Example #1
0
    def test_str(self):
        terrain_map = CTerrainMap()
        config = CConfig()
        config.setDataPath("./tests/test_maps")
        file = "map_01"

        terrain_map.LoadMap(file, config)
        res = str(terrain_map)

        self.assertIsInstance(res, str)
Example #2
0
    def test_load_map_failed(self):

        terrain_map = CTerrainMap()
        config = CConfig()
        config.setDataPath("./tests/test_maps")
        file = "map_00"

        terrain_map.LoadMap(file, config)

        self.assertEqual(terrain_map.m_iSizeX, 0)

        self.assertEqual(terrain_map.m_iSizeZ, 0)
Example #3
0
    def test_load_map(self):

        terrain_map = CTerrainMap()
        config = CConfig()
        config.setDataPath("./tests/test_maps")
        file = "map_01"

        terrain_map.LoadMap(file, config)

        self.assertGreater(len(terrain_map.m_Terrain), 0)

        self.assertGreater(len(terrain_map.m_Terrain[0]), 0)
Example #4
0
        async def run(self):
            msg = await self.receive(timeout=1000000)
            if msg is None:
                print("[" + self.agent.name + "]: Warning! Cannot begin")
                self.agent.stop()
                return
            else:
                tokens = msg.body.split()
                s_map_name = None
                for token in tokens:
                    if token == "MAP:":
                        s_map_name = tokens[tokens.index(token) + 1]
                print("[" + self.agent.name + "]: Beginning to fight")
                if not s_map_name:
                    return
                self.agent.m_Map = CTerrainMap()
                config = CConfig()
                self.agent.m_Map.LoadMap(s_map_name, config)
                self.agent.m_Movement = CMobile()
                self.agent.m_Movement.SetSize(self.agent.m_Map.GetSizeX(),
                                              self.agent.m_Map.GetSizeZ())

                self.agent.generate_spawn_position()
                self.agent.SetUpPriorities()

                # Behaviour to get the objective of the game, to create the corresponding task
                t = Template()
                t.set_metadata("performative", "objective")
                self.agent.add_behaviour(self.agent.ObjectiveBehaviour(), t)

                # Behaviour to listen to manager if game has finished
                t = Template()
                t.set_metadata("performative", "game")
                self.agent.add_behaviour(self.agent.GameFinishedBehaviour(), t)

                # Behaviour to handle Pack Taken messages
                t = Template()
                t.set_metadata("performative", "pack_taken")
                self.agent.add_behaviour(self.agent.PackTakenBehaviour(0), t)

                # Behaviour to handle Shot messages
                t = Template()
                t.set_metadata("performative", "shot")
                self.agent.add_behaviour(self.agent.PackTakenBehaviour(0), t)

                # Behaviour to inform JGomasManager our position, status, and so on
                self.agent.add_behaviour(
                    self.agent.DataFromTroopBehaviour(0.1))

                # Behaviour to increment inner variables (Power, Stamina and Health Bars)
                #self.agent.Launch_BarsAddOn_InnerBehaviour()
                self.agent.add_behaviour(self.agent.RestoreBehaviour(1))

                # Behaviour to call for medics or fieldops
                self.agent.add_behaviour(
                    self.agent.MedicAmmoRequestBehaviour(1))

                # // Behaviour to launch the FSM
                self.agent.Launch_FSM_Behaviour()
Example #5
0
    def test_getters(self):
        terrain_map = CTerrainMap()

        size_x = terrain_map.GetSizeX()
        size_z = terrain_map.GetSizeZ()
        target_x = terrain_map.GetTargetX()
        target_y = terrain_map.GetTargetY()
        target_z = terrain_map.GetTargetZ()

        self.assertEqual(size_x, 0)

        self.assertEqual(size_z, 0)

        self.assertEqual(target_x, 0)

        self.assertEqual(target_y, 0)

        self.assertEqual(target_z, 0)
Example #6
0
    def test_get_cost(self):

        terrain_map = CTerrainMap()
        x = 0
        z = 0

        cost = terrain_map.GetCost(x, z)

        self.assertEqual(cost, 20000)

        terrain_map.m_iSizeX = 1
        terrain_map.m_iSizeZ = 1
        terrain_map.m_Terrain = []
        terrain_map.m_Terrain.append([])
        terrain = CTerrain()
        terrain.m_iCost = 10
        terrain_map.m_Terrain[0].append(terrain)

        cost = terrain_map.GetCost(x, z)

        self.assertEqual(cost, 10)
Example #7
0
    def test_can_walk(self):

        terrain_map = CTerrainMap()
        x = 0
        z = 0

        can_walk = terrain_map.CanWalk(x, z)

        self.assertFalse(can_walk)

        terrain_map.m_iSizeX = 1
        terrain_map.m_iSizeZ = 1
        terrain_map.m_Terrain = []
        terrain_map.m_Terrain.append([])
        terrain = CTerrain()
        terrain.m_bCanWalk = True
        terrain_map.m_Terrain[0].append(terrain)

        can_walk = terrain_map.CanWalk(x, z)

        self.assertTrue(can_walk)
Example #8
0
    def start(self, auto_register=True):
        class InitBehaviour(OneShotBehaviour):
            async def run(self):
                print("Manager (Expected Agents): " + str(self.agent.MAX_TOTAL_AGENTS))

                for i in range(1, self.agent.MAX_TOTAL_AGENTS + 1):
                    msg = await self.receive(timeout=100000)
                    if msg:
                        sContent = msg.body
                        tokens = sContent.lower().split()

                        sName = None
                        eType = None
                        eTeam = None

                        for token in tokens:
                            if token == "name:":
                                sName = tokens[tokens.index(token) + 1]
                            elif token == "type:":
                                eType = int(tokens[tokens.index(token) + 1])
                            elif token == "team:":
                                eTeam = int(tokens[tokens.index(token) + 1])

                        self.agent.m_AgentList[sName] = CMicroAgent()

                        self.agent.m_AgentList[sName].m_JID = sName
                        self.agent.m_AgentList[sName].m_eType = eType
                        self.agent.m_AgentList[sName].m_eTeam = eTeam

                        print("Manager: [" + sName + "] is Ready!")
                        self.agent.m_iNumberOfAgents += 1

                print("Manager (Accepted Agents): " + str(self.agent.m_iNumberOfAgents))
                for agent in self.agent.m_AgentList.values():
                    msg = Message()
                    msg.set_metadata("performative", "init")
                    msg.to = agent.m_JID
                    msg.body = " MAP: " + self.agent.m_sMapName + " FIGHT!!"
                    await self.send(msg)
                    print("Manager: Sending notification to fight to: " + agent.m_JID)

                await self.agent.InformObjectives(self)
                self.agent.m_lMatchInit = time.time()

        print("JGOMAS v. 0.1.4 (c) GTI-IA 2005 - 2007 (DSIC / UPV)")
        CJGomasAgent.start(self, auto_register=auto_register)

        self.m_GameStatistic = CGameStatistic()

        # Manager notify its services in a different way
        self.cservice = CService(self.service_jid)
        self.cservice.start()



        self.register_service("management")

        self.m_DinObjectList = dict()
        self.m_REServer = CServer(self.m_sMapName)
        self.m_REServer.start()

        self.m_Map = CTerrainMap()
        self.m_Map.LoadMap(self.m_sMapName, self.m_CConfig)

        self.CreateObjectives()  # We need to do this when online

        #// Behaviour to refresh all render engines connected
        self.Launch_RenderEngine_InformBehaviour()

        # Behaviour to listen to data (position, health?, an so on) from troop agents
        self.Launch_DataFromTroop_ListenerBehaviour()

        # Behaviour to handle Sight messages
        self.Launch_Sight_ResponderBehaviour()

        # Behaviour to handle Shot messages
        self.Launch_Shot_ResponderBehaviour()

        # Behaviour to attend the petitions for register services
        self.Launch_ServiceRegister_ResponderBehaviour()

        # Behaviour to handle Pack Management: Creation and Destruction
        self.Launch_PackManagement_ResponderBehaviour()

        # Behaviour to inform all agents that game has finished by time
        self.Launch_GameTimeout_InformBehaviour()

        template = Template()
        template.set_metadata("performative", "init")
        self.add_behaviour(InitBehaviour(), template)
Example #9
0
class CManager(CJGomasAgent):

    ARG_PLAYERS = 0
    ARG_MAP_NAME = 1
    ARG_FPS = 2
    ARG_MATCH_TIME = 3
    ARG_MAP_PATH = 4

    def __init__(self,
                 name="cmanager@localhost",
                 passwd="secret",
                 players=10,
                 fps=0.033,
                 match_time=380,
                 path=None,
                 mapname="map_01",
                 service_jid="cservice@localhost"):

        CJGomasAgent.__init__(self, name, passwd, service_jid=service_jid)
        self.MAX_TOTAL_AGENTS = players
        self.m_iFPS = fps
        self.m_lMatchTime = match_time
        self.m_sMapName = str(mapname)
        self.m_CConfig = CConfig()
        if path is not None:
            self.m_CConfig.setDataPath(path)
        self.m_iNumberOfAgents = 0
        self.m_AgentList = {}
        self.m_lMatchInit = 0
        self.m_domain = name.split('@')[1]
        self.ObjectiveAgent = None
        self.cservice = None

        # self.addAddress("http://"+self.getDomain()+":2099/acc")


    def take_down(self):
        self.ObjectiveAgent.stop()
        CJGomasAgent.take_down(self)

    def start(self, auto_register=True):
        class InitBehaviour(OneShotBehaviour):
            async def run(self):
                print("Manager (Expected Agents): " + str(self.agent.MAX_TOTAL_AGENTS))

                for i in range(1, self.agent.MAX_TOTAL_AGENTS + 1):
                    msg = await self.receive(timeout=100000)
                    if msg:
                        sContent = msg.body
                        tokens = sContent.lower().split()

                        sName = None
                        eType = None
                        eTeam = None

                        for token in tokens:
                            if token == "name:":
                                sName = tokens[tokens.index(token) + 1]
                            elif token == "type:":
                                eType = int(tokens[tokens.index(token) + 1])
                            elif token == "team:":
                                eTeam = int(tokens[tokens.index(token) + 1])

                        self.agent.m_AgentList[sName] = CMicroAgent()

                        self.agent.m_AgentList[sName].m_JID = sName
                        self.agent.m_AgentList[sName].m_eType = eType
                        self.agent.m_AgentList[sName].m_eTeam = eTeam

                        print("Manager: [" + sName + "] is Ready!")
                        self.agent.m_iNumberOfAgents += 1

                print("Manager (Accepted Agents): " + str(self.agent.m_iNumberOfAgents))
                for agent in self.agent.m_AgentList.values():
                    msg = Message()
                    msg.set_metadata("performative", "init")
                    msg.to = agent.m_JID
                    msg.body = " MAP: " + self.agent.m_sMapName + " FIGHT!!"
                    await self.send(msg)
                    print("Manager: Sending notification to fight to: " + agent.m_JID)

                await self.agent.InformObjectives(self)
                self.agent.m_lMatchInit = time.time()

        print("JGOMAS v. 0.1.4 (c) GTI-IA 2005 - 2007 (DSIC / UPV)")
        CJGomasAgent.start(self, auto_register=auto_register)

        self.m_GameStatistic = CGameStatistic()

        # Manager notify its services in a different way
        self.cservice = CService(self.service_jid)
        self.cservice.start()



        self.register_service("management")

        self.m_DinObjectList = dict()
        self.m_REServer = CServer(self.m_sMapName)
        self.m_REServer.start()

        self.m_Map = CTerrainMap()
        self.m_Map.LoadMap(self.m_sMapName, self.m_CConfig)

        self.CreateObjectives()  # We need to do this when online

        #// Behaviour to refresh all render engines connected
        self.Launch_RenderEngine_InformBehaviour()

        # Behaviour to listen to data (position, health?, an so on) from troop agents
        self.Launch_DataFromTroop_ListenerBehaviour()

        # Behaviour to handle Sight messages
        self.Launch_Sight_ResponderBehaviour()

        # Behaviour to handle Shot messages
        self.Launch_Shot_ResponderBehaviour()

        # Behaviour to attend the petitions for register services
        self.Launch_ServiceRegister_ResponderBehaviour()

        # Behaviour to handle Pack Management: Creation and Destruction
        self.Launch_PackManagement_ResponderBehaviour()

        # Behaviour to inform all agents that game has finished by time
        self.Launch_GameTimeout_InformBehaviour()

        template = Template()
        template.set_metadata("performative", "init")
        self.add_behaviour(InitBehaviour(), template)

    # Behaviour to refresh all render engines connected
    def Launch_RenderEngine_InformBehaviour(self):

        class TickerBehaviour(PeriodicBehaviour):
            async def run(self):
                try:
                    if self.agent.m_REServer and self.agent.m_REServer.m_ConnectionList is not None:

                        msg = "" + str(self.agent.m_iNumberOfAgents) + " "
                        for agent in self.agent.m_AgentList.values():
                            msg += agent.m_sName.split("@")[0] + " "
                            msg += str(agent.m_eType) + " "
                            msg += str(agent.m_eTeam) + " "

                            msg += str(agent.m_iHealth) + " "
                            msg += str(agent.m_iAmmo) + " "
                            if agent.m_bCarryingObjective:
                                msg += str(1)
                            else:
                                msg += str(0)

                            msg += " (" + str(agent.m_Locate.m_Position.x) + ", "
                            msg += str(agent.m_Locate.m_Position.y) + ", "
                            msg += str(agent.m_Locate.m_Position.z) + ") "

                            msg += "(" + str(agent.m_Locate.m_Velocity.x) + ", "
                            msg += str(agent.m_Locate.m_Velocity.y) + ", "
                            msg += str(agent.m_Locate.m_Velocity.z) + ") "

                            msg += "(" + str(agent.m_Locate.m_Heading.x) + ", "
                            msg += str(agent.m_Locate.m_Heading.y) + ", "
                            msg += str(agent.m_Locate.m_Heading.z) + ") "

                        msg += str(len(self.agent.m_DinObjectList)) + " "

                        for oDinObject in self.agent.m_DinObjectList.values():
                            msg += str(oDinObject.m_id) + " "
                            msg += str(oDinObject.m_eType) + " "
                            msg += " (" + str(oDinObject.m_Position.x) + ", "
                            msg += str(oDinObject.m_Position.y) + ", "
                            msg += str(oDinObject.m_Position.z) + ") "

                        for st in self.agent.m_REServer.m_ConnectionList:
                            st.SendMsgToRenderEngine(CServer.CRequestHandler.TCP_AGL, msg)
                except:
                    pass

        self.add_behaviour(TickerBehaviour(self.m_iFPS))

    # Behaviour to listen to data (position, health?, an so on) from troop agents
    def Launch_DataFromTroop_ListenerBehaviour(self):
        class CyclicBehaviourDFT(Behaviour):
            async def run(self):
                msg = await self.receive(timeout=100000)
                if msg:
                    s_content = msg.body
                    s_content = s_content.split()
                    id_agent = int(s_content[1])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Position.x = float(s_content[3])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Position.y = float(s_content[5])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Position.z = float(s_content[7])

                    self.agent.m_AgentList[id_agent].m_Locate.m_Velocity.x = float(s_content[10])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Velocity.y = float(s_content[12])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Velocity.z = float(s_content[14])

                    self.agent.m_AgentList[id_agent].m_Locate.m_Heading.x = float(s_content[17])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Heading.y = float(s_content[19])
                    self.agent.m_AgentList[id_agent].m_Locate.m_Heading.z = float(s_content[21])

                    self.agent.m_AgentList[id_agent].m_iHealth = int(s_content[24])
                    self.agent.m_AgentList[id_agent].m_iAmmo = int(s_content[26])

                    self.agent.CheckObjectsAtStep(id_agent)
                    if self.agent.CheckGameFinished(id_agent):
                        self.agent.InformGameFinished("ALLIED", self)
                        print("\n\nManager:  GAME FINISHED!! Winner Team: ALLIED! (Target Returned)\n")

        template = Template()
        template.set_metadata("performative", "data")

        self.add_behaviour(CyclicBehaviourDFT(), template)

    # Behaviour to handle Sight messages
    def Launch_Sight_ResponderBehaviour(self):

        class CyclicBehaviourSight(Behaviour):

            async def run(self):
                msg = await self.receive(timeout=100000)
                if msg:
                    s_content = msg.body
                    s_content = s_content.split()

                    FOVObjects = self.agent.GetObjectsInFieldOfView(s_content[1])

                    s_content = " #: " + str(len(FOVObjects)) + " "

                    for s in FOVObjects:
                        s_content += "TEAM: " + str(s.m_eTeam) + " TYPE: " + str(s.m_eType)
                        s_content += " ANGLE: " + str(s.m_dAngle) + " DISTANCE: " + str(s.m_dDistance) + " "
                        s_content += "HEALTH: " + str(s.m_iHealth)
                        s_content += " ( " + str(s.m_Position.x) + " , " + str(s.m_Position.y) + " , " + str(s.m_Position.z) + " ) "
                    reply = msg.make_reply()
                    reply.body = s_content
                    reply.set_metadata("performative", "sight")
                    await self.send(reply)

        template = Template()
        template.set_metadata("performative", "sight")
        self.add_behaviour(CyclicBehaviourSight(), template)

    # Behaviour to handle Shot messages
    def Launch_Shot_ResponderBehaviour(self):
        class CyclicBehaviourShot(Behaviour):
            async def run(self):
                msg = await self.receive(True)
                if msg:
                    sContent = msg.body

                    tokens = sContent.split()
                    id = int(tokens[1])
                    iAim = int(tokens[3])
                    iShots = int(tokens[5])

                    iShooterID = 0
                    for agent in self.agent.m_AgentList.values():
                        if agent.m_JID == id:
                            iShooterID = agent.m_JID
                            break
                    if iShooterID == 0:
                        return

                    # Statistics
                    if self.agent.m_AgentList[iShooterID].m_eTeam == CTroop.TEAM_ALLIED:
                        eTeam = 0
                    else:
                        eTeam = 1
                    self.agent.m_GameStatistic.m_tTeamStatistic[eTeam].m_iTotalShots += 1

                    Victim = self.agent.Shot(id)
                    if Victim is None:
                        # Statistics
                        self.agent.m_GameStatistic.m_tTeamStatistic[eTeam].m_iFailedShots += 1
                        return

                    # Statistics
                    if self.agent.m_AgentList[iShooterID].m_eTeam == Victim.m_eTeam:
                        self.agent.m_GameStatistic.m_tTeamStatistic[eTeam].m_iTeamHitShots += 1
                    else:
                        self.agent.m_GameStatistic.m_tTeamStatistic[eTeam].m_iEnemyHitShots += 1

                    iDamage = 2
                    if self.agent.m_AgentList[iShooterID].m_eType == CTroop.CLASS_SOLDIER:
                        iDamage = 3

                    msgShot = Message(to=Victim.m_JID)
                    msgShot.set_metadata("performative", "shot")

                    msgShot.body = "DEC_HEALTH: " + str(iDamage)
                    await self.send(msgShot)

                    self.agent.m_AgentList[Victim.m_JID].m_iHealth -= iDamage
                    if self.agent.m_AgentList[Victim.m_JID].m_iHealth <= 0:
                        self.agent.m_AgentList[Victim.m_JID].m_iHealth = 0
                        print("Agent", str(self.agent.m_AgentList[Victim.m_JID].m_sName), "died")

                        if self.agent.m_AgentList[Victim.m_JID].m_bCarryingObjective == True:
                            self.agent.m_AgentList[Victim.m_JID].m_bCarryingObjective = False
                            print("Agent", str(self.agent.m_AgentList[Victim.m_JID].m_sName), "lost the ObjectivePack")

                            for DinObject in self.agent.m_DinObjectList.values():

                                if DinObject.m_eType == CPack.PACK_OBJPACK:
                                    #Esto sobra: DinObject.m_bTaken = false;
                                    DinObject.m_Owner = 0
                                    msgPack = Message(to=DinObject.m_JID)
                                    msgPack.set_metadata("performative", "pack_lost")
                                    DinObject.m_Position.x = self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.x
                                    DinObject.m_Position.y = self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.y
                                    DinObject.m_Position.z = self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.z
                                    msgPack.body = "POSITION: ( " + \
                                                   str(self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.x) + \
                                                   " , " + \
                                                   str(self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.y) + \
                                                   " , " + \
                                                   str(self.agent.m_AgentList[Victim.m_id].m_Locate.m_Position.z) + \
                                                   " ) "
                                    await self.send(msgPack)

                                    # Statistics
                                    self.agent.m_GameStatistic.m_tTeamStatistic[0].m_iTotalObjectiveLost += 1

        template = Template()
        template.set_metadata("performative", "shot")
        self.add_behaviour(CyclicBehaviourShot(), template)

    # Ya no es necesario
    # Behaviour to attend the petitions for register services
    def Launch_ServiceRegister_ResponderBehaviour(self):
        class CyclicBehaviourSR(Behaviour):
            async def run(self):
                msg = await self.receive(timeout=100000)
                if msg:
                    sContent = msg.body
                    Service = self.agent.m_Registry.RegisterService(sContent, False)

                    reply = msg.make_reply()
                    reply.body = " "
                    reply.set_metadata("performative", "inform")
                    await self.send(reply)

        template = Template()
        template.set_metadata("performative", "services")
        self.add_behaviour(CyclicBehaviourSR(), template)

    # Behaviour to handle Pack Management: Creation and Destruction
    def Launch_PackManagement_ResponderBehaviour(self):

        class CyclicBehaviourPM(Behaviour):
            async def run(self):
                msg = await self.receive(True)
                if msg:
                    sContent = msg.body
                    tokens = sContent.split()

                    id = int(tokens[1])
                    sAction = tokens[2]

                    if sAction.upper() == "DESTROY":
                        # Statistics
                        DinObject = self.agent.m_DinObjectList[id]
                        if DinObject.m_eTeam == CTroop.TEAM_ALLIED:
                            ePackTeam = 0
                        else:
                            ePackTeam = 1
                        ePackType = -1
                        if DinObject.m_eType == CPack.PACK_MEDICPACK:
                            ePackType = 0
                        elif DinObject.m_eType == CPack.PACK_AMMOPACK:
                            ePackType = 1
                        if ePackType >= 0:
                            self.agent.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[ePackType].m_iNotTaken=self.agent.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[ePackType].m_iNotTaken + 1
                        try:
                            del self.agent.m_DinObjectList[id]
                            print("Pack removed")
                        except:
                            print("Pack", str(id), "cannot be erased")
                        return

                    if sAction.upper() == "CREATE":

                        index = tokens.index("TYPE:") #// Get "TYPE:"
                        eType = int(tokens[index+1])

                        index = tokens.index("TEAM:") #// Get "TEAM:"
                        eTeam = int(tokens[index+1])

                        x = float(tokens[index+3]) #skip "("
                        y = float(tokens[index+5]) #skip ","
                        z = float(tokens[index+7]) #skip ","

                        DinObj = CDinObject()
                        DinObj.m_AID = msg.sender
                        DinObj.m_eType = eType
                        DinObj.m_eTeam = eTeam
                        DinObj.m_Position.x = x
                        DinObj.m_Position.y = y
                        DinObj.m_Position.z = z

                        self.agent.m_DinObjectList[DinObj.m_id] = DinObj
                        print("Added DinObject", str(DinObj))

                        reply = msg.make_reply()
                        reply.body = "ID: " + str(DinObj.m_id) + " "
                        await self.send(reply)

                        #/Statistics
                        if eTeam == CTroop.TEAM_ALLIED:
                            ePackTeam = 0
                        else:    ePackTeam = 1
                        ePackType = -1
                        if DinObj.m_eType == CPack.PACK_MEDICPACK:
                            ePackType = 0
                        elif DinObj.m_eType == CPack.PACK_AMMOPACK:
                            ePackType = 1

                        if ePackType >= 0:
                            self.agent.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[ePackType].m_iDelivered=self.agent.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[ePackType].m_iDelivered + 1

                    else:
                        print("Action not identified: " + str(sAction))
                        return

        template = Template()
        template.set_metadata("performative", "pack")
        self.add_behaviour(CyclicBehaviourPM(), template)

    # Behaviour to inform all agents that game has finished by time
    def Launch_GameTimeout_InformBehaviour(self):
        class TickerBehaviour(TimeoutBehaviour):
            async def run(self):
                print("\n\nManager:  GAME FINISHED!! Winner Team: AXIS! (Time Expired)\n")
                self.agent.InformGameFinished("AXIS!")

        self.add_behaviour(TickerBehaviour(self.m_lMatchTime))

    async def CheckObjectsAtStep(self, _idAgent, behaviour):

        if len(self.m_DinObjectList) <= 0:
            return

        if self.m_AgentList[_idAgent].m_iHealth <= 0:
            return

        WIDE = 3
        xmin = self.m_AgentList[_idAgent].m_Locate.m_Position.x - WIDE
        zmin = self.m_AgentList[_idAgent].m_Locate.m_Position.z - WIDE
        xmax = self.m_AgentList[_idAgent].m_Locate.m_Position.x + WIDE
        zmax = self.m_AgentList[_idAgent].m_Locate.m_Position.z + WIDE

        for DinObject in self.m_DinObjectList.values():
            if DinObject.m_eType == CPack.PACK_MEDICPACK and self.m_AgentList[_idAgent].m_iHealth >= 100: continue
            if DinObject.m_eType == CPack.PACK_AMMOPACK  and self.m_AgentList[_idAgent].m_iAmmo >= 100:   continue
            if DinObject.m_eType == CPack.PACK_OBJPACK   and DinObject.m_bTaken and DinObject.m_Owner >0: continue

            if  DinObject.m_Position.x >= xmin and DinObject.m_Position.x <= xmax \
            and DinObject.m_Position.z >= zmin and DinObject.m_Position.z <= zmax:

                # Agent has stepped on pack
                bSend = False
                id = DinObject.m_JID
                iQty = 0
                eType = DinObject.m_eType
                owner = DinObject.m_JID
                sContent = ""

                # Statistics
                eTeam = self.m_AgentList[_idAgent].m_eTeam
                if DinObject.m_eTeam == CTroop.TEAM_ALLIED:
                    ePackTeam = 0
                else:    ePackTeam = 1

                if DinObject.m_eType == CPack.PACK_MEDICPACK:
                    # Statistics
                    if DinObject.m_eTeam == eTeam:
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[0].m_iTeamTaken=\
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[0].m_iTeamTaken+1
                    else:
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[0].m_iEnemyTaken=\
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[0].m_iEnemyTaken+1

                    iQty = 20
                    try:
                        del self.m_DinObjectList[id]
                        print (self.m_AgentList[_idAgent].m_JID + ": got a medic pack " + str(DinObject.m_JID))
                        sContent = " TYPE: " + str(eType) + " QTY: " + str(iQty) + " "
                        bSend = True

                    except:
                        print("NO SE PUEDE BORRAR LA CLAVE")

                elif DinObject.m_eType == CPack.PACK_AMMOPACK:
                    # Statistics
                    if DinObject.m_eTeam == eTeam:
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[1].m_iTeamTaken=\
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[1].m_iTeamTaken+1
                    else:
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[1].m_iEnemyTaken=\
                        self.m_GameStatistic.m_tTeamStatistic[ePackTeam].m_iPacks[1].m_iEnemyTaken+1

                    iQty = 20
                    try:
                        del self.m_DinObjectList[id]
                        print (self.m_AgentList[_idAgent].m_JID + ": got an ammo pack " + str(DinObject.m_JID))
                        sContent = " TYPE: " + str(eType) + " QTY: " + str(iQty) + " "
                        bSend = True
                    except:
                        print("NO SE PUEDE BORRAR LA CLAVE")

                elif DinObject.m_eType == CPack.PACK_OBJPACK:

                    if self.m_AgentList[_idAgent].m_eTeam == CTroop.TEAM_ALLIED:
                        print(self.m_AgentList[_idAgent].m_JID + ": got the objective pack " + str(DinObject.m_JID))
                        DinObject.m_bTaken = True
                        DinObject.m_Owner = _idAgent
                        DinObject.m_Position.x = DinObject.m_Position.y = DinObject.m_Position.z = 0.0
                        self.m_AgentList[_idAgent].m_bCarryingObjective = True
                        sContent = " TYPE: " + str(eType) + " QTY: 0 TEAM: ALLIED "
                        bSend = True

                        # Statistics
                        self.m_GameStatistic.m_tTeamStatistic[0].m_iTotalObjectiveTaken = \
                        self.m_GameStatistic.m_tTeamStatistic[0].m_iTotalObjectiveTaken + 1
                        self.m_GameStatistic.m_tTeamStatistic[1].m_iTotalObjectiveLost  = \
                        self.m_GameStatistic.m_tTeamStatistic[1].m_iTotalObjectiveLost  + 1

                    elif self.m_AgentList[_idAgent].m_eTeam == CTroop.TEAM_AXIS:
                        if DinObject.m_bTaken:
                            print (self.m_AgentList[_idAgent].m_JID + ": returned the objective pack " + str(DinObject.m_JID))
                            DinObject.m_bTaken = False
                            DinObject.m_Owner = 0
                            DinObject.m_Position.x =self.m_Map.GetTargetX()
                            DinObject.m_Position.y =self.m_Map.GetTargetY()
                            DinObject.m_Position.z =self.m_Map.GetTargetZ()
                            sContent = " TYPE: " + str(eType) + " QTY: 0 TEAM: AXIS "
                            bSend = True

                            # Statistics
                            self.m_GameStatistic.m_tTeamStatistic[1].m_iTotalObjectiveTaken=\
                            self.m_GameStatistic.m_tTeamStatistic[1].m_iTotalObjectiveTaken+1
                else:
                    sContent = " TYPE: " + str(CPack.PACK_NONE) + " QTY: 0 "

                #// Send a destroy/taken msg to pack and an inform msg to agent
                if bSend:
                    msg = Message(to=owner)
                    msg.set_metadata("performative", "pack_taken")
                    msg.body=sContent
                    await behaviour.send(msg)

                    msg = Message(to=self.m_AgentList[_idAgent].m_AID)
                    msg.set_metadata("performative", "pack_taken")
                    msg.body = sContent
                    await behaviour.send(msg)

    def GetObjectsInFieldOfView(self, _idAgent):

        ObjectsInSight = list()
        a = None

        for agent in self.m_AgentList.values():
            if agent.m_JID == _idAgent:
                a = agent

        if a is None:
            return ObjectsInSight

        dotAngle = float(a.m_Locate.m_dAngle)

        # am I watching agents?
        for agent in self.m_AgentList.values():
            if agent.m_JID == _idAgent:
                continue
            if agent.m_iHealth <= 0:  # OJO, igual interesa ke veamos muertos :D
                continue

            v = Vector3D(v=agent.m_Locate.m_Position )
            v.sub(a.m_Locate.m_Position)

            distance = v.length()

            # comprobamos la distancia
            # miramos la distancia a la pared mas cercano
            dDistanceTerrain = self.intersect(a.m_Locate.m_Position, v)  # a.m_Locate.m_Heading)

            # comprobamos la distancia
            if distance < a.m_Locate.m_dViewRadius and distance < dDistanceTerrain:

                #testeamos el angulo
                angle = a.m_Locate.m_Heading.dot(v)
                try:
                    angle /= a.m_Locate.m_Heading.length() * v.length()
                except:
                    # Division BY ZEROOOOO!!!!
                    pass

                if angle >= 0:
                    if angle > 1: angle = 1
                    angle = math.acos(angle)
                    if angle <= dotAngle:
                        s = CSight()
                        s.m_dDistance = distance
                        s.m_id = agent.m_id
                        s.m_Position = agent.m_Locate.m_Position
                        s.m_eTeam = agent.m_eTeam
                        s.m_eType = agent.m_eType
                        s.m_dAngle = angle
                        s.m_iHealth = agent.m_iHealth
                        ObjectsInSight.append(s)

        # am I watching objects?
        if len(self.m_DinObjectList) > 0:

            for dinObject in self.m_DinObjectList.values():

                v = Vector3D(v=dinObject.m_Position)
                v.sub(a.m_Locate.m_Position)

                distance = v.length()

                # comprobamos la distancia
                # miramos la distancia a la pared mas cercano
                dDistanceTerrain = self.intersect(a.m_Locate.m_Position, v) #a.m_Locate.m_Heading)

                if distance < a.m_Locate.m_dViewRadius and distance < dDistanceTerrain:

                    angle = a.m_Locate.m_Heading.dot(v)
                    angle /= (a.m_Locate.m_Heading.length() * v.length())
                    if angle >= 0:
                        if angle > 1: angle = 1
                        angle = math.acos(angle)
                        if angle <= dotAngle:
                            s = CSight()
                            s.m_dDistance = distance
                            s.m_id = int(dinObject.m_id)
                            s.m_Position = dinObject.m_Position
                            s.m_eTeam = dinObject.m_eTeam
                            s.m_eType = dinObject.m_eType
                            s.m_dAngle = angle
                            s.m_iHealth = -1
                            ObjectsInSight.append(s)

        return ObjectsInSight

    # El agente con id '_idAgent' dispara
    # mejor pasar el agente?
    # @return el agente al que ha dado, o null si nada
    def Shot(self, _idAgent):

        s = None
        minDistance = 1e10 #numero grande :-)

        a = None

        for agent in self.m_AgentList.values():
            if agent.m_JID == _idAgent:
                a = agent
                break

        if a == None:
            return None
            #return -1

        # agentes
        for agent in self.m_AgentList.values():
            if agent.m_JID == _idAgent: continue

            if agent.m_iHealth <= 0: continue

            p = Vector3D(v=a.m_Locate.m_Position)

            p.sub(agent.m_Locate.m_Position)

            dv = p.dot(a.m_Locate.m_Heading)
            d2 = a.m_Locate.m_Heading.dot(a.m_Locate.m_Heading)
            sq = (dv * dv) - ((d2 * p.dot(p)) - 4)

            if sq >= 0:

                sq = math.sqrt(sq)
                dist1 = (-dv + sq) / d2
                dist2 = (-dv - sq) / d2
                if dist1 < dist2: distance = dist1
                else: distance = dist2

                if distance > 0 and distance < minDistance:
                    minDistance = distance
                    s = agent

        if s != None:
            v = Vector3D(v=s.m_Locate.m_Position)
            v.sub(a.m_Locate.m_Position)
            dDistanceTerrain = self.intersect(a.m_Locate.m_Position, a.m_Locate.m_Heading)
            #print "distanceTerrain: " + str(dDistanceTerrain)
            if dDistanceTerrain != 0.0 and dDistanceTerrain < minDistance:
                s = None

        return s

    # devuelve 0.0 si no intersecta
    def intersect(self, origin, vector):

        try:
            step = Vector3D(v=vector)
            step.normalize()
            inc = 0
            sgn = 1.0
            e   = 0.0

            if abs(step.x) > abs(step.z):

                if step.z < 0: sgn = -1

                step.x /= abs(step.x)
                step.z /= abs(step.x)
            else:

                if step.x < 0: sgn = -1

                inc = 1
                step.x /= abs(step.z)
                step.z /= abs(step.z)

            error = Vector3D(x=0, y=0, z=0)
            point = Vector3D(v=origin)


            while True:

                if inc == 0:

                    if e + abs(step.z) + 0.5 >= 1:
                        point.z += sgn
                        e -= 1

                    e += abs(step.z)
                    point.x += step.x
                else:

                    if e + abs(step.x) + 0.5 >= 1:
                        point.x+=sgn
                        e-= 1

                    e += abs(step.x)
                    point.z += step.z

                if not self.m_Map.CanWalk(int(math.floor(point.x/8)), int(math.floor(point.z/8))):
                    return error.length()

                if point.x < 0 or point.y < 0 or point.z < 0:
                    break
                if  point.x >= (self.m_Map.GetSizeX() * 8) or point.z >= (self.m_Map.GetSizeZ() * 8):
                    break
                error.add(step)
        except:
            print("INTERSECT FAILED", origin, vector)

        return 0.0

    def CheckGameFinished(self, _idAgent):

        if self.m_AgentList[_idAgent].m_eTeam == CTroop.TEAM_AXIS: return False
        if self.m_AgentList[_idAgent].m_bCarryingObjective == False: return False

        if self.m_AgentList[_idAgent].m_Locate.m_Position.x > self.m_Map.m_AlliedBase.m_Init.x and \
                self.m_AgentList[_idAgent].m_Locate.m_Position.z > self.m_Map.m_AlliedBase.m_Init.z and \
                self.m_AgentList[_idAgent].m_Locate.m_Position.x < self.m_Map.m_AlliedBase.m_End.x and \
                self.m_AgentList[_idAgent].m_Locate.m_Position.z < self.m_Map.m_AlliedBase.m_End.z:

            return True
        return False

    def CreateObjectives(self):

        self.ObjectiveAgent = CObjPack("objectivepack@"+self.m_domain, "secret", self.m_Map.GetTargetX() / 8, self.m_Map.GetTargetZ() / 8, CTroop.TEAM_NONE)
        self.ObjectiveAgent.start()


    async def InformObjectives(self, behaviour):

        msg = Message()
        msg.set_metadata("performative", "objective")
        msg.body = " ( " + str(self.m_Map.GetTargetX()) + " , " + str(self.m_Map.GetTargetY()) + " , " + str(
            self.m_Map.GetTargetZ()) + " ) "
        for agent in self.m_AgentList.values():
            msg.to = agent.m_JID
            await behaviour.send(msg)
        print("Manager: Sending Objective notification to agents")

    async def InformGameFinished(self, _sWinnerTeam, behaviour):

        msg = Message()
        msg.set_metadata("performative", "game")
        msg.body = " GAME FINISHED!! Winner Team: " + str(_sWinnerTeam)
        for agent in self.m_AgentList.values():
            msg.to = agent.m_sName
            await behaviour.send(msg)
        for st in self.m_REServer.m_ConnectionList:
            try:
                st.SendMsgToRenderEngine(CServer.CRequestHandler.TCP_COM, "FINISH " +
                                         " GAME FINISHED!! Winner Team: " + str(_sWinnerTeam))
            except:
                pass

        self.PrintStatistics(_sWinnerTeam)

        del self.m_REServer
        self.m_REServer = None
        self.take_down()

    def PrintStatistics(self, _sWinnerTeam):

        iAlliedAlivePlayers = 0
        iAxisAlivePlayers = 0
        iAlliedHealth = 0
        iAxisHealth = 0

        self.m_GameStatistic.m_lMatchDuration = time.time() * 1000
        self.m_GameStatistic.m_lMatchDuration -= self.m_lMatchInit

        for agent in self.m_AgentList.values():
            if agent.m_eTeam == CTroop.TEAM_ALLIED:
                iAlliedHealth += agent.m_iHealth
                if agent.m_iHealth > 0:
                    iAlliedAlivePlayers = iAlliedAlivePlayers + 1
            else:
                iAxisHealth += agent.m_iHealth
                if agent.m_iHealth > 0:
                    iAxisAlivePlayers = iAxisAlivePlayers +1

        self.m_GameStatistic.CalculateData(iAlliedAlivePlayers, iAxisAlivePlayers, iAlliedHealth, iAxisHealth)

        try:
            fw = open("JGOMAS_Statistics.txt",'w+')

            fw.write(self.m_GameStatistic.__str__(_sWinnerTeam))

            fw.close()

        except:
            print("COULD NOT WRITE STATISTICS TO FILE")