Example #1
0
    def __init__(self):
        """sets up the game variables and then initializes its employee agents"""
        super(GameManager, self).__init__("game_manager")
        self.house = Environment()

        self.screen = None
        # screen size
        self.screen_height = 444
        self.screen_width = 1116
        self.running_game = True

        # player list
        self.player_list = pygame.sprite.Group()
        self.house.add_object("player_list", self.player_list)
        # holds bullet list
        self.bullet_list = pygame.sprite.Group()
        self.house.add_object("bullet_list", self.bullet_list)
        # holds the sprites that make up the wall
        self.wall_list = pygame.sprite.Group()
        self.house.add_object("wall_list", self.wall_list)
        # holds the objects that are placed in the environment for Neo to interact with
        self.object_list = pygame.sprite.Group()
        self.house.add_object("object_list", self.object_list)
        # this holds the awesome laser beams that Neo shoots from his face
        self.raycast_list = pygame.sprite.Group()
        self.house.add_object("raycast_list", self.raycast_list)

        # initialize agents and place them in the environment
        self.map_builder = MapBuilder(self.house)
        self.neo = NEO(self.house)
        self.blue_player_pilot = BluePlayerPilot(self.house)
Example #2
0
    def __init__(self):
        """sets up the game variables and then initializes its employee agents"""
        super(GameManager, self).__init__("game_manager")
        self.play_window = Environment()

        self.screen = None
        # screen size
        self.screen_height = 444
        self.screen_width = 1116
        self.running_game = True

        # player list
        self.player_list = pygame.sprite.Group()
        self.play_window.add_object("player_list", self.player_list)
        # holds bullet list
        self.bullet_list = pygame.sprite.Group()
        self.play_window.add_object("bullet_list", self.bullet_list)
        # holds the sprites that make up the wall
        self.wall_list = pygame.sprite.Group()
        self.play_window.add_object("wall_list", self.wall_list)

        # initialize agents and place them in the environment
        self.map_builder = MapBuilder(self.play_window)
        self.red_ai_pilot = RedAiPilot(self.play_window)
        self.blue_player_pilot = BluePlayerPilot(self.play_window)
Example #3
0
 def __init__(self, map_name):
     ShowBase.__init__(self)
     self.disableMouse()
     self.map_name = map_name
     self.stop_loop = False
     self.current_group = None
     self._group_markers = set()
     self.map = Map(map_name)
     self.map_builder = MapBuilder(self.map, render)
     self.map_builder.build()
     self.edit_panel = EditPanel(self)
     self.pointer = Pointer(self)
     taskMgr.add(self.pointer.update, 'update_pointer')
     self.camera_node = render.attachNewNode('camera_node')
     self.set_camera_control()
     base.accept(ES.control_keys['cancel_selection'], self.cancel_selection)
     base.accept(ES.control_keys['close_window'], self.close_window)
     base.accept(ES.control_keys['save'], self.save)
     base.accept(ES.control_keys['add_group'], self.add_group)
     base.accept(ES.control_keys['switch_transparency'],
                             self.switch_transparency)
     if ES.show_control_keys:
         display_control_keys(ES)
     self.coordinate_text = OnscreenText(style=1,
                                         text='22',
                                         fg=(1, 1, 1, 1),
                                         pos=(-1, ES.text_scale - 1),
                                         align=TextNode.ALeft,
                                         scale=ES.text_scale)
     self.coordinate_text.reparentTo(render2d)
Example #4
0
    def __init__(self, map_name):
        self.main_node = render.attachNewNode('main_node')
        self.blocked_squares = set()
        self.bodies = {}
        self.map = Map(map_name)
        self.map_builder = MapBuilder(self.map, self.main_node)
        self.map_builder.build()
        self.map_builder.clear_map_textures()
        self.player = Player(self, self.map.start_pos)
        self.set_npcs()
        self.setup_graphics()

        if S.show_view_field:
            self.view_fields = defaultdict(set)
            taskMgr.doMethodLater(1, self.update_view_fields, 'fields')
        if S.show_pathes:
            self.pathes = defaultdict(set)
            taskMgr.doMethodLater(1, self.update_pathes, 'pathes')
Example #5
0
class Editor(ShowBase):

    def __init__(self, map_name):
        ShowBase.__init__(self)
        self.disableMouse()
        self.map_name = map_name
        self.stop_loop = False
        self.current_group = None
        self._group_markers = set()
        self.map = Map(map_name)
        self.map_builder = MapBuilder(self.map, render)
        self.map_builder.build()
        self.edit_panel = EditPanel(self)
        self.pointer = Pointer(self)
        taskMgr.add(self.pointer.update, 'update_pointer')
        self.camera_node = render.attachNewNode('camera_node')
        self.set_camera_control()
        base.accept(ES.control_keys['cancel_selection'], self.cancel_selection)
        base.accept(ES.control_keys['close_window'], self.close_window)
        base.accept(ES.control_keys['save'], self.save)
        base.accept(ES.control_keys['add_group'], self.add_group)
        base.accept(ES.control_keys['switch_transparency'],
                                self.switch_transparency)
        if ES.show_control_keys:
            display_control_keys(ES)
        self.coordinate_text = OnscreenText(style=1,
                                            text='22',
                                            fg=(1, 1, 1, 1),
                                            pos=(-1, ES.text_scale - 1),
                                            align=TextNode.ALeft,
                                            scale=ES.text_scale)
        self.coordinate_text.reparentTo(render2d)

    def set_camera_control(self, only_arrows=False):
        pitch = -ES.camera['horizontal_angle']
        yaw = ES.camera['init_vertical_angle']
        min_h = ES.camera['min_height']
        max_h = ES.camera['max_height']
        height = ES.camera['init_height']
        pos = ES.camera['init_pos']
        hstep = ES.camera['height_step']
        camera_node = self.camera_node
        if not only_arrows:
            camera.reparentTo(camera_node)
            def init():
                camera_node.setPosHpr(pos[0], pos[1], height, 90 + yaw, 0, 0)
                camera.setPosHpr(0, 0, 0, 0, pitch, 0)
            init()
            base.accept('home', init)
        def incr_angle():
            camera_node.setH(camera_node, ES.camera['vertical_angle_step'])
        key = ES.control_keys['rotate_camera_counterclockwise']
        base.accept(key, incr_angle)
        base.accept(key + '-repeat', incr_angle)
        def decr_angle():
            camera_node.setH(camera_node, -ES.camera['vertical_angle_step'])
        key = ES.control_keys['rotate_camera_clockwise']
        base.accept(key, decr_angle)
        base.accept(key + '-repeat', decr_angle)
        def incr_height():
            camera_node.setZ(min(camera_node.getZ() + hstep, max_h))
        key = ES.control_keys['increase_camera_height']
        base.accept(key, incr_height)
        base.accept(key + '-repeat', incr_height)
        def decr_height():
            camera_node.setZ(max(camera_node.getZ() - hstep, min_h))
        key = ES.control_keys['decrease_camera_height']
        base.accept(key, decr_height)
        base.accept(key + '-repeat', decr_height)

    def remove_arrow_handlers(self):
        key = ES.control_keys['rotate_camera_counterclockwise']
        base.ignore(key)
        base.ignore(key + '-repeat')
        key = ES.control_keys['rotate_camera_clockwise']
        base.ignore(key)
        base.ignore(key + '-repeat')
        key = ES.control_keys['increase_camera_height']
        base.ignore(key)
        base.ignore(key + '-repeat')
        key = ES.control_keys['decrease_camera_height']
        base.ignore(key)
        base.ignore(key + '-repeat')

    def cancel_selection(self):
        self.select_group(None)

    def select_group(self, ident):
        self.edit_panel.select_group(ident)

    def set_current_group(self, group):
        self.current_group = group
        self._mark_group()

    def _mark_group(self):
        for marker in self._group_markers:
            marker.removeNode()
        self._group_markers.clear()
        if self.current_group is None:
            return
        for pos in self.map.groups[self.current_group['ident']]:
            self.set_marker(pos)

    def set_marker(self, pos):
        marker = loader.loadModel(S.model('plane'))
        texture = loader.loadTexture(S.texture('black_pointer'))
        marker.setTexture(texture)
        marker.setTransparency(True)
        marker.setHpr(0, -90, 0)
        marker.reparentTo(render)
        marker.setPos(pos[0], pos[1], 0.1)
        marker.setBin("fixed", 40)
        marker.setDepthTest(False)
        marker.setDepthWrite(False)
        self._group_markers.add(marker)

    def add_group(self):
        letters = string.uppercase + string.lowercase
        while True:
            group_id = random.choice(letters) + random.choice(letters)
            if group_id not in self.map.definitions:
                break
        group = dict(ident=group_id, kind='empty', actions=[])
        self.map.definitions[group_id] = group
        self.edit_panel.add_group(group_id)

    def save(self):
        map = self.map
        poses = [p for p, i in map]
        min_x = min(p[0] for p in poses)
        offset_x = -min_x
        min_y = min(p[1] for p in poses)
        offset_y = -min_y
        width = max(p[0] for p in poses) - min_x + 1
        height = max(p[1] for p in poses) - min_y + 1
        topology = [['..'] * width for _ in range(height)]
        for ident, gposes in map.groups.items():
            for p in gposes:
                topology[p[1] + offset_y][p[0] + offset_x] = ident
        topology = [' '.join(row) for row in topology]
        topology.reverse()
        yaml_data = deepcopy(map.yaml_data)
        definitions = deepcopy(map.definitions)
        for info in tuple(definitions.values()):
            if not map.groups[info['ident']]:
                del definitions[info['ident']]
            del info['ident']
            if info['kind'] == 'model_field':
                del info['actions']
        yaml_data['topology'] = topology
        yaml_data['substrate_actions'] = definitions.pop('ss')['actions']
        yaml_data['definitions'] = definitions
        if 'start_position' in yaml_data:
            st_pos = yaml_data['start_position']
            st_pos = [st_pos[0] + offset_x, st_pos[1] + offset_y]
            yaml_data['start_position'] = st_pos
        if 'routes' in yaml_data:
            routes = yaml_data['routes']
            for rname, route in routes.items():
                for index, rpos in  enumerate(tuple(route)):
                    route[index] = [rpos[0] + offset_x, rpos[1] + offset_y]
        with open(S.map(self.map_name), 'w') as f:
            yaml.dump(yaml_data, f, default_flow_style=False, width=1000)

    def switch_transparency(self):
        if self.map_builder.models_transparency == 1:
            self.map_builder.set_models_transparency(ES.model_transparency)
        else:
            self.map_builder.set_models_transparency(1)

    def close_window(self):
        self.stop_loop = True

    def loop(self):
        while not self.stop_loop:
            taskMgr.step()
Example #6
0
class GameManager(Agent):
    """The game_manager handles all agents responsible for making the game run"""

    def __init__(self):
        """sets up the game variables and then initializes its employee agents"""
        super(GameManager, self).__init__("game_manager")
        self.house = Environment()

        self.screen = None
        # screen size
        self.screen_height = 444
        self.screen_width = 1116
        self.running_game = True

        # player list
        self.player_list = pygame.sprite.Group()
        self.house.add_object("player_list", self.player_list)
        # holds bullet list
        self.bullet_list = pygame.sprite.Group()
        self.house.add_object("bullet_list", self.bullet_list)
        # holds the sprites that make up the wall
        self.wall_list = pygame.sprite.Group()
        self.house.add_object("wall_list", self.wall_list)
        # holds the objects that are placed in the environment for Neo to interact with
        self.object_list = pygame.sprite.Group()
        self.house.add_object("object_list", self.object_list)
        # this holds the awesome laser beams that Neo shoots from his face
        self.raycast_list = pygame.sprite.Group()
        self.house.add_object("raycast_list", self.raycast_list)

        # initialize agents and place them in the environment
        self.map_builder = MapBuilder(self.house)
        self.neo = NEO(self.house)
        self.blue_player_pilot = BluePlayerPilot(self.house)

    def build_environment(self):
        """calls the map builder agent to parse through the level file and create the map of the game"""
        self.map_builder.build_arena()
        self.map_builder.insert_objects()
        self.wall_list = self.house.get_object("wall_list")
        self.object_list = self.house.get_object("object_list")


    def check_bullet_collisions(self):
        """checks if any bullets have collided with objects and need to be removed"""
        for bullet in self.bullet_list:
            bullet.update_movement()
            self.check_if_bullet_is_in_boundaries(bullet)
            self.check_player_bullet_collision(bullet)
            self.check_wall_bullet_collision(bullet)
            self.check_object_ray_collision(bullet)

    def check_if_bullet_is_in_boundaries(self, bullet):
        """removes the bullet if it is no longer on the map"""
        if bullet.rect.x < 0 or bullet.rect.x > 1116 or bullet.rect.y < 0 or bullet.rect.y > 444:
            self.bullet_list.remove(bullet)

    def check_player_bullet_collision(self, bullet):
        """checks if the bullet has collided with a player"""
        # for player in self.player_list:
        #     if bullet.rect.colliderect(player):
        #         player.hit_points -= 10
        #         self.bullet_list.remove(bullet)
        pass


    def check_object_ray_collision(self, bullet):
        for object in self.object_list:
            if bullet.rect.colliderect(object):
                self.neo.mouth.stopSentence()
                sentence = object.name + " detected"
                _thread.start_new_thread(self.neo.mouth.identify_detected_object, (sentence,))
                self.neo.object_coordinates = (object.rect.x, object.rect.y)
                self.neo.detected_objects.add(object)
                self.bullet_list.remove(bullet)

    def check_wall_bullet_collision(self, bullet):
        for wall_block in self.wall_list:
            if bullet.rect.colliderect(wall_block):
                self.bullet_list.remove(bullet)


    def check_pygame_events(self):
        """checks any for events such as keys pressed or A.I. actions that change the state of the game"""
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                self.running_game = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
                self.running_game = False

    def draw(self):
        """displays the game images on the screen"""
        self.screen.fill((0, 0, 0))
        self.object_list.draw(self.screen)
        self.player_list.draw(self.screen)
        self.wall_list.draw(self.screen)
        self.bullet_list.draw(self.screen)
        pygame.display.flip()

    def initialize_screen(self):
        # Set up the display
        pygame.display.set_caption("BOT ARENA 3.0!")
        self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))

    def run_game(self):
        """calls the player agent's to perform their moves and check's for bullet movement"""
        self.check_pygame_events()
        self.neo.make_decision()
        self.blue_player_pilot.check_input_for_actions()
        self.check_bullet_collisions()
        self.draw()

    def setup_players(self):
        """adds the player sprites to the list of players for reference and sets up the bots in their environment"""
        self.player_list.add(self.neo.bot, self.blue_player_pilot.bot)
        self.blue_player_pilot.setup_bot_map()
        self.neo.setup_bot_map()
Example #7
0
class GameManager(Agent):
    """The game_manager handles all agents responsible for making the game run"""
    def __init__(self):
        """sets up the game variables and then initializes its employee agents"""
        super(GameManager, self).__init__("game_manager")
        self.play_window = Environment()

        self.screen = None
        # screen size
        self.screen_height = 444
        self.screen_width = 1116
        self.running_game = True

        # player list
        self.player_list = pygame.sprite.Group()
        self.play_window.add_object("player_list", self.player_list)
        # holds bullet list
        self.bullet_list = pygame.sprite.Group()
        self.play_window.add_object("bullet_list", self.bullet_list)
        # holds the sprites that make up the wall
        self.wall_list = pygame.sprite.Group()
        self.play_window.add_object("wall_list", self.wall_list)

        # initialize agents and place them in the environment
        self.map_builder = MapBuilder(self.play_window)
        self.red_ai_pilot = RedAiPilot(self.play_window)
        self.blue_player_pilot = BluePlayerPilot(self.play_window)

    def build_walls(self):
        """calls the map builder agent to parse through the level file and create the map of the game"""
        self.map_builder.build_arena()
        self.wall_list = self.play_window.get_object("wall_list")

    def check_bullet_collisions(self):
        """checks if any bullets have collided with objects and need to be removed"""
        for bullet in self.bullet_list:
            bullet.update_movement()
            self.check_if_bullet_is_in_boundaries(bullet)
            self.check_player_bullet_collision(bullet)
            self.check_wall_bullet_collision(bullet)

    def check_if_bullet_is_in_boundaries(self, bullet):
        """removes the bullet if it is no longer on the map"""
        if bullet.rect.x < 0 or bullet.rect.x > 1116 or bullet.rect.y < 0 or bullet.rect.y > 444:
            self.bullet_list.remove(bullet)

    def check_player_bullet_collision(self, bullet):
        """checks if the bullet has collided with a player"""
        for player in self.player_list:
            if bullet.rect.colliderect(player):
                player.hit_points -= 10
                self.bullet_list.remove(bullet)

    def check_wall_bullet_collision(self, bullet):
        for wall_block in self.wall_list:
            if bullet.rect.colliderect(wall_block):
                self.bullet_list.remove(bullet)

    def check_pygame_events(self):
        """checks any for events such as keys pressed or A.I. actions that change the state of the game"""
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                self.running_game = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
                self.running_game = False

    def draw(self):
        """displays the game images on the screen"""
        self.screen.fill((0, 0, 0))
        self.player_list.draw(self.screen)
        self.wall_list.draw(self.screen)
        self.bullet_list.draw(self.screen)
        pygame.display.flip()

    def initialize_screen(self):
        # Set up the display
        pygame.display.set_caption("BOT ARENA 3.0!")
        self.screen = pygame.display.set_mode(
            (self.screen_width, self.screen_height))

    def run_game(self):
        """calls the player agent's to perform their moves and check's for bullet movement"""
        self.check_pygame_events()
        self.red_ai_pilot.make_decision()
        self.blue_player_pilot.check_input_for_actions()
        self.check_bullet_collisions()
        self.draw()

    def setup_players(self):
        """adds the player sprites to the list of players for reference and sets up the bots in their environment"""
        self.player_list.add(self.red_ai_pilot.bot, self.blue_player_pilot.bot)
        self.blue_player_pilot.setup_bot_map()
        self.red_ai_pilot.setup_bot_map()
Example #8
0
class Manager(object):

    def __init__(self, map_name):
        self.main_node = render.attachNewNode('main_node')
        self.blocked_squares = set()
        self.bodies = {}
        self.map = Map(map_name)
        self.map_builder = MapBuilder(self.map, self.main_node)
        self.map_builder.build()
        self.map_builder.clear_map_textures()
        self.player = Player(self, self.map.start_pos)
        self.set_npcs()
        self.setup_graphics()

        if S.show_view_field:
            self.view_fields = defaultdict(set)
            taskMgr.doMethodLater(1, self.update_view_fields, 'fields')
        if S.show_pathes:
            self.pathes = defaultdict(set)
            taskMgr.doMethodLater(1, self.update_pathes, 'pathes')

    def set_npcs(self):
        self.npcs = {}
        for data in self.map.npcs:
            for _ in range(data['count']):
                _data = data.copy()
                route = deque(self.map.routes[data['route']])
                free = [i for i in route if i not in self.npcs]
                assert free, 'all postions are occupated'
                pos = choice(free)
                while pos != route[0]:
                    route.rotate(1)
                _data['route'] = route
                NPC(self, **_data)#.dead = True # for debugging
        data = self.map.target_npc.copy()
        if not data:
            return
        route = deque(self.map.routes[data['route']])
        data['route'] = route
        TargetNPC(self, **data)

    def is_available(self, pos):
        return (pos in self.map and
                (pos != self.player.pos or self.player.walking) and
                (pos not in self.npcs or self.npcs[pos].walking) and
                pos not in self.bodies)

    def __call__(self, task):
        self.player.update_action()
        for npc in tuple(self.npcs.values()):
            if not npc and npc.action is None:
                if isinstance(npc, TargetNPC):
                    self.finish(True)
                del self.npcs[npc.pos]
                Body(npc, self)
                continue
            npc.update_action()
            if isinstance(npc, TargetNPC) and npc.pos == self.map.escape_position:
                self.finish(False)
        return task.cont

    def finish(self, win):
        base.finish_game(win)

    def on_player_moved(self, prev_pos, pos):
        map = self.map
        if prev_pos is None:
            prev_group = None
        elif map[prev_pos]['kind'] != 'model_field':
            prev_group = map[prev_pos]['ident']
        else:
            prev_group = map[prev_pos]['group']
        if map[pos]['kind'] != 'model_field':
            group = map[pos]['ident']
        else:
            group = map[pos]['group']
        if prev_group == group:
            return
        if prev_group is not None:
            for pos in map.groups[prev_group]:
                model = self.map_builder.get_model(pos)
                if model is None:
                    continue
                model.setAlphaScale(1)
        for pos in map.groups[group]:
            model = self.map_builder.get_model(pos)
            if model is None:
                continue
            model.setAlphaScale(S.graphics['transparency'])

    def alert(self, pos, target=None):
        for npc in self.npcs.values():
            if not npc:
                continue
            length = hypot(npc.pos[0] - pos[0], npc.pos[1] - pos[1])
            if length <= S.npc['alert_radius']:
                if isinstance(npc, TargetNPC):
                    npc.target = self.map.escape_position
                    npc.speed = S.target_npc['escape_speed']
                else:
                    npc.set_alert_texture()
                    #FIXME: don't set target if path to it doesn't exist
                    npc.target = target or self.player
                    npc.speed = S.npc['excited_speed']
                    npc.view_radius = S.npc['excited_view_radius']
                    npc.view_angle = S.npc['excited_view_angle']

    def setup_graphics(self):
        angle = self.map.hour * 15 - 90
        light_factor = max(sin(radians(angle)), 0)
        mnode = self.main_node
        alight = AmbientLight('alight')
        color = S.graphics['ambient_light_color'] + [light_factor]
        alight.setColor(VBase4(*color))
        alnp = mnode.attachNewNode(alight)
        mnode.setLight(alnp)

        dlight = DirectionalLight('dlight')
        color = S.graphics['light_color'] + [light_factor]
        dlight.setColor(VBase4(*color))
        dlnp = mnode.attachNewNode(dlight)
        dlnp.setHpr(0, -angle, 0)
        mnode.setLight(dlnp)

        if S.graphics['enable_shadows']:
            self.main_node.setShaderAuto() # doesn't work in multithreading mode
            lens = OrthographicLens()
            lens.setFilmSize(30, 30)
            lens.setNearFar(-1000, 1000)
            dlight.setLens(lens)
            ss = S.graphics['shadow_size']
            dlight.setShadowCaster(True, ss, ss)
            dlnp.reparentTo(self.player.node)
        if S.graphics['enable_cartoon']:
            # set for models separately
            self.main_node.setShaderAuto() # doesn't work in multithreading mode

    def update_view_fields(self, task):
        """ It is a very expensive funciton. Use only for debugging """
        for npc in self.npcs.values():
            key = id(npc)
            for marker in self.view_fields[key]:
                marker.removeNode()
            del self.view_fields[key]
            radius, c_angle = npc.view_radius, npc.view_angle
            angle = int(npc.actor.getHpr()[0] - 90) % 360
            pred = lambda pos: 'see' in self.map[pos]['actions']
            field = self.map.view_field(npc.pos, angle,
                                        c_angle, radius, pred)
            for pos in field:
                marker = loader.loadModel(S.model('plane'))
                marker.setHpr(0, -90, 0)
                marker.reparentTo(self.main_node)
                marker.setPos(pos[0], pos[1], 0.1)
                self.view_fields[key].add(marker)
        return task.again

    def update_pathes(self, task):
        """ It is a very expensive funciton. Use only for debugging """

        map = self.map
        for npc in self.npcs.values():
            key = id(npc)
            for marker in self.pathes[key]:
                marker.removeNode()
            del self.pathes[key]
            target = npc.target
            end_pos = target if isinstance(target, tuple) else target.pos
            pred = lambda pos: ('walk' in map[pos]['actions'] and
                                map.is_available(pos) and
                                (pos not in self.npcs or
                                self.npcs[pos].walking) and
                                pos not in self.bodies)
            path = map.get_path(npc.pos, end_pos, pred)
            if path is None:
                continue

            for pos in path:
                marker = loader.loadModel(S.model('plane'))
                marker.setHpr(0, -90, 0)
                marker.reparentTo(self.main_node)
                marker.setPos(pos[0], pos[1], 0.1)
                self.pathes[key].add(marker)
        return task.again