(self, map_name, goto=None):
        self.map = Map(camera=self, directory=map_name)
        if goto:
            self.player.teleport(x=goto[0], y=goto[1])
        elif self.map.starting_location:
            self.player.teleport(x=self.map.starting_location[0],
                                 y=self.map.starting_location[1])
        self.cam_offset_x = self.player.sprite_rect.left
        self.cam_offset_y = self.player.sprite_rect.top

    def draw_map(self, screen, draw_player=True):
        view = pygame.Surface(self.map.map_size)
        self.map.draw(view, passmap=False)
        if draw_player:
            self.player.draw(view)
        self.map.draw_upper(view)
        screen.blit(view, (self.cam_center[0] - self.cam_offset_x,
                           self.cam_center[1] - self.cam_offset_y))

    def open_menu(self):
        self.menu = Menu(screen_size=self.screen_size,
                         color=(20, 30, 200),
                         actor_list=self.team)
        self.show_menu = True
        self.menu.open()

    def close_menu(self):
        self.menu.close()
        self.show_menu = False
        self.menu = None

    def add_hero(self, hero_data):
        with open(path.join(settings.ASS_DATA,
                            "ally_specs.json")) as data_file:
            data = json.load(data_file)[hero_data["DATA"]]
            player_battle = BattleObject(
                name=hero_data["NAME"] or data["NAME"],
                sprite_sheet=SpriteSheet(
                    path.join(settings.BATTLE, data["BATTLE"]["SPRITE"]),
                    data["BATTLE"]["WIDTH"], data["BATTLE"]["HEIGHT"]),
                sprite_rect=pygame.Rect(0, 0, data["BATTLE"]["WIDTH"],
                                        data["BATTLE"]["HEIGHT"]),
                team=0,
                stats=hero_data["STATS"] or data["BATTLE"]["BASE_STATS"])
            player_data = {"properties": data}
            player_data["properties"]["SPEED"] = settings.PLAYER_SPEED
            self.team.append(
                Player(actor_json=player_data, battle_object=player_battle))
            data_file.close()

    def start_battle(self, battle_index):
        self.battle = Battle(screen_size=self.screen_size,
                             battle_index=battle_index,
                             team=[self.player])
        self.in_battle = True

    def update(self, screen):
        if self.notification:
            self.notification.draw(screen)
            if self.controller.any_key():
                self.notification = None
        elif self.in_battle:
            if self.battle.state == "END":
                self.in_battle = False
                self.battle = None
            else:
                self.controller.poll_battle(self.battle)
                self.battle.draw(screen)
        elif self.show_menu:
            self.controller.poll_main_menu(camera=self)
            # performance hit might be if you draw this map under the box
            self.draw_map(screen=screen, draw_player=False)
            if self.menu:
                self.menu.draw(screen)
        else:
            if not self.fade_in and not self.fade_out:
                # check for door intersection here?
                for d in self.map.door_list:
                    if d.door.colliderect(self.player.pass_rect):
                        self.destination_door = d
                        self.fade_alpha = 0
                        self.fade_out = True
                if self.player.acting:
                    self.player.move_to()
                else:
                    self.controller.poll(camera=self,
                                         tbox=self.text_box,
                                         action_map=self.map.action_map)
                # check if camera should shift
                if self.player.sprite_rect.left < self.cam_offset_x - self.center_box.left:
                    self.cam_offset_x -= settings.CAM_SPEED
                elif self.player.sprite_rect.left > self.cam_offset_x + self.center_box.left:
                    self.cam_offset_x += settings.CAM_SPEED
                if self.player.sprite_rect.top < self.cam_offset_y - self.center_box.top:
                    self.cam_offset_y -= settings.CAM_SPEED
                elif self.player.sprite_rect.top > self.cam_offset_y + self.center_box.top:
                    self.cam_offset_y += settings.CAM_SPEED

            # update NPC movement
            for actor in self.map.actor_list:
                if actor.behavior == "WANDER":
                    if actor.internal_clock > 1:
                        actor.move_to()
                        actor.internal_clock -= 1
                    else:
                        x = random.randrange(
                            -3, 4) * actor.position.width + actor.position.left
                        y = random.randrange(
                            -3, 4) * actor.position.height + actor.position.top
                        actor.set_destination(x=x, y=y)
                        # print("MOVING ACTOR from {0}, {1} to {2}, {3}".format(actor.position.left,
                        #                                                       actor.position.top, x, y))
                        actor.internal_clock = random.randrange(200, 400)

            # draw things
            self.draw_map(screen=screen)
            screen.blit(self.blackness, (0, 0))
            if self.text_box:
                self.text_box.draw(screen)

            if self.fade_in:
                if self.fade_alpha > 0:
                    self.fade_alpha -= self.fade_speed
                    self.blackness.set_alpha(self.fade_alpha)
                    screen.blit(self.blackness, (0, 0))
                else:
                    self.fade_in = False
            elif self.fade_out:
                if self.fade_alpha < 255:
                    self.fade_alpha += self.fade_speed
                    self.blackness.set_alpha(self.fade_alpha)
                    screen.blit(self.blackness, (0, 0))
                else:
                    self.fade_out = False
                    self.fade_in = True
                    print(self.destination_door.destination_map)
                    self.load_map(
                        map_name=self.destination_door.destination_map)
                    door_cords = self.convert_door_destination(
                        self.destination_door.destination_cords)
                    self.player.teleport(x=door_cords[0], y=door_cords[1])

    def save_game(self):
        save_path = path.join("..", "data", "save.json")
        char_block = {
            "DATA": "BOBMAN",
            "STATS": self.player.battle_object.stats
        }
        loc_block = {
            "MAP": self.map.name,
            "POSITION":
            (self.player.sprite_rect.left, self.player.sprite_rect.top)
        }
        save_block = {
            "CHAR": char_block,
            "LOC": loc_block,
            "FLAGS": self.flags
        }
        with open(save_path, 'w') as out_file:
            json.dump(save_block, out_file)
            out_file.close()
        self.notification = Notice(screen_size=self.screen_size,
                                   text="GAME SAVED",
                                   color=(80, 80, 150))

    def exit(self):
        print("Exiting gracefully...")
        sys.exit(0)
from src.Map import Map
import cv2

m = Map("../data/map/obstacles-5.txt", "../data/goal/goal-2.txt")
m.fill()
cv2.imshow("map", m.map)
cv2.waitKey(0)
Ejemplo n.º 19
0
    def get_map(self, nodes: int, map_size: (int, int)) -> Map:
        self._map = Map(map_size)

        self._init_map(nodes if nodes <= MAX_NODES else MAX_NODES)
        return self._map