Example #1
0
    def test_lack_of_location(self):
        state = GameState()
        state.add_robot((9, 9), 0)
        robot = state.robots[(9, 9)]

        with self.assertRaises(Exception):
            Player._validate_action(robot, ['move'])
Example #2
0
    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print ("Error in rgsim_text dict, please ensure keys are " +
                       "valid locations and values are strings")
Example #3
0
    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print("Error in rgsim_text dict, please ensure keys are " +
                      "valid locations and values are strings")
Example #4
0
 def onReloadPlayer(self, event):
     self.UI.fadeActions()
     self.cached_actions = None
     self.code = open(self.p1_path).read()
     self.code2 = open(self.p2_path).read()
     self.player = Player(self.code)
     self.player.set_player_id(1)
     self.player2 = Player(self.code2)
     self.player2.set_player_id(0)
Example #5
0
 def onReloadPlayer(self, event):
     self.UI.fadeActions()
     self.cached_actions = None
     self.human_actions = {}
     if self.player:
         self.player = Player(self.player1_path)
         self.player.set_player_id(1)
     if self.player2:
         self.player2 = Player(self.player2_path)
         self.player2.set_player_id(0)
Example #6
0
 def onReloadPlayer(self, event):
     self.UI.fadeActions()
     self.cached_actions = None
     self.human_actions = {}
     if self.player:
         self.player = Player(self.player1_path)
         self.player.set_player_id(1)
     if self.player2:
         self.player2 = Player(self.player2_path)
         self.player2.set_player_id(0)
Example #7
0
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()
Example #8
0
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()
Example #9
0
    def __init__(self, settings, p1_path, p2_path):
        self.settings = settings
        self.match_id = None
        self.p1_path = p1_path
        self.p2_path = p2_path
        self.code = open(p1_path).read()
        if p2_path is None:
            self.p2_path = map_data = open(pkg_resources.resource_filename('rgkit', 'bots/guardbot.py')).read()
        self.code2 = open(p2_path).read()

        self.player = Player(self.code)
        self.player.set_player_id(1)
        self.player2 = Player(self.code2)
        self.player2.set_player_id(0)
        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)
        
        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)

        self.UI.run()
Example #10
0
File: run.py Project: ramk13/rgkit
    def from_robots(robots, settings=None, options=None,
                    delta_callback=None):

        players = []
        for robot in robots:
            players.append(Player(robot=robot))

        return Runner(players,
                      settings=settings, options=options,
                      delta_callback=delta_callback)
Example #11
0
def break_ties(args):
    """Breaks ties between a group of Individuals by pitting them against each other.
    
    In case of an absolute tie, the 'most elite' is favored.
    
    This fills half of a matrix of scores. If we know A's score in (A vs B), then
    we can determine B's score in (B vs A) without making them compete a second time."""

    individual = args[0]
    tied_individuals = args[1]
    individual_idx = args[2]
    options = rgrun.Options()
    options.headless = True
    options.quiet = 10
    options.n_of_games = constants.games_per_scoring
    players = [Player(robot=individual.get_robot()), None]
    results = []

    # AS PLAYER 1
    # Play against other elites in generation
    for x in range(individual_idx + 1, len(tied_individuals)):
        opponent = tied_individuals[x]
        players[1] = Player(name="individual", robot=opponent.get_robot())
        result = rgrun.Runner(players=players, options=options).run()
        results.append(sum(p1 >= p2 for p1, p2 in result))

    # AS PLAYER 2
    players = [None, Player(robot=individual.get_robot())]
    # Play against other elites in generation
    for x in range(individual_idx + 1, len(tied_individuals)):
        opponent = tied_individuals[x]
        players[0] = Player(name="individual", robot=opponent.get_robot())
        result = rgrun.Runner(players=players, options=options).run()
        results.append(sum(p2 >= p1 for p1, p2 in result))

    return results
Example #12
0
 def test_ok(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     Player._validate_action(robot, ['guard'])
     Player._validate_action(robot, ['suicide'])
     Player._validate_action(robot, ['guard', None])
     Player._validate_action(robot, ['suicide', (1, 1)])
     Player._validate_action(robot, ['attack', (9, 10)])
     Player._validate_action(robot, ['move', (9, 10)])
     Player._validate_action(robot, ('guard', (2, 3)))
     Player._validate_action(robot, ('suicide', None))
     Player._validate_action(robot, ('attack', (9, 10)))
     Player._validate_action(robot, ('move', (9, 10)))
Example #13
0
def initial_score_individuals(args):

    individual = args[0]
    gen = args[1]
    options = rgrun.Options()
    options.headless = True
    options.quiet = 10
    options.n_of_games = constants.games_per_scoring
    individual.score = 0
    players = [Player(robot=individual.get_robot()), None]

    folder = os.getcwd()
    folder = os.path.join(folder, "rgkit", "bots")

    # AS PLAYER 1
    # Play against the coded bots
    for file_name in os.listdir(folder):
        loc_path = os.path.join("rgkit", "bots", file_name)
        #print "\t\tOpponent:", file_name
        try:
            players[1] = Player(file_name=loc_path)
        except IOError:
            print "Error opening", loc_path
            sys.exit(1)
        results = rgrun.Runner(players=players, options=options).run()
        individual.score += sum(p1 > p2 for p1, p2 in results)

    # Play against other elites in generation
    is_elite = (gen.population.index(individual) < constants.elite_size)
    if is_elite:
        individual.score += 1  # Free win for being in elite
        for elite_idx in range(constants.elite_size):
            if individual is not gen.population[elite_idx]:
                players[1] = Player(
                    name="individual",
                    robot=gen.population[elite_idx].get_robot())
                results = rgrun.Runner(players=players, options=options).run()
                individual.score += sum(p1 > p2 for p1, p2 in results)
    else:
        # No free win for non-elite contenders
        for elite_idx in range(constants.elite_size):
            players[1] = Player(name="individual",
                                robot=gen.population[elite_idx].get_robot())
            results = rgrun.Runner(players=players, options=options).run()
            individual.score += sum(p1 > p2 for p1, p2 in results)

    # AS PLAYER 2
    players = [None, Player(robot=individual.get_robot())]
    # Play against the coded bots
    for file_name in os.listdir(folder):
        loc_path = os.path.join("rgkit", "bots", file_name)
        #print "\t\tOpponent:", file_name
        try:
            players[0] = Player(file_name=loc_path)
        except IOError:
            print "Error opening", loc_path
            sys.exit(1)
        results = rgrun.Runner(players=players, options=options).run()
        individual.score += sum(p2 > p1 for p1, p2 in results)

    # Play against other elites in generation
    is_elite = (gen.population.index(individual) < constants.elite_size)
    if is_elite:
        individual.score += 1  # Free win for being in elite
        for elite_idx in range(constants.elite_size):
            if individual is not gen.population[elite_idx]:
                players[0] = Player(
                    name="individual",
                    robot=gen.population[elite_idx].get_robot())
                results = rgrun.Runner(players=players, options=options).run()
                individual.score += sum(p2 > p1 for p1, p2 in results)
    else:
        # No free win for non-elite contenders
        for elite_idx in range(constants.elite_size):
            players[0] = Player(name="individual",
                                robot=gen.population[elite_idx].get_robot())
            results = rgrun.Runner(players=players, options=options).run()
            individual.score += sum(p2 > p1 for p1, p2 in results)

    return individual.score
Example #14
0
 def test_wrong_command(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, ['exterminate'])
Example #15
0
 def test_strange(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, "ALL YOUR BASE ARE BELONG TO US")
Example #16
0
class Simulator:
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.human_actions = {}
        if self.player:
            self.player = Player(self.player1_path)
            self.player.set_player_id(1)
        if self.player2:
            self.player2 = Player(self.player2_path)
            self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.onReloadPlayer(None)
        for loc, robot in self.state.robots.iteritems():
            self.state.robots[loc][
                "player_id"] = 1 - self.state.robots[loc]["player_id"]
            self.UI.renderBot(loc, robot.hp, robot.player_id)

    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger("Load match",
                                                  "Enter match number",
                                                  parent=self.UI.root,
                                                  initialvalue=2588548,
                                                  minvalue=1,
                                                  maxvalue=99999999)
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)

    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger("Edit turn",
                                                 "Enter new turn",
                                                 parent=self.UI.root,
                                                 initialvalue=self.state.turn,
                                                 minvalue=1,
                                                 maxvalue=100)
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)

    def loadBotsfromTurn(self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.human_actions = {}
            self.state = GameState()
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])

            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger("Edit turn",
                                             "Enter new turn",
                                             parent=self.UI.root,
                                             initialvalue=self.state.turn,
                                             minvalue=1,
                                             maxvalue=100)
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        self._removeRobot(self.UI.selection)

    def _removeRobot(self, loc):
        if self.state.is_robot(loc):
            self.UI.fadeActions()
            self.cached_actions = None
            if loc in self.human_actions:
                del self.human_actions[loc]
            self.state.remove_robot(loc)
            self.UI.renderEmpty(loc)

    def onAddTeammate(self, event):
        self._addRobot(1, self.UI.selection)

    def onAddEnemy(self, event):
        self._addRobot(0, self.UI.selection)

    def _addRobot(self, player_id, loc):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(loc):
            self.state.remove_robot(loc)
            if loc in self.human_actions:
                del self.human_actions[loc]

        self.state.add_robot(loc, player_id)
        self.UI.renderBot(loc, 50, player_id)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger("Edit hp",
                                               "Enter new hp",
                                               parent=self.UI.root,
                                               initialvalue=robot.hp,
                                               minvalue=1,
                                               maxvalue=50)
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        def getPlayerActions(player, player_id):
            if player:
                actions, _ = player.get_responses(self.state, player_id)
            else:
                actions = {}
            for loc, robot in self.state.robots.iteritems():
                if robot.player_id == player_id:
                    action = self.human_actions.get(loc)
                    if action or loc not in actions:
                        actions[loc] = action if action else ('guard', )
            return actions

        actions = getPlayerActions(self.player, 1)
        actions.update(getPlayerActions(self.player2, 0))
        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.human_actions = {}
        self.state = GameState(turn=self.state.turn)

    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print("Error in rgsim_text dict, please ensure keys are " +
                      "valid locations and values are strings")

    def onSimulate(self, event):
        if self.state.turn < 100:
            self.UI.clearActions()
            self.UI.clearBots()
            if self.cached_actions is None:
                actions = self.getActions()
            else:
                actions = self.cached_actions

            self.state = self.state.apply_actions(actions, spawn=False)

            for loc, robot in self.state.robots.iteritems():
                self.UI.renderBot(loc, robot.hp, robot.player_id)

            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(self.state.turn)
            self.turn_repeat = False

    def onNextAction(self, event):
        if not self.state.is_robot(self.UI.selection):
            return
        robot = self.state.robots[self.UI.selection]
        action = self.human_actions.get(self.UI.selection)
        if action is None and self.cached_actions is not None:
            action = self.cached_actions.get(self.UI.selection)
        if action is None:
            action = ('guard', )
        x, y = self.UI.selection
        adjacent_locs = ((x, y - 1), (x + 1, y), (x, y + 1), (x - 1, y))
        move_locs = [l for l in adjacent_locs if l not in settings.obstacles]
        all_actions = [('guard', )]
        all_actions += [('move', loc) for loc in move_locs]
        all_actions += [('attack', loc) for loc in adjacent_locs]
        all_actions += [('suicide', )]
        i = (all_actions.index(action) + 1) % len(all_actions)
        action = all_actions[i]
        if self.cached_actions is not None:
            self.cached_actions[self.UI.selection] = action
        self.human_actions[self.UI.selection] = action
        self.UI.clearAction(self.UI.selection)
        self.UI.renderAction(self.UI.selection, action)

    def onSpawnRobots(self, event):
        all_locs = self.state._get_spawn_locations()
        for loc in settings.spawn_coords:
            self._removeRobot(loc)
        for i, loc in enumerate(all_locs):
            player_id = i // settings.spawn_per_player
            self._addRobot(player_id, loc)
Example #17
0
 def test_move_to_self(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, ['move', (9, 9)])
Example #18
0
 def test_attack_too_far(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, ['attack', (9, 11)])
Example #19
0
 def test_attack_obstacle(self):
     state = GameState()
     state.add_robot((2, 5), 0)
     robot = state.robots[(2, 5)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, ['attack', (2, 4)])
Example #20
0
class Simulator:
    def __init__(self, settings, p1_path, p2_path):
        self.settings = settings
        self.match_id = None
        self.p1_path = p1_path
        self.p2_path = p2_path
        self.code = open(p1_path).read()
        if p2_path is None:
            self.p2_path = map_data = open(pkg_resources.resource_filename('rgkit', 'bots/guardbot.py')).read()
        self.code2 = open(p2_path).read()

        self.player = Player(self.code)
        self.player.set_player_id(1)
        self.player2 = Player(self.code2)
        self.player2.set_player_id(0)
        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)
        
        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.code = open(self.p1_path).read()
        self.code2 = open(self.p2_path).read()
        self.player = Player(self.code)
        self.player.set_player_id(1)
        self.player2 = Player(self.code2)
        self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.p1_path, self.p2_path = self.p2_path, self.p1_path
        
    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger(
            "Load match", "Enter match number", 
            parent = self.UI.root, 
            initialvalue = 2588548,
            minvalue = 1,
            maxvalue = 99999999
        )
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)
 
    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger(
                "Edit turn", "Enter new turn", 
                parent = self.UI.root, 
                initialvalue = self.state.turn,
                minvalue = 1,
                maxvalue = 100
            )
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)
 
    def loadBotsfromTurn (self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.state = GameState(self.settings)
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])
                
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn
       
        
    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger(
            "Edit turn", "Enter new turn", 
            parent = self.UI.root, 
            initialvalue = self.state.turn,
            minvalue = 1,
            maxvalue = 100
        )
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        if self.state.is_robot(self.UI.selection):
            self.UI.fadeActions()
            self.cached_actions = None
            self.state.remove_robot(self.UI.selection)
            self.UI.renderEmpty(self.UI.selection)

    def onAddTeammate(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(self.UI.selection):
            self.state.remove_robot(self.UI.selection)

        self.state.add_robot(self.UI.selection, 1)
        self.UI.renderBot(self.UI.selection, 50, 1)

    def onAddEnemy(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(self.UI.selection):
            self.state.remove_robot(self.UI.selection)

        self.state.add_robot(self.UI.selection, 0)
        self.UI.renderBot(self.UI.selection, 50, 0)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger(
                "Edit hp", "Enter new hp", 
                parent = self.UI.root, 
                initialvalue = robot.hp,
                minvalue = 1,
                maxvalue = 50
            )
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        actions = self.player.get_actions(self.state, 0)
        actions2 = self.player2.get_actions(self.state, 0)
        actions.update(actions2)

        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.state = GameState(self.settings)

    def onShowActions(self, event):
        self.player.reload()
        self.player2.reload()
        self.UI.clearActions()
        actions = self.getActions()
        self.cached_actions = actions

        for loc, action in actions.iteritems():
            self.UI.renderAction(loc, action)

    def onSimulate(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        if self.cached_actions is None:
            actions = self.getActions()
        else:
            actions = self.cached_actions

        self.state = self.state.apply_actions(actions, spawn=False)

        for loc, robot in self.state.robots.iteritems():
            self.UI.renderBot(loc, robot.hp, robot.player_id)

        self.cached_actions = None
        self.UI.setTurn(self.state.turn)
Example #21
0
 def test_none(self):
     state = GameState()
     state.add_robot((9, 9), 0)
     robot = state.robots[(9, 9)]
     with self.assertRaises(Exception):
         Player._validate_action(robot, None)
Example #22
0
class Simulator:
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.human_actions = {}
        if self.player:
            self.player = Player(self.player1_path)
            self.player.set_player_id(1)
        if self.player2:
            self.player2 = Player(self.player2_path)
            self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.onReloadPlayer(None)
        for loc, robot in self.state.robots.iteritems():
            self.state.robots[loc]["player_id"] = 1 - self.state.robots[loc]["player_id"]
            self.UI.renderBot(loc, robot.hp, robot.player_id)

    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger(
            "Load match", "Enter match number",
            parent = self.UI.root,
            initialvalue = 2588548,
            minvalue = 1,
            maxvalue = 99999999
        )
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)

    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger(
                "Edit turn", "Enter new turn",
                parent = self.UI.root,
                initialvalue = self.state.turn,
                minvalue = 1,
                maxvalue = 100
            )
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)

    def loadBotsfromTurn(self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.human_actions = {}
            self.state = GameState()
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])

            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger(
            "Edit turn", "Enter new turn",
            parent = self.UI.root,
            initialvalue = self.state.turn,
            minvalue = 1,
            maxvalue = 100
        )
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        self._removeRobot(self.UI.selection)

    def _removeRobot(self, loc):
        if self.state.is_robot(loc):
            self.UI.fadeActions()
            self.cached_actions = None
            if loc in self.human_actions:
                del self.human_actions[loc]
            self.state.remove_robot(loc)
            self.UI.renderEmpty(loc)

    def onAddTeammate(self, event):
        self._addRobot(1, self.UI.selection)

    def onAddEnemy(self, event):
        self._addRobot(0, self.UI.selection)

    def _addRobot(self, player_id, loc):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(loc):
            self.state.remove_robot(loc)
            if loc in self.human_actions:
                del self.human_actions[loc]

        self.state.add_robot(loc, player_id)
        self.UI.renderBot(loc, 50, player_id)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger(
                "Edit hp", "Enter new hp",
                parent = self.UI.root,
                initialvalue = robot.hp,
                minvalue = 1,
                maxvalue = 50
            )
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        def getPlayerActions(player, player_id):
            if player:
                actions, _ = player.get_responses(self.state, player_id)
            else:
                actions = {}
            for loc, robot in self.state.robots.iteritems():
                if robot.player_id == player_id:
                    action = self.human_actions.get(loc)
                    if action or loc not in actions:
                        actions[loc] = action if action else ('guard',)
            return actions
        actions = getPlayerActions(self.player, 1)
        actions.update(getPlayerActions(self.player2, 0))
        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.human_actions = {}
        self.state = GameState(turn=self.state.turn)

    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print ("Error in rgsim_text dict, please ensure keys are " +
                       "valid locations and values are strings")

    def onSimulate(self, event):
        if self.state.turn < 100:
            self.UI.clearActions()
            self.UI.clearBots()
            if self.cached_actions is None:
                actions = self.getActions()
            else:
                actions = self.cached_actions

            self.state = self.state.apply_actions(actions, spawn=False)

            for loc, robot in self.state.robots.iteritems():
                self.UI.renderBot(loc, robot.hp, robot.player_id)

            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(self.state.turn)
            self.turn_repeat = False

    def onNextAction(self, event):
        if not self.state.is_robot(self.UI.selection):
            return
        robot = self.state.robots[self.UI.selection]
        action = self.human_actions.get(self.UI.selection)
        if action is None and self.cached_actions is not None:
            action = self.cached_actions.get(self.UI.selection)
        if action is None:
            action = ('guard',)
        x, y = self.UI.selection
        adjacent_locs = ((x, y-1), (x+1, y), (x, y+1), (x-1, y))
        move_locs = [l for l in adjacent_locs if l not in settings.obstacles]
        all_actions = [('guard',)]
        all_actions += [('move', loc) for loc in move_locs]
        all_actions += [('attack', loc) for loc in adjacent_locs]
        all_actions += [('suicide',)]
        i = (all_actions.index(action) + 1) % len(all_actions)
        action = all_actions[i]
        if self.cached_actions is not None:
            self.cached_actions[self.UI.selection] = action
        self.human_actions[self.UI.selection] = action
        self.UI.clearAction(self.UI.selection)
        self.UI.renderAction(self.UI.selection, action)

    def onSpawnRobots(self, event):
        all_locs = self.state._get_spawn_locations()
        for loc in settings.spawn_coords:
            self._removeRobot(loc)
        for i, loc in enumerate(all_locs):
            player_id = i // settings.spawn_per_player
            self._addRobot(player_id, loc)