Example #1
0
    def __init__(self):
        self.path_finder = PathFinder()

        self.food_orders = {}
        self.food_targets = set()
        self.explore_orders = {}
        self.attaking_orders = {}
        self.food_gathering_ants = []

        self.enemy_hills = []
        self.water = set()
        self.prox_dest = set()

        self.times_stats = {'food':2, 'unseen':5, 'enemy_hill':5, 'attack_hill':10}
        self.fifth_turn = -1
        self.first_turn = True

        self.rose = ['n','e','s','w']
        self.not_spawned_ants = 0

        # visibles spaces around hills
        self.neighbourhood = {}
        # spaces with permanent ants, around hills
        self.hill_defending_locations = {}
        self.hill_exitway = {}
        self.hill_shield = {}
def process(v):
    subp.Popen("cls", shell=True)

    if v != 3:
        filename = filedialog.askopenfilename(initialdir = "./", title = "Seleccione input", filetypes = (("Archivo de lista de adyacencia","*.al"), ("Todos los archivos", "*")))

    if v == 0:
        #subp.Popen("cls", shell=True)
        #subp.Popen("\"PathFinder\PathFinder.py\" " + filename, shell=True)
        PF.run(filename)
    
    if v == 1:
        #subp.Popen("cls", shell=True)
        #subp.Popen("\"WarshallFinder\WarshallFinder.py\" " + filename, shell=True)
        WF.run(filename)
    
    if v == 2:
        #subp.Popen("cls", shell=True)
        #subp.Popen("MCB\MCB.py" + filename)
        MCB.run(filename)

    if v == 3:
        filename = filedialog.askopenfilename(initialdir = "./BF/", title = "Seleccione input", filetypes = (("Archivos de valores delimitados por comas","*.csv"), ("Todos los archivos", "*")))
        #subp.Popen("cls", shell=True)
        #subp.Popen("\"BF\BF.py\" " + filename, shell=True)
        BF.run(filename)
Example #3
0
    def __init__(self, bzrc, tank_index):
        self.bzrc = bzrc
        self.obstacles = self.bzrc.get_obstacles()
        self.tank_index = tank_index
        self.G_FROB = 0.90
        self.R_FROB = 0.1

        self.path = []
        self.has_path = False
        self.has_flag = False

        self.path_finder = PathFinder(self.bzrc, self.tank_index)
Example #4
0
def main():
    cols, rows = 10, 10
    screen = Screen(500, 500, rows)
    screen.show()
    screen.makeGrid()
    
    grid = [[Spot(screen, i, j) for j in range(0, rows)] for i in range(0, cols)]

    for i in range(0, cols):
        for j in range(0, rows):
            grid[i][j].addNeigbors(grid, cols, rows)

    start = grid[0][0]
    start.obstacle = False
    stop = grid[cols - 1][rows - 1]
    stop.obstacle = False

    pathFinder = PathFinder(grid, start, stop)
    
    while True:
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                screen.close()
        
        
        result = pathFinder.findPath()
        pathFinder.showOpenSet()
        pathFinder.showPath()
        screen.update()
Example #5
0
def main():
    # Process CLI arguments.
    try:
        execname, host, port = sys.argv
    except ValueError:
        execname = sys.argv[0]
        print >>sys.stderr, '%s: incorrect number of arguments' % execname
        print >>sys.stderr, 'usage: %s hostname port' % sys.argv[0]
        sys.exit(-1)

    # Connect.
    # bzrc = BZRC(host, int(port), debug=True)
    bzrc = BZRC(host, int(port))

    path_finder = PathFinder(bzrc, 0)
    remove_old_plot_files()

    ### Depth First Search Visualizations ###
    path = path_finder.get_depth_first_search_path()
    plot_single(path, bzrc.get_obstacles(), '../plots/dfs_plots/dfs.png')

    snapshots = path_finder.search_snapshots
    plot_snapshots(snapshots, "../plots/dfs_plots/dfs", bzrc.get_obstacles())

    ### Breadth First Search Visualizations ###
    path = path_finder.get_breadth_first_search_path()
    plot_single(path, bzrc.get_obstacles(), '../plots/bfs_plots/bfs.png')

    snapshots = path_finder.search_snapshots
    plot_snapshots(snapshots, "../plots/bfs_plots/bfs", bzrc.get_obstacles())

    ### A* Visualizations ###
    path = path_finder.get_a_star_path()
    plot_single(path, bzrc.get_obstacles(), '../plots/a_star_plots/a_star.png')

    snapshots = path_finder.search_snapshots
    plot_snapshots(snapshots, "../plots/a_star_plots/a_star", bzrc.get_obstacles())


    print("finished")
    bzrc.close()
Example #6
0
    def __init__(self, bzrc, tank_index):
        self.bzrc = bzrc
        self.obstacles = self.bzrc.get_obstacles()
        self.tank_index = tank_index
        self.G_FROB = 0.90
        self.R_FROB = 0.1

        self.path = []
        self.has_path = False
        self.has_flag = False

        self.path_finder = PathFinder(self.bzrc, self.tank_index)
Example #7
0
    def __init__(self, clock, dungeon, locale_id):
        self.clock = clock
        self.dungeon = dungeon
        self.path_finder = PathFinder(dungeon)
        self.locale_id = locale_id
        self.queue = PriorityQueue()
        self.factions = {}
        self.playing = True
        self.dungeon_expire = self.clock.max_locale_time
        self.char_id = 'DM'
        self.placement_locations = {
            'ne': [],
            'e': [],
            'se': [],
            'nw': [],
            'w': [],
            'sw': [],
        }
        self.init_placement_locations()

        self.clock.set_local_time(locale_id=locale_id, locale_time=0)
Example #8
0
    def draw_graph(self):
        pos = nx.spring_layout(self.graph)

        # print(self.color_graph())

        nx.draw_networkx_nodes(self.graph, pos=pos, node_size=700)

        # hamilton = Hamilton(self)
        # is_hamilton_cycle = hamilton.is_hamilton_cycle()
        #
        # if is_hamilton_cycle:
        #     nx.draw_networkx_edges(self.graph, pos, edgelist=hamilton.visited_edges, width=6)
        #     edge_labels = self.get_edge_dict_with_property('placement')
        #     nx.draw_networkx_edge_labels(self.graph, pos=pos, edge_labels=edge_labels)

        nx.draw_networkx_edges(self.graph, pos)

        if not self.are_all_weights_equal():
            edge_labels = self.get_edge_dict_with_property('weight')
            nx.draw_networkx_edge_labels(self.graph, pos=pos, edge_labels=edge_labels)

        nx.draw_networkx_labels(self.graph, pos)

        # eulerian = Eulerian(self.graph)
        #
        # if eulerian.is_eulerian_circuit():
        #     plt.suptitle('Is an Euler\'s circuit.', color='green')
        # else:
        #     plt.suptitle('Is not an Euler\'s circuit.', color='red')
        #
        # eulerian.eulerian_circuit(0)

        # print('Critical edges: ' + str(self.get_critical_edges()))
        pathFinder = PathFinder(self, list(self.get_nodes())[0])
        print(pathFinder.get_shortest_path_to_node(3))
        # print(pathFinder.get_shortest_path_to_all_nodes_using_weights())

        plt.axis('off')
        plt.show()
Example #9
0
    def __init__(self):
        # Must come before pygame.init()
        self.sounds = Sounds()

        self._clock = pygame.time.Clock()
        pygame.init()
        pygame.display.set_mode(
            (1, 1))  # temporarily initialise display so bitmaps can be loaded
        pygame.display.set_caption("Pacman")

        self.graphics = Graphics(self)

        self._img_Background = self.graphics.loadImage("backgrounds", "1.gif")

        # create the pacman
        self.player = Player(self)

        # create a path_finder object
        self.path = PathFinder()

        # create ghost objects
        self.ghosts = {}
        for i in range(0, 6, 1):
            # remember, ghost[4] is the blue, vulnerable ghost
            self.ghosts[i] = Ghost(self, i)

        # create piece of fruit
        self.fruit = Fruit(self)

        self.tileID = {}  # gives tile ID (when the name is known)
        self.tileIDImage = {}  # gives tile image (when the ID# is known)

        # create game and level objects and load first level
        self.game = Game(self)
        self.level = Level(self)
        self.level.loadLevel(self.game.getLevelNum())

        self.graphics.initDisplay()

        # initialise the joystick
        if pygame.joystick.get_count() > 0:
            if JS_DEVNUM < pygame.joystick.get_count():
                self._js = pygame.joystick.Joystick(JS_DEVNUM)
            else:
                self._js = pygame.joystick.Joystick(0)
            self._js.init()
        else:
            self._js = None
Example #10
0
 def __choose__qCard(self):
     date = datetime.date
     month = date.month
     if month == 12:
         if randrange(1, 2) == 1:
             finder = PathFinder("Questions.txt")
             infile = open(finder.getPath())
             qCards = infile.readlines()
             CardNo = randrange(0, len(qCards))
             self.__qCard = qCards[CardNo]
         else:
             finder = PathFinder("Holiday Expansion Questions.txt")
             infile = open(finder.getPath())
             qCards = infile.readlines()
             CardNo = randrange(0, len(qCards))
             self.__qCard = qCards[CardNo]
     else:
         finder = PathFinder("Questions.txt")
         infile = open(finder.getPath())
         qCards = infile.readlines()
         CardNo = randrange(0, len(qCards))
         self.__qCard = qCards[CardNo]
Example #11
0
    def GenerateObstacle(self):
        self.obstacle_point.append(
            PathFinder.Point(self.size // 2, self.size // 2))
        self.obstacle_point.append(
            PathFinder.Point(self.size // 2, self.size // 2 - 1))

        # Generate an obstacle in the middle
        for i in range(self.size // 2 - self.size // 3, self.size // 2):
            self.obstacle_point.append(PathFinder.Point(i, self.size - i))
            self.obstacle_point.append(PathFinder.Point(i, self.size - i - 1))
            self.obstacle_point.append(PathFinder.Point(self.size - i, i))
            self.obstacle_point.append(PathFinder.Point(self.size - i, i - 1))
Example #12
0
 def __getAnswerCard():
     date = datetime.date
     month = date.month
     if month == 12:
         if randrange(1, 2) == 1:
             finder = PathFinder("Answers.txt")
             infile = open(finder.getPath())
             aCards = infile.readlines()
             CardNo = randrange(0, len(aCards))
             __aCard = aCards[CardNo]
         else:
             finder = PathFinder("Holiday Expansion Answers.txt")
             infile = open(finder.getPath())
             aCards = infile.readlines()
             CardNo = randrange(0, len(aCards))
             __aCard = aCards[CardNo]
     else:
         finder = PathFinder("Answers.txt")
         infile = open(finder.getPath())
         aCards = infile.readlines()
         CardNo = randrange(0, len(aCards))
         __aCard = aCards[CardNo]
     return __aCard
Example #13
0
    def start(self):
        rospy.wait_for_service("apriltags_info")
        try:
            info_query = rospy.ServiceProxy("apriltags_info", apriltags_info)
            resp = info_query()

            for i in range(len(resp.polygons)):
                # A polygon (access points using poly.points)
                poly = resp.polygons[i]
                # The polygon's id (just an integer, 0 is goal, all else is bad)
                t_id = resp.ids[i]
                polyPoints = []
                for point in poly.points:
                    polyPoints.append(Point(point.x, point.y))
                self.world.addTag(PolyField(t_id, polyPoints))

            self.world.createFields()
            PathFinder(self.world)

        except Exception, e:
            print "Exception: " + str(e)
 def __choose__qCard(self):
     date = datetime.date
     month = date.month
     if month == 12:
         if randrange(1, 2) == 1:
             finder = PathFinder("Questions.txt")
             infile = open(finder.getPath())
             qCards = infile.readlines()
             CardNo = randrange(0, len(qCards))
             self.__qCard = qCards[CardNo]
         else:
             finder = PathFinder("Holiday Expansion Questions.txt")
             infile = open(finder.getPath())
             qCards = infile.readlines()
             CardNo = randrange(0, len(qCards))
             self.__qCard = qCards[CardNo]
     else:
         finder = PathFinder("Questions.txt")
         infile = open(finder.getPath())
         qCards = infile.readlines()
         CardNo = randrange(0, len(qCards))
         self.__qCard = qCards[CardNo]
 def __getAnswerCard():
     date = datetime.date
     month = date.month
     if month == 12:
         if randrange(1, 2) == 1:
             finder = PathFinder("Answers.txt")
             infile = open(finder.getPath())
             aCards = infile.readlines()
             CardNo = randrange(0, len(aCards))
             __aCard = aCards[CardNo]
         else:
             finder = PathFinder("Holiday Expansion Answers.txt")
             infile = open(finder.getPath())
             aCards = infile.readlines()
             CardNo = randrange(0, len(aCards))
             __aCard = aCards[CardNo]
     else:
         finder = PathFinder("Answers.txt")
         infile = open(finder.getPath())
         aCards = infile.readlines()
         CardNo = randrange(0, len(aCards))
         __aCard = aCards[CardNo]
     return __aCard
Example #16
0
from PathFinder import PathFinder

pathFinder = PathFinder()
pathFinder.clustering(

)
Example #17
0
class MyBot:
    def __init__(self):
        self.path_finder = PathFinder()

        self.food_orders = {}
        self.food_targets = set()
        self.explore_orders = {}
        self.attaking_orders = {}
        self.food_gathering_ants = []

        self.enemy_hills = []
        self.water = set()
        self.prox_dest = set()

        self.times_stats = {'food':2, 'unseen':5, 'enemy_hill':5, 'attack_hill':10}
        self.fifth_turn = -1
        self.first_turn = True

        self.rose = ['n','e','s','w']
        self.not_spawned_ants = 0

        # visibles spaces around hills
        self.neighbourhood = {}
        # spaces with permanent ants, around hills
        self.hill_defending_locations = {}
        self.hill_exitway = {}
        self.hill_shield = {}


    def do_setup(self, ants):
        self.rows = ants.rows
        self.cols = ants.cols
        #random.seed(ants.player_seed)

        #self.explore_map = ExploreMap(self.rows, self.cols, 3, ants.viewradius2)
        #self.explore_map = DiffusionMap.DiffusionMap(self.rows, self.cols, ants.viewradius2)
        self.explore_map = SimpleExploreMap(self.rows, self.cols)

        # precalculate squares around an ant, of radius sqrt(rad2)
        def get_pre_radius(rad2):
            offsets = []
            mx = int(sqrt(rad2))
            for d_row in range(-mx,mx+1):
                for d_col in range(-mx,mx+1):
                    d = d_row**2 + d_col**2
                    if d <= rad2:
                        offsets.append((
                            d_row%self.rows-self.rows,
                            d_col%self.cols-self.cols
                        ))
            return offsets

        extra_rad = 0
        # attack_rad*2 + extra_rad
        attack_rad2 = int(4*ants.attackradius2+(extra_rad**2)+4*extra_rad*sqrt(ants.attackradius2))

        extra_rad = -1
        # attack_rad + extra_rad
        defend_rad2 = int(ants.attackradius2+(extra_rad**2)+2*extra_rad*sqrt(ants.attackradius2))

        self.ant_view_area = get_pre_radius(ants.viewradius2)
        self.ant_attack_area = get_pre_radius(attack_rad2)
        self.ant_defend_area = get_pre_radius(defend_rad2)
        self.food_rad = get_pre_radius(ants.spawnradius2)


    def do_turn(self, ants):
        self.ants = ants
        self.fifth_turn = (self.fifth_turn +1)%5

        time_left = ants.time_remaining

        # track all moves, prevent collisions and prevent stepping on my own hills
        self.prox_dest = set(ants.my_hills())
        self.water.update(ants.water())

        free_ants = ants.my_ants()[:]
        initial_n_ants = len(free_ants)

        if self.first_turn:
            #self.explore_map = WaveFrontMap(self.rows, self.cols, ants.my_hills()[0], ants.viewradius2)
            self.not_spawned_ants = initial_n_ants
            self.set_hills_areas()
            self.first_turn = False

        self.explore_map.update(ants)

        self.detect_enemy_hills()
        self.check_razed_hills(free_ants)

        if time_left() < 10:
            return

        self.maintain_ants_at_defending_location(initial_n_ants, free_ants)
        self.defend_my_hills(free_ants)

        if time_left() < 10:
            return

        self.fight(free_ants)

        if time_left() < 20:
            return

        self.unblock_own_hill(initial_n_ants, free_ants)
        self.continue_with_attaking_orders(free_ants)
        self.continue_with_food_orders(free_ants)

        if time_left() < 10:
            return

        self.find_close_food(free_ants, time_left, 1)
        self.attack_enemy_hills(free_ants, time_left, 2)

        if time_left() < 25:
            return

        #self.continue_with_explore_orders(free_ants)
        #if self.fifth_turn == 4:
        #    print("time left before explore: "+str(time_left()))
        self.explore2(free_ants, time_left, 3)

        if time_left() < 20:
            return

        self.check_collected_food()

        #if self.fifth_turn == 4:
        #    print("time left: "+str(time_left()))




###############################################################################################
############### Helper Functions ##############################################################
###############################################################################################


    # receive set of obstacles
    # return function giving possible moves using these obstacles
    def possible_moves(self, obstacles):
        def temp(loc):
            d = self.ants.destination
            rose = self.rose
            moves = [ loc for loc in [ d(loc, direction) for direction in rose ] if loc not in obstacles ]
            return moves
        return temp


    def do_move_direction(self, loc, direction, free_ants):
        new_loc = self.ants.destination(loc, direction)
        if(self.ants.unoccupied(new_loc) and new_loc not in self.prox_dest):
            self.ants.issue_order((loc, direction))
            self.prox_dest.add(new_loc)
            free_ants.remove(loc)
            if loc in self.ants.my_hills():
                self.not_spawned_ants-=1
            return True
        else:
            return False

    def do_move_location(self, loc, dest, free_ants):
        directions = self.ants.direction(loc, dest)
        for direction in directions:
            if self.do_move_direction(loc, direction, free_ants):
                return True
        return False

    def get_radius(self, loc, area):
        a_row, a_col = loc
        return set([ ((a_row+v_row)%self.rows, (a_col+v_col)%self.cols) for v_row, v_col in area])

    def get_full_shield(self, hill):
        # .sss.
        # sssss
        # ssHss
        # sssss
        # .sss.

        h_row, h_col = hill
        shield = set([ (row%self.rows, col%self.cols) for row in range(h_row-2, h_row+2) for col in range(h_col-2, h_col+2) ])
        shield.remove(hill)
        shield.difference_update(self.water)
        shield.difference_update(set([((h_row+2)%self.rows, (h_col+2)%self.cols), ((h_row+2)%self.rows, (h_col-2)%self.cols),
                                      ((h_row-2)%self.rows, (h_col-2)%self.cols), ((h_row-2)%self.rows, (h_col+2)%self.cols)]))
        d = self.ants.euclidian_distance
        dist = [ (d(loc,hill), loc) for loc in shield ]
        dist.sort()
        return dist

    def get_inner_shield(self, hill):
        # .....
        # .sss.
        # .sHs.
        # .sss.
        # .....

        h_row, h_col = hill
        shield = set([ (row%self.rows, col%self.cols) for row in range(h_row-1, h_row+1) for col in range(h_col-1, h_col+1) ])
        shield.difference_update(self.water)
        shield.remove(hill)

        d = self.ants.euclidian_distance
        dist = [ (d(loc,hill), loc) for loc in shield ]
        dist.sort()
        return dist

    def get_inner_odd_shield(self, hill):
        # .....
        # ..s..
        # .sHs.
        # ..s..
        # .....

        h_row, h_col = hill
        shield = set([ ((h_row-1)%self.rows, (h_col)%self.cols), ((h_row)%self.rows, (h_col+1)%self.cols),
                    ((h_row+1)%self.rows, (h_col)%self.cols), ((h_row)%self.rows, (h_col-1)%self.cols) ])

        shield.difference_update(self.water)

        d = self.ants.euclidian_distance
        dist = [ (d(loc,hill), loc) for loc in shield ]
        dist.sort()
        return dist

    def get_inner_even_shield(self, hill):
        # .....
        # .s.s.
        # ..H..
        # .s.s.
        # .....

        h_row, h_col = hill
        return set([(h_row+1,h_col+1), (h_row-1,h_col-1), (h_row-1,h_col+1), (h_row+1,h_col-1)]) - self.water

    def get_outer_shield(self, hill):
        # .sss.
        # s...s
        # s.H.s
        # s...s
        # .sss.

        h_row, h_col = hill
        shield = set([ ((h_row-2)%self.rows, (h_col-1)%self.cols), ((h_row-2)%self.rows, (h_col)%self.cols), ((h_row-2)%self.rows, (h_col+1)%self.cols),
                       ((h_row-1)%self.rows, (h_col-2)%self.cols),                                           ((h_row-1)%self.rows, (h_col+2)%self.cols),
                       ((h_row)%self.rows,   (h_col-2)%self.cols),                                           ((h_row)%self.rows,   (h_col+2)%self.cols),
                       ((h_row+1)%self.rows, (h_col-2)%self.cols),                                           ((h_row+1)%self.rows, (h_col+2)%self.cols),
                       ((h_row+2)%self.rows, (h_col-1)%self.cols), ((h_row+2)%self.rows, (h_col)%self.cols), ((h_row+2)%self.rows, (h_col+1)%self.cols) ])

        shield.difference_update(self.water)

        d = self.ants.euclidian_distance
        dist = [ (d(loc,hill), loc) for loc in shield ]
        dist.sort()
        return dist

    def get_exit_ways(self, hill):
        h_row, h_col = hill
        potencial_exit_ways = [((h_row+1,h_col), 's'), ((h_row-1,h_col), 'n'), ((h_row,h_col+1), 'e'), ((h_row,h_col-1), 'w')]

        exit_ways = []
        for loc, direction in potencial_exit_ways:
            if loc not in self.water:
                next_loc = self.ants.destination(loc, direction)
                if next_loc not in self.water:
                    exit_ways.append((loc, direction))

        if len(exit_ways) > 0:
            return exit_ways
        else:
            return potencial_exit_ways



###############################################################################################
############### Action Functions ##############################################################
###############################################################################################


    def check_razed_hills(self, free_ants):
        for enemy_hill in self.enemy_hills[:]:
            if enemy_hill in free_ants:
                self.enemy_hills.remove(enemy_hill)

    def detect_enemy_hills(self):
        for hill_loc, hill_owner in self.ants.enemy_hills():
            if hill_loc not in self.enemy_hills:
                self.enemy_hills.append(hill_loc)

    def set_hills_areas(self):
        for hill in self.ants.my_hills():
            self.neighbourhood[hill] = self.get_radius(hill, self.ant_view_area) - self.water
            self.hill_defending_locations[hill] = self.get_inner_even_shield(hill)
            self.hill_exitway[hill] = self.get_exit_ways(hill)

            self.hill_shield[hill] = {}
            #self.hill_shield[hill]['full'] = self.get_full_shield(hill)
            self.hill_shield[hill]['inner'] = self.get_inner_shield(hill)
            self.hill_shield[hill]['outer'] = self.get_outer_shield(hill)

    def maintain_ants_at_defending_location(self, initial_n_ants, free_ants):
        my_hills = self.ants.my_hills()
        ants_per_hill = initial_n_ants/(len(my_hills)+1)
        if ants_per_hill > 6:
            n_expected_ants = 4
        elif ants_per_hill > 3:
            n_expected_ants = 2
        elif ants_per_hill > 1:
            n_expected_ants = 1
        else:
            n_expected_ants = 0

        for hill in my_hills:
            n_defending_ants = 0
            for defend_loc in self.hill_defending_locations[hill]:
                if n_defending_ants >= n_expected_ants:
                    break
                n_defending_ants+=1
                if defend_loc in free_ants: # if there is an ant, stay there
                    free_ants.remove(defend_loc)
                    self.prox_dest.add(defend_loc)
                else:
                    paths = self.path_finder.BFS(defend_loc, free_ants, self.possible_moves(self.water), backward=True)
                    for path in paths:
                        self.do_move_location(path['source'], path['path'][path['source']], free_ants)

    def unblock_own_hill(self, initial_n_ants, free_ants):
        my_hills = self.ants.my_hills()
        if initial_n_ants > (15 * len(my_hills)):
            ideal_def = int(initial_n_ants * 0.10)
        else:
            ideal_def = 0
        for hill in my_hills:
            for loc, direction in self.hill_exitway[hill]:
                if loc in free_ants:
                    self.do_move_direction(loc, direction, free_ants)

            if hill in free_ants:
                if self.not_spawned_ants >= ideal_def:
                    for direction in self.rose:
                        if self.do_move_direction(hill, direction, free_ants):
                            break
                else:
                    free_ants.remove(hill)

    def check_collected_food(self):
        for food in self.ants.food():
            close_ants = self.get_radius(food, self.food_rad) & self.prox_dest
            if len(close_ants) > 0:
                self.not_spawned_ants+=1

    def continue_with_attaking_orders(self, free_ants):
        # orders_format: (hill_loc, path)
        new_orders = {}
        for ant_loc in free_ants[:]:
            if ant_loc in self.attaking_orders and self.attaking_orders[ant_loc][0] in self.enemy_hills:
                new_loc = self.attaking_orders[ant_loc][1][ant_loc]
                self.do_move_location(ant_loc, new_loc, free_ants)
                new_orders[new_loc] = self.attaking_orders[ant_loc]
        self.attaking_orders = new_orders

    def continue_with_food_orders(self, free_ants):
        # orders_format: (food_loc, path)
        foods = self.ants.food()
        new_orders = {}
        for ant_loc in self.food_gathering_ants[:]:
            # if ant is still alive and if food still exist, go for it
            if ant_loc in free_ants and self.food_orders[ant_loc][0] in foods:
                new_loc = self.food_orders[ant_loc][1][ant_loc]
                if self.do_move_location(ant_loc, new_loc, free_ants) and new_loc == self.food_orders[ant_loc][0]:
                    self.food_targets.remove(new_loc) # discard collected food
                new_orders[new_loc] = self.food_orders[ant_loc]
        self.food_orders = new_orders
        self.food_gathering_ants = self.food_orders.keys()

    def continue_with_explore_orders(self, free_ants):
        # orders_format: (dest_loc, path)
        new_orders = {}
        for ant_loc in free_ants[:]:
            if ant_loc in self.explore_orders and ant_loc != self.explore_orders[ant_loc][0]:
                new_loc = self.explore_orders[ant_loc][1][ant_loc]
                if self.do_move_location(ant_loc, new_loc, free_ants):
                    new_orders[new_loc] = self.explore_orders[ant_loc]
        self.explore_orders = new_orders


    def find_close_food(self, free_ants, time_left, stat_update_turn):
        #if self.fifth_turn == stat_update_turn:
        #    ini = time.time()

        # ~1ms/ant
        foods = set(self.ants.food())
        possible_moves = self.possible_moves(self.water)

        #if time_left()-self.times_stats['food'] > 20:
        for ant_loc in free_ants[:]:
            paths = self.path_finder.BFS(ant_loc, foods-self.food_targets, possible_moves)
            for path in paths:
                if self.do_move_location(ant_loc, path['path'][ant_loc], free_ants):
                    self.food_targets.add(path['goal'])
                    self.food_orders[path['path'][ant_loc]] = (path['goal'], path['path'])
                    self.food_gathering_ants.append(path['path'][ant_loc])

        # if self.fifth_turn == stat_update_turn:
        #     self.times_stats['food'] = int(1000*(time.time()-ini))+2

    def find_close_food2(self, free_ants, time_left, stat_update_turn):
        foods = set(self.ants.food()) - self.food_targets
        possible_moves = self.possible_moves(self.water)

        for food_loc in foods:
            paths = self.path_finder.BFS(food_loc, free_ants, possible_moves, max_cost=15, backward=True)
            for path in paths:
                if self.do_move_location(path['source'], path['path'][path['source']], free_ants):
                    self.food_targets.add(food_loc)
                    self.food_orders[path['path'][path['source']]] = (food_loc, path['path'])
                    self.food_gathering_ants.append(path['path'][path['source']])




    def attack_enemy_hills(self, free_ants, time_left, stat_update_turn):
        if self.fifth_turn == stat_update_turn:
            #num = len(free_ants)+1
            ini = time.time()

        possible_moves = self.possible_moves(self.water)

        if time_left()-self.times_stats['attack_hill'] > 20:
            for hill_loc in self.enemy_hills:
                paths = self.path_finder.BFS(hill_loc, set(free_ants), possible_moves, num=30, max_cost=40, backward=True)
                for path in paths:
                    if path['source'] in free_ants and self.do_move_location(path['source'], path['path'][path['source']], free_ants):
                        self.attaking_orders[path['path'][path['source']]] = (hill_loc, path['path'])

        if self.fifth_turn == stat_update_turn:
            self.times_stats['attack_hill'] = int(1000*(time.time()-ini))+2#/num +2

    def explore(self, free_ants, time_left, stat_update_turn):
    #if self.fifth_turn == stat_update_turn:
        num = len(free_ants)+1
        ini = time.time()

        possible_moves = self.possible_moves(self.water)

        for ant_loc in free_ants[:]:
            if time_left()-self.times_stats['unseen'] < 20:
                break

            # new_locs = self.explore_map.get_higher_locs(ant_loc)
            # for val, loc in new_locs:
            #     if self.do_move_location(ant_loc, loc, free_ants):
            #         break

            new_locs = self.explore_map.all_val_locs(ant_loc)
            for val, locs in new_locs:
                break2 = False
                paths = self.path_finder.BFS(ant_loc, set(locs), possible_moves, num=15, max_cost=15)
                for path in paths:

                    #if ant_loc not in path['path']:
                    #    sys.stdout.flush()
                    #    sys.exit()
                    try:
                        if self.do_move_location(ant_loc, path['path'][ant_loc], free_ants):
                            self.explore_orders[path['path'][ant_loc]] = (path['goal'], path['path'])
                            break2 = True
                            break
                    except KeyError, e:
                        pass
                        #print(path)
                        #print(ant_loc)

                if break2:
                    break

    #if self.fifth_turn == stat_update_turn:
        self.times_stats['unseen'] = int(1000*(time.time()-ini))/num +2
Example #18
0
from MapManager import MapManager
from PathFinder import PathFinder

MapMgr = MapManager()
PF = PathFinder()
mandatory_tasks = ['push_top','push_mid','push_bot']
addictional_tasks = ['take_rune','def_top','def_mid','def_bot']
task_queue = []

if !task_queue:
    task = mandatory_tasks[0]
    task_queue.append(task)
    

current_task = task_queue.pick()



if current_task == 'push_top':
    MapMgr.blockArea(MapMgr.top_blocks) #add top part of map to blocked area
    PF.goTo(MapMgr.home) #go to the home location
    destination = MapMgr.getPushPoint('top') #get point where to go to
    
Example #19
0
class PathAgent(object):
    def __init__(self, bzrc, tank_index):
        self.bzrc = bzrc
        self.obstacles = self.bzrc.get_obstacles()
        self.tank_index = tank_index
        self.G_FROB = 0.90
        self.R_FROB = 0.1

        self.path = []
        self.has_path = False
        self.has_flag = False

        self.path_finder = PathFinder(self.bzrc, self.tank_index)

    def tick(self, time_diff):
        self.commands = []
        tank = self.bzrc.get_mytanks()[self.tank_index]

        # if our tank is dead, invalidate its path and we're done
        if tank.status == "dead":
            self.has_path = False
            return

        # if the tank picks up the flag, recalculate path
        if not self.has_flag and not tank.flag =='-':
            self.has_path = False
            self.has_flag = True
            
        if not self.has_path:
            # get the path by choosing from DFS, BFS, A*, etc.
            print "updating visibility graph for tank", self.tank_index
            self.path_finder.update_visibility_graph(self.tank_index)
            print "calculating path for tank", self.tank_index
            self.path = self.path_finder.get_path()
            self.has_path = True

        if not len(self.path) == 0:
            dist_from_next = math.sqrt((tank.x - self.path[0][0]) ** 2 + (tank.y - self.path[0][1]) **2)
            next_point = self.path[0]
            if dist_from_next < 25:
                self.path.remove(self.path[0])
            self.traverse_path(next_point, tank)
        else:
            self.has_path = False
        return

    def traverse_path(self, next_point, tank):
        forces = []
        x_force = 0
        y_force = 0

        forces.append(self.calculate_goal_force(next_point, tank))
        forces.append(self.calculate_random_force(tank))

        for force in forces:
            x_force += force[0]
            y_force += force[1]

        self.move(x_force, y_force, tank)
        
    def calculate_goal_force(self, goal, tank):
        x_force = min(goal[0] - tank.x, 200)
        y_force = min(goal[1] - tank.y, 200)

        output = [x_force * self.G_FROB, y_force * self.G_FROB]
        return output

    def calculate_random_force(self, tank):
        return [random.randint(-10, 10) * self.R_FROB, random.randint(-10, 10) * self.R_FROB]

    def move(self, x_force, y_force, tank):
        magnitude = math.sqrt(x_force ** 2 + y_force ** 2)/20
        targetAngle = math.atan2(y_force, x_force)

        # randomly shoot
        should_shoot = False
        if random.random() < .05:
            should_shoot = True

        command = Command(self.tank_index, magnitude, self.calculate_angvel(tank, targetAngle), should_shoot)
        self.commands.append(command)

        if self.commands:
            self.bzrc.do_commands(self.commands)
            
    def calculate_angvel(self, tank, targetAngle):
        targetAngle = self.two_pi_normalize(targetAngle)
        current = self.two_pi_normalize(tank.angle)
        output = self.normalize_angle(targetAngle - current)
        return output

    def normalize_angle(self, angle):
        """Make any angle be between +/- pi."""
        angle -= 2 * math.pi * int (angle / (2 * math.pi))
        if angle <= -math.pi:
            angle += 2 * math.pi
        elif angle > math.pi:
            angle -= 2 * math.pi
        return angle

    def two_pi_normalize(self, angle):
        """Make any angle between 0 to 2pi."""
        angle += 2 * math.pi
        return angle % (2 * math.pi)
Example #20
0
import matplotlib.pyplot as plt

from matplotlib.patches import Rectangle
from PathFinder import RandomMap, PathFinder

plt.figure(figsize=(6, 6))

graph = RandomMap.RandomMap(size=50)

ax = plt.gca()
ax.set_xlim([0, graph.size])
ax.set_ylim([0, graph.size])

for i in range(graph.size):
    for j in range(graph.size):
        if graph.IsObstacle(PathFinder.Point(i, j)):
            rec = Rectangle((i, j), width=1, height=1, color='gray')
            ax.add_patch(rec)
        else:
            rec = Rectangle((i, j),
                            width=1,
                            height=1,
                            edgecolor='gray',
                            facecolor='w')
            ax.add_patch(rec)

rec = Rectangle((0, 0), width=1, height=1, facecolor='b')
ax.add_patch(rec)

rec = Rectangle((graph.size - 1, graph.size - 1),
                width=1,
Example #21
0
 def __init__(self):
     self.rose = ['n','e','s','w']
     self.water = set()
     self.path_finder = PathFinder()
Example #22
0
    def run(self):
        """
        Starts the maze solving process. This method blocks until the maze has been solved, but
        will call update_callback on a regular basis to allow the UI to be updated.
        """
        self._stopped = False
        self._finished = False

        if self.fixed_image_path is None:
            camera = cv2.VideoCapture(self.camera_index)
            retval, self._current_image = camera.read()

            if not retval:
                raise IOError("Failed to read initial image from camera.")
        else:
            self._current_image = cv2.imread(self.fixed_image_path)

        # Run initial image processing
        mazenodes = MazeNodes(self._current_image, self.end_colour_lower,
                              self.end_colour_upper, self.start_colour_lower,
                              self.start_colour_upper, self.play_colour_lower,
                              self.play_colour_upper, self.debug)
        mazenodes.runProcessing()

        nodes = mazenodes.nodes
        start_node = mazenodes.start
        end_node = mazenodes.end

        # Start and end nodes not necessarily on grid with other nodes, must find
        #  their neighbours separately
        img.findRegionCenterNeighbours(start_node, nodes, mazenodes.x_div_len,
                                       mazenodes.y_div_len)
        img.findRegionCenterNeighbours(end_node, nodes, mazenodes.x_div_len,
                                       mazenodes.y_div_len)

        # Find path through maze
        pathfinder = PathFinder(nodes, start_node, end_node)
        self._path = pathfinder.findPath()

        self._end_x, self._end_y = end_node.coordinates

        if self.debug:
            img.drawResults(self._current_image, nodes, self._path, start_node,
                            end_node)

        if not self.fixed_image_path is None:
            # Debug: draw result of pathfinding
            img.drawResults(self._current_image, nodes, self._path, start_node,
                            end_node)
        else:
            # Live ball tracking
            ball_finder = FindBall(mazenodes.start_lower,
                                   mazenodes.start_upper, mazenodes.filt_close,
                                   mazenodes.filt_open)
            planner = BallPathPlanner(self._path)

            with ServoConnection(port=self.serial_port) as conn:
                # Get "flat" x and y positions of servos over serial connection
                try:
                    flat_x = conn.get_x_val()
                    flat_y = conn.get_y_val()
                except SerialException:
                    flat_x = conn.get_x_val()
                    flat_y = conn.get_y_val()

                while not planner.isFinished():
                    if self._stopped:
                        break

                    start_time = time.clock()
                    # Get current image of maze
                    retval, self._current_image = camera.read()
                    if not retval:
                        raise IOError("Failed to read image from camera.")

                    # Find ball, its acceleration, and where its currently trying to get to
                    self._ball_x, self._ball_y = ball_finder.findBall(
                        self._current_image)
                    self._acc_x, self._acc_y = planner.getAcceleration(
                        self._ball_x, self._ball_y)
                    self._target_coords = planner.get_target_pos()

                    try:
                        # Determine how to tilt the board next to acheive desired acceleraton and direction
                        new_x_acc = max(
                            -1 * MAX_ACC,
                            min(MAX_ACC,
                                self._acc_x * ACC_MULTIPLIER + flat_x))
                        new_y_acc = max(
                            -1 * MAX_ACC,
                            min(MAX_ACC,
                                self._acc_y * ACC_MULTIPLIER + flat_y))
                        # Send command for x servo over serial
                        conn.set_x_val(int(new_x_acc))
                        self._ser_results.append(1)
                        time.sleep(0.001)
                        # Send command for y servo over serial
                        conn.set_y_val(int(new_y_acc))
                        self._ser_results.append(1)
                    except SerialException as ex:
                        print ex
                        self._ser_results.append(0)

                    self.update_callback(self)

                    time.sleep(
                        max(1.0 / FRAMERATE - (time.clock() - start_time), 0))

                self._finished = planner.isFinished()

            # Release camera
            camera.release()
Example #23
0
from Repository import Repository
from PathFinder import PathFinder
from Service import Service
from UI import UI

repository = Repository("ll\\tsp.txt", "ll\\tsp_solution.txt")
pathFinder = PathFinder(repository)
service = Service(pathFinder)
ui = UI(service)
ui.start()
Example #24
0
import sys
sys.path.append("View")
sys.path.append("PathAlgorithms")
sys.path.append("Images")
sys.path.append("Common")

from PathFinder import PathFinder

if __name__ == "__main__":
    pathFinder = PathFinder();
    pathFinder.bestSearch()

    


Example #25
0
        self.start_index = start_node
        self.end_index = end_node

        self.memory = {}
        for row in self.board:
            for node in row:
                self.memory[node] = float('inf')
        self.memory[start_node] = 0

    def execute(self):
        pass

    def run(self):
        pass

    def find_distance(self):
        pass

    def find_adjacent_nodes(self):
        pass


if __name__ == "__main__":
    WINDOW_RES = (301, 301)
    NODE_SIZE = 20
    program = PathFinder(WINDOW_RES, NODE_SIZE)
    program.run()



Example #26
0
	screen = pygame.display.set_mode(SCREEN_SIZE, HWSURFACE | DOUBLEBUF, 32)
	screen.fill((0,0,0))

	pygame.display.set_caption("PathFinder - v1.0 @ ShannonXu")

	#init font
	uiFont = pygame.font.SysFont("arial", 20)

	# path finder init
	gridMap = GM(31,56)

	# map drawer
	mapDrawer = MD(pygame, screen, SCREEN_SIZE, gridMap)

	#path finder
	pathFinder = PF()
	pathFinder.setMapDrawer(mapDrawer)

	#maze maker
	mazeMaker = MM()
	gridMap.setMazeMaker(mazeMaker)

	# rts sim
	rtss = RTSS()
	rtss.setMapDrawer(mapDrawer)

	lastTime = time.time()
	while True:
		currTime = time.time()
		update(screen, uiFont, int(round(currTime * 1000)) - int(round(lastTime * 1000)))
		lastTime = currTime
    startNode = Node.Node()
    endNode = Node.Node()

    for n in nodes:
        if nodes.get(n).start:
            startNode = nodes.get(n)
        if nodes.get(n).end:
            endNode = nodes.get(n)

    imgpro.findRegionCenterNeighbours(startNode, nodes, mn.x_div_len,
                                      mn.y_div_len)
    imgpro.findRegionCenterNeighbours(endNode, nodes, mn.x_div_len,
                                      mn.y_div_len)

    pf = PathFinder(nodes, startNode, endNode)
    path = pf.findPath()

    planner = bpp.BallPathPlanner(path)
    planner.speed = 400
    ballsim = BallSimulator(startNode.coordinates[0], startNode.coordinates[1])

    while not planner.isFinished():
        start = time.clock()

        x, y = ballsim.getBallPos()
        cv2.circle(image, (int(x), int(y)), 8, BALL_COLOUR)
        acc = planner.getAcceleration(x, y)
        ballsim.setAcceleration(acc[0], acc[1])

        time.sleep(max(0.03 - (time.clock() - start), 0))
Example #28
0
             (3, 11, 12), (3, 18, 19), (3, 24, 25), (3, 31, 36), (4, 3, 12),
             (4, 22, 25), (5, 11, 12), (5, 18, 25), (6, 11, 32), (7, 16, 19),
             (7, 27, 33), (8, 3, 22), (8, 30, 31), (9, 10, 15), (9, 30, 32),
             (10, 13, 15), (10, 24, 32), (11, 13,
                                          19), (11, 24,
                                                25), (12, 9, 15), (12, 24, 30),
             (13, 24, 25), (14, 8, 25), (15, 0, 9), (15, 15, 30), (16, 0, 1))
START = (16, 0)
STARTNEIGHBOORS = {"left": False, "right": False, "front": True, "back": False}

END = (3, 35)
ENDNEIGHBOORS = {"left": True, "right": False, "front": False, "back": False}

maze = Maze(WALL, PATH, WENTPATH, PATHTUPLE, START, END)
graph = Graph(maze)
pathFinder = PathFinder(graph, START, END)

mario = {"show": "@", "loc": START}


def display():
    for i in range(maze.size[0]):
        tempr = ""
        for j in range(maze.size[1]):
            tempr = tempr + maze.maze[i, j] + " "
        print(tempr)


def takeStep(y, x):
    maze.maze[mario["loc"]] = WENTPATH
    maze.maze[y, x] = mario["show"]
Example #29
0
def main(screen):
    clock = pygame.time.Clock()
    main_menu = MainMenu()

    dirty_drawing = DirtyDrawing()
    dirty_drawing.world_window_is_dirty = True
    dirty_drawing.world_window_redraw = True

    map_loader = MapLoader(MapData, dirty_drawing, NPC, Intent)
    map_data = map_loader.load_default_map()

    passable_tiles = map_data.passable_tiles
    path_finder = PathFinder(passable_tiles)
    floor_s = pygame.Surface((1280, 840))
    pathfinder_screen_s = floor_s.copy()
    pathfinder_screen_s.set_colorkey(colorBlack)

    intent = Intent()

    hero = Hero("dg_classm32_swordHero.gif", Intent(), Inventory())
    if not map_data.tile_occupied((1, 1)):
        map_data.charLayer[(1, 1)] = hero
        hero.move(1, 1)
    hero.inventory.add_item(Weapon("Knuckles +1Fat"))

    message_log = MessageLog(defaultFont, dirty_drawing)
    message_log.position = (screen.get_size()[0] - message_log.render.get_size()[0], 0)

    # Temporary. Combat is on at the start
    in_combat = False

    entities_in_combat = []
    for entity in map_data.charLayer.values():
        entities_in_combat.append(entity)
    reaction_order = []
    new_event = pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="start")
    pygame.event.post(new_event)

    screen.fill(colorBlack)

    update_game_window = True

    # MAINLOOP--------------------------
    while 1:
        clock.tick(40)
        hero.intent.type = 0

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_SPACE:
                    hero.intent.type = intent.WAIT
                elif event.key == pygame.K_UP or event.key == pygame.K_KP8:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, -1)
                elif event.key == pygame.K_DOWN or event.key == pygame.K_KP2:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, 1)
                elif event.key == pygame.K_LEFT or event.key == pygame.K_KP4:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 0)
                elif event.key == pygame.K_RIGHT or event.key == pygame.K_KP6:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 0)
                elif event.key == pygame.K_KP7:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, -1)
                elif event.key == pygame.K_KP9:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, -1)
                elif event.key == pygame.K_KP3:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 1)
                elif event.key == pygame.K_KP1:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 1)
                elif event.key == pygame.K_KP_PLUS:
                    npc = add_monster_to_random_position(
                        map_data, NPC("dg_monster132_thug.gif", Intent()), dirty_drawing
                    )
                    entities_in_combat.append(npc)
                    update_game_window = True
                elif event.key == pygame.K_KP_MINUS:
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT, subtype="menu"))
            if event.type == pygame.USEREVENT:
                if event.subtype is "combat":

                    if event.combat_situation == "start":
                        in_combat = True
                        reaction_order = roll_reactions(entities_in_combat)
                        creature_in_turn = reaction_order[0]
                        message_log.newline("RR")

                    if event.combat_situation == "first_turn":
                        creature_in_turn = reaction_order[0]
                        if creature_in_turn == hero:
                            message_log.newline("You start")
                        else:
                            message_log.newline("{} starts".format(reaction_order[0].name))

                    if event.combat_situation == "turn_change":
                        try:
                            reaction_order.remove(creature_in_turn)
                        except ValueError:
                            print "{} not in reaction order.".format(creature_in_turn)

                        try:
                            creature_in_turn = reaction_order[0]
                            if creature_in_turn == hero:
                                message_log.newline("Your turn.")
                            else:
                                message_log.newline("{}'s turn.".format(reaction_order[0].name))
                        except IndexError:
                            creature_in_turn = None
                            pygame.event.post(
                                pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="end_of_phase")
                            )
                        update_game_window = True

                    if event.combat_situation == "end_of_phase":
                        if in_combat:
                            reaction_order = roll_reactions(entities_in_combat)
                            creature_in_turn = None
                            message_log.newline("EOP- RR")
                            pygame.event.post(
                                pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="first_turn")
                            )

                    if event.combat_situation == "end":
                        in_combat = False

                elif event.subtype is "menu":
                    main_menu.open_menu(screen)

        if in_combat is True:

            if isinstance(creature_in_turn, Hero):
                hero_makes_decision = hero_turn(hero, map_data, message_log)
                if hero_makes_decision:
                    pygame.event.post(
                        pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="turn_change")
                    )

                    if hero.intent.type is intent.MOVE:
                        map_data.attempt_move("char", hero.positionOnMap, direction=hero.intent.direction)
                        hero.move(*hero.intent.direction)

                    elif hero.intent.type is intent.ATTACK:
                        handle_attack(
                            hero,
                            hero.intent.target,
                            message_log,
                            map_data,
                            dirty_drawing,
                            entities_in_combat,
                            reaction_order,
                        )

                    elif hero.intent.type == intent.WAIT:
                        pass
                    else:
                        raise "No Hero intention_:{}".format(hero.intent.type)

            elif isinstance(creature_in_turn, NPC):
                npc = creature_in_turn
                path = path_finder.find_path_between_points(npc.positionOnMap, hero.positionOnMap, pathfinder_screen_s)
                if path == "No route found":
                    pass
                if len(path) == 1:
                    handle_attack(npc, hero, message_log, map_data, dirty_drawing, entities_in_combat, reaction_order)
                    pygame.event.post(
                        pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="turn_change")
                    )
                else:
                    move_success = map_data.attempt_move("char", npc.positionOnMap, destination=path[1])
                    if move_success is True:
                        # npc.move(*npc.intent.direction)
                        npc.set_position(*path[1])
                        pygame.event.post(
                            pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="turn_change")
                        )
                    elif isinstance(move_success, NPC):
                        npc.intent = Intent.WAIT
                        pygame.event.post(
                            pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="turn_change")
                        )
                    else:
                        print "ERRORROROREREERRROR"

        enable_pathfinder_screen = True
        if enable_pathfinder_screen == True:
            dirty_drawing.world_window_redraw = True

        floor_s, update_game_window, screen = dirty_drawing.draw(
            map_data, floor_s, update_game_window, screen, message_log, pathfinder_screen_s
        )

        pygame.display.flip()
Example #30
0
class DungeonMaster(object):
    def __init__(self, clock, dungeon, locale_id):
        self.clock = clock
        self.dungeon = dungeon
        self.path_finder = PathFinder(dungeon)
        self.locale_id = locale_id
        self.queue = PriorityQueue()
        self.factions = {}
        self.playing = True
        self.dungeon_expire = self.clock.max_locale_time
        self.char_id = 'DM'
        self.placement_locations = {
            'ne': [],
            'e': [],
            'se': [],
            'nw': [],
            'w': [],
            'sw': [],
        }
        self.init_placement_locations()

        self.clock.set_local_time(locale_id=locale_id, locale_time=0)

    def init_placement_locations(self):
        center = self.dungeon.get_hex(x=0, y=0, z=0)
        ring_1 = self.dungeon.ring(center, self.dungeon.map_radius - 1)
        ring_2 = self.dungeon.ring(center, self.dungeon.map_radius)
        rings = ring_1 + ring_2

        high = self.dungeon.map_radius - 1
        low = 1

        for point in rings:
            x = abs(point.x)
            y = abs(point.y)
            z = abs(point.z)

            if x >= high and y > low and y < high:
                if point.x < 0:
                    self.placement_locations['w'].append(point)
                else:
                    self.placement_locations['e'].append(point)
            elif y >= high and x > low and x < high:
                if point.y < 0:
                    self.placement_locations['se'].append(point)
                else:
                    self.placement_locations['nw'].append(point)
            elif z >= high and x > low and x < high:
                if point.z < 0:
                    self.placement_locations['ne'].append(point)
                else:
                    self.placement_locations['sw'].append(point)

    def run_dungeon(self):
        while self.is_playing():
            self.run()

    def run(self):
        char = self.next_char()
        self.increment_time()
        while self.get_time() < char.gcd:
            self.increment_time()
        self.activate_char(char)

    def is_playing(self):
        if self.get_time() > self.dungeon_expire:
            self.playing = False
        elif len(self.factions) <= 1:
            self.playing = False
        else:
            self.playing = True

        return self.playing

    def add_char(self, member, faction='dm', edge='dm', insert_time=0):
        if faction == 'dm':
            faction = self

        if faction.faction_id not in self.factions.keys():
            self.factions[faction.faction_id] = []

        if insert_time == 0:
            insert_time = self.get_time() + member.get_stat('initiative')

        self.factions[faction.faction_id].append(member)
        self.queue.put(member, insert_time)

        member.dm = self

        faction.place_char(member, self.get_placement_locations(edge))

    def remove_char(self, member):
        faction_id = member.faction.faction_id
        self.factions[faction_id].remove(member)
        if len(self.factions[faction_id]) == 0:
            self.factions.pop(faction_id, None)

    def next_char(self):
        return self.queue.get()

    def get_time(self):
        return self.clock.get_locale_time(self.locale_id)

    def increment_time(self):
        self.clock.increment_locale_time(self.locale_id)

    def activate_char(self, char):
        priority = char.activate()

        if char.health > 0:
            self.queue.put(char, priority)

    def get_placement_locations(self, edge):
        sides = ['ne', 'e', 'se', 'sw', 'w', 'nw']

        if edge in sides:
            return self.placement_locations[edge]

    def get_adjacent_enemies(self, requestor):
        hexes = self.dungeon.neighbors(requestor.dungeon_hex)
        return self.get_enemies(requestor, hexes)

    def get_nearby_enemies(self, requestor, radius=2):
        hexes = self.dungeon.spiral(requestor.dungeon_hex, radius)
        return self.get_enemies(requestor, hexes)

    def get_enemies(self, requestor, hexes):
        enemies = []

        for dungeon_hex in hexes:
            if dungeon_hex is None:
                next
            elif dungeon_hex.character is None:
                next
            elif dungeon_hex.character.faction != requestor.faction:
                enemies.append(dungeon_hex.character)

        return enemies

    def get_nearest_enemy(self, requestor):
        enemies = []
        min_dist = requestor.sight_range
        closest = None

        for faction in self.factions.keys():
            if faction != requestor.faction.faction_id:
                for member in self.factions[faction]:
                    enemies.append(member)

        for enemy in enemies:
            current = self.distance(requestor, enemy)
            if current < min_dist:
                min_dist = current
                closest = enemy

        requestor.target_enemy = enemy
        requestor.distance_to_enemy = min_dist

        return closest

    def distance(self, actor, target):
        return self.dungeon.distance(actor.dungeon_hex, target.dungeon_hex)

    def move_char_along_path(self, actor, source, dest, distance):
        path = self.path_finder.find_path(
            start=source,
            goal=dest,
        )
        if (len(path) - 1) < distance:
            distance = (len(path) - 1)
        actor.move(path[distance])
Example #31
0
from PathFinder import PathFinder

triangle_blocks = [[(1, 8), (1, 2), (1, 4)], [(5, 4), (2, 1), (8, 1)],
                   [(9, 8), (6, 5), (9, 2)], [(2, 9), (5, 6), (8, 9)]]
PF = PathFinder()
print PF.inTriangle((2, 5), ((1, 8), (1, 2), (4, 5)))
Example #32
0
def main(screen):
    # -----------Debug------------
    enable_pathfinder_screen = False  # Draws the found pathfinder path
    # ----------------------------

    clock = pygame.time.Clock()

    floor_s = pygame.Surface((10 * 64, 20 * 64))
    world_s = pygame.Surface((10 * 64, 20 * 64))
    pathfinder_screen_s = floor_s.copy()
    pathfinder_screen_s.set_colorkey(colorBlack)
    pathfinding_screen_reset = False

    sword_surface = resource_loader.load_sprite('sword')

    main_menu = MainMenu()

    map_loader = MapLoader(MapData, NPC, Intent)
    map_data = map_loader.load_default_map()

    path_finder = PathFinder(map_data.passable_tiles)

    dirty_drawing = DirtyDrawing()
    dirty_drawing.prepare_floor(floor_s, map_data.get_texture_layer)
    dirty_drawing.issue_world_surface_redraw()

    intent = Intent()

    hero = Hero(surface=resource_loader.load_sprite('hero'), intent_instance=Intent(), inventory_instance=Inventory())
    if not map_data.tile_occupied((1, 1)):
        map_data.set_character_on_map(hero, (1, 1))
        hero.move(1, 1)
    new_weapon = Weapon(generate_item_name('sword'))
    print hero.inventory
    hero.inventory.add_item(new_weapon)

    camera = Camera(starting_position=hero.positionOnMap, viewport_size=(10, 10))
    camera.set_viewport_boundaries((0, 0), map_data.mapBoundaries)

    message_log = MessageLog(defaultFont)
    message_log.position = (screen.get_size()[0] - message_log.render.get_size()[0], 0)

    # Temporary. Combat is on at the start
    in_combat = False

    entities_in_combat = []
    for entity in map_data.get_characters_on_map:
        entities_in_combat.append(entity)
    reaction_order = []
    creature_in_turn = None
    new_event = pygame.event.Event(pygame.USEREVENT, subtype="combat", combat_situation="start")
    pygame.event.post(new_event)

    screen.fill(colorBlack)

    new_sword = Weapon(generate_item_name(), surface=sword_surface)
    map_data.set_item_on_map(new_sword, (3, 4))

    # MAINLOOP--------------------------
    while 1:
        clock.tick(40)
        hero.intent.type = 0

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_SPACE:
                    hero.intent.type = intent.WAIT
                elif event.key == pygame.K_UP or event.key == pygame.K_KP8:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, -1)
                elif event.key == pygame.K_DOWN or event.key == pygame.K_KP2:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (0, 1)
                elif event.key == pygame.K_LEFT or event.key == pygame.K_KP4:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 0)
                elif event.key == pygame.K_RIGHT or event.key == pygame.K_KP6:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 0)
                elif event.key == pygame.K_KP7:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, -1)
                elif event.key == pygame.K_KP9:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, -1)
                elif event.key == pygame.K_KP3:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (1, 1)
                elif event.key == pygame.K_KP1:
                    hero.intent.type = intent.MOVE
                    hero.intent.direction = (-1, 1)
                elif event.key == pygame.K_KP_PLUS:
                    npc = add_monster_to_random_position(map_data, NPC(resource_loader.load_sprite('thug'),
                                                                       Intent(), Inventory()))
                    entities_in_combat.append(npc)
                elif event.key == pygame.K_KP_MINUS:
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="menu"))
                elif event.key == pygame.K_i:
                    message_log.newline("-----Inventory:-----")
                    for item in hero.inventory.get_items:
                        assert isinstance(item, Item)
                        message_log.newline(item.name)
                elif event.key == pygame.K_COMMA:
                    pick_up_item(hero, map_data)

            if event.type == pygame.USEREVENT:
                if event.subtype is "combat":

                    if event.combat_situation == 'start':
                        in_combat = True
                        reaction_order = Dice.roll_reactions(entities_in_combat)
                        message_log.newline('RR')
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation='first_turn'))

                    if event.combat_situation == 'first_turn':
                        creature_in_turn = reaction_order[0]
                        if creature_in_turn == hero:
                            message_log.newline("You start")
                        else:
                            message_log.newline('{} starts'.format(reaction_order[0].name))

                    if event.combat_situation == 'turn_change':
                        try:
                            reaction_order.remove(creature_in_turn)
                        except ValueError:
                            print '{} not in reaction order.'.format(creature_in_turn)

                        try:
                            creature_in_turn = reaction_order[0]
                            if creature_in_turn == hero:
                                message_log.newline("Your turn.")
                            else:
                                message_log.newline("{}'s turn.".format(reaction_order[0].name))
                        except IndexError:
                            creature_in_turn = None
                            pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                                 subtype="combat", combat_situation='end_of_phase'))

                    if event.combat_situation == "end_of_phase" and in_combat:
                        reaction_order = Dice.roll_reactions(entities_in_combat)
                        creature_in_turn = None
                        message_log.newline('EOP- RR')
                        pathfinding_screen_reset = True
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation='first_turn'))

                    if event.combat_situation == "end":
                        in_combat = False

                elif event.subtype is 'menu':
                    main_menu.open_menu(screen)

        if in_combat is True:

            if isinstance(creature_in_turn, Hero):
                hero_makes_decision = hero_turn(hero, map_data, message_log)
                if hero_makes_decision:
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="combat", combat_situation="turn_change"))

                    if hero.intent.type is intent.MOVE:
                        map_data.attempt_move("char", hero.positionOnMap, direction=hero.intent.direction)
                        hero.move(*hero.intent.direction)

                    elif hero.intent.type is intent.ATTACK:
                        handle_attack(hero, hero.intent.target,
                                      message_log, map_data, entities_in_combat, reaction_order,
                                      sword_surface=sword_surface)

                    elif hero.intent.type == intent.WAIT:
                        pass
                    else:
                        raise "No Hero intention_:{}".format(hero.intent.type)

            elif isinstance(creature_in_turn, NPC):
                npc = creature_in_turn
                path = path_finder.find_path_between_points(npc.positionOnMap, hero.positionOnMap)
                if enable_pathfinder_screen == True:
                    if pathfinding_screen_reset == True:
                        pathfinder_screen_s.fill(colorBlack)
                        pathfinding_screen_reset = False
                    draw_pathfinder_path(pathfinder_screen_s, path)
                if path == 'path not found':
                    pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                         subtype="combat", combat_situation="turn_change"))
                else:
                    move_success = map_data.attempt_move("char", npc.positionOnMap, destination=path[1])
                    if move_success is True:
                        # npc.move(*npc.intent.direction)
                        npc.set_position(path[1])
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    elif isinstance(move_success, NPC):
                        npc.intent = Intent.WAIT
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    elif isinstance(move_success, Hero):
                        handle_attack(npc, hero, message_log, map_data, entities_in_combat, reaction_order)
                        pygame.event.post(pygame.event.Event(pygame.USEREVENT,
                                                             subtype="combat", combat_situation="turn_change"))
                    else:
                        print "ERRORROROREREERRROR"

        camera.set_tile_position(hero.positionOnMap)

        if enable_pathfinder_screen:
            dirty_drawing.issue_world_surface_redraw()

        dirty_drawing.draw(screen, world_s, camera, floor_s, map_data)

        if message_log.get_is_dirty is True:
            dirty_drawing.draw_message_log(screen, message_log)

        if enable_pathfinder_screen:
            pass
            # dirty_drawing.draw_pathfinder_screen(screen, pathfinder_screen_s)

        pygame.display.flip()
Example #33
0
class PathAgent(object):
    def __init__(self, bzrc, tank_index):
        self.bzrc = bzrc
        self.obstacles = self.bzrc.get_obstacles()
        self.tank_index = tank_index
        self.G_FROB = 0.90
        self.R_FROB = 0.1

        self.path = []
        self.has_path = False
        self.has_flag = False

        self.path_finder = PathFinder(self.bzrc, self.tank_index)

    def tick(self, time_diff):
        self.commands = []
        tank = self.bzrc.get_mytanks()[self.tank_index]

        # if our tank is dead, invalidate its path and we're done
        if tank.status == "dead":
            self.has_path = False
            return

        # if the tank picks up the flag, recalculate path
        if not self.has_flag and not tank.flag == '-':
            self.has_path = False
            self.has_flag = True

        if not self.has_path:
            # get the path by choosing from DFS, BFS, A*, etc.
            print "updating visibility graph for tank", self.tank_index
            self.path_finder.update_visibility_graph(self.tank_index)
            print "calculating path for tank", self.tank_index
            self.path = self.path_finder.get_path()
            self.has_path = True

        if not len(self.path) == 0:
            dist_from_next = math.sqrt((tank.x - self.path[0][0])**2 +
                                       (tank.y - self.path[0][1])**2)
            next_point = self.path[0]
            if dist_from_next < 25:
                self.path.remove(self.path[0])
            self.traverse_path(next_point, tank)
        else:
            self.has_path = False
        return

    def traverse_path(self, next_point, tank):
        forces = []
        x_force = 0
        y_force = 0

        forces.append(self.calculate_goal_force(next_point, tank))
        forces.append(self.calculate_random_force(tank))

        for force in forces:
            x_force += force[0]
            y_force += force[1]

        self.move(x_force, y_force, tank)

    def calculate_goal_force(self, goal, tank):
        x_force = min(goal[0] - tank.x, 200)
        y_force = min(goal[1] - tank.y, 200)

        output = [x_force * self.G_FROB, y_force * self.G_FROB]
        return output

    def calculate_random_force(self, tank):
        return [
            random.randint(-10, 10) * self.R_FROB,
            random.randint(-10, 10) * self.R_FROB
        ]

    def move(self, x_force, y_force, tank):
        magnitude = math.sqrt(x_force**2 + y_force**2) / 20
        targetAngle = math.atan2(y_force, x_force)

        # randomly shoot
        should_shoot = False
        if random.random() < .05:
            should_shoot = True

        command = Command(self.tank_index, magnitude,
                          self.calculate_angvel(tank, targetAngle),
                          should_shoot)
        self.commands.append(command)

        if self.commands:
            self.bzrc.do_commands(self.commands)

    def calculate_angvel(self, tank, targetAngle):
        targetAngle = self.two_pi_normalize(targetAngle)
        current = self.two_pi_normalize(tank.angle)
        output = self.normalize_angle(targetAngle - current)
        return output

    def normalize_angle(self, angle):
        """Make any angle be between +/- pi."""
        angle -= 2 * math.pi * int(angle / (2 * math.pi))
        if angle <= -math.pi:
            angle += 2 * math.pi
        elif angle > math.pi:
            angle -= 2 * math.pi
        return angle

    def two_pi_normalize(self, angle):
        """Make any angle between 0 to 2pi."""
        angle += 2 * math.pi
        return angle % (2 * math.pi)