Example #1
0
    def set_trees(self, cell, biome):
        tree_freq = ease(myrange_f(biome.tree_range))

        if cell.color == 14:
            cell.color = 3
            height = myrange(self.config.trees_height_range)
            girth = min(self.cell_size, self.cell_size) * 2 / 5
            p = Vec2(self.cell_size / 2, self.cell_size / 2)
            leaves = [[0, 0], [0, 0], [0, 0]]
            cell.trees.append(Tree(p, height, girth, leaves))
        else:
            # Trees
            for x in range(0, self.cell_size - self.config.trees_gap,
                           self.config.trees_gap):
                for y in range(0, self.cell_size - self.config.trees_gap,
                               self.config.trees_gap):
                    if rnd(1) < tree_freq:
                        height = myrange(self.config.trees_height_range)
                        girth = myrange(self.config.trees_girth_range)
                        p = Vec2(x + rnd(self.config.trees_gap),
                                 y + rnd(self.config.trees_gap))
                        leaves = [[0, 0], [0, 0], [0, 0]]
                        tree = Tree(p, height, girth, leaves)
                        cell.trees.append(tree)
                        tree.p = Vec2(
                            mid(tree.girth, tree.pos.x,
                                self.cell_size - tree.girth),
                            mid(tree.girth, tree.pos.y,
                                self.cell_size - tree.girth))
Example #2
0
def editDiplomacyCoords(events, screen, world, chosen_state):
    screen.fill((28, 28, 28))
    pygame.draw.line(screen, pygame.Color("white"), (400, 0), (400, 800), 5)
    pygame.draw.line(screen, pygame.Color("white"), (0, 400), (800, 400), 5)

    for state in world.list_of_states:
        state.update_self_diplomacy_coords(screen)
    state_icons_group.draw(screen)
    if chosen_state is None:
        for event in events:
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    for state in world.list_of_states:
                        x_collision = myrange(
                            state.icon.rect[0], state.icon.rect[0] +
                            state.icon.rect[2]).contains(event.pos[0])
                        y_collision = myrange(
                            state.icon.rect[1], state.icon.rect[1] +
                            state.icon.rect[3]).contains(event.pos[1])
                        # Log.d(x_collision, y_collision);
                        if x_collision and y_collision:
                            return state

    elif chosen_state is not None:
        pygame.draw.rect(screen, pygame.Color("red"),
                         tuple([*chosen_state.icon.rect]), 5)
        for event in events:
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    chosen_state.diplomacy_coords = DiplomacyCoords(
                        event.pos[0] / 40 - 10, event.pos[1] / 40 - 10)
                    return None
    return chosen_state
Example #3
0
 def set_buildings(self, cell, biome):
     if (len(cell.trees) + len(cell.bushes)
             == 0) and rnd(1) < biome.building_freq:
         cell.building = Building(
             myrange(self.config.buildings_w_range),
             myrange(self.config.buildings_h_range),
             Vec2(self.cell_size / 2, self.cell_size / 2),
             myrange(self.config.buildings_height_range),
             self.config.buildings_colours[flr(rnd(16)) % len(
                 self.config.buildings_colours)])
Example #4
0
    def set_bushes(self, cell, biome):
        # Bushes
        if rnd(1) < biome.bush_props[0]:
            x = rnd(self.cell_size)
            y = rnd(self.cell_size)
            r_add = 0
            bloom_colours = biome.bush_props[2]
            colour = bloom_colours[flr(rnd(len(bloom_colours))) %
                                   len(bloom_colours)]
            for j in range(0, myrange(self.config.bushes_cluster_range)):
                r = myrange_f(self.config.bushes_radius_range)
                height = myrange_f(self.config.bushes_height_range)
                p = Vec2(
                    x + myrange_f([1, (r + r_add)]) -
                    myrange_f([1, (r + r_add) / 2]), y +
                    myrange_f([1,
                               (r + r_add)]) - myrange_f([1, (r + r_add) / 2]))

                bloom = None
                if rnd(1) < biome.bush_props[1]:
                    a = rnd(1)
                    r_add = rnd(r / 2.0) + r / 4.0
                    bloom = Vec2(r * cos(a), r * sin(a))

                bush = Bush(p, r, height, colour, bloom)
                cell.bushes.append(bush)
def main_exp():
    L = 10
    num_sites = 16
    alphas = [0.5/16]*16
    mr_systems = [mr_system(alphas,use_annealing=True,scale=1,iterations=500000,
                             sse_epsilon=0.0001)[-1] for i in range(10)]
    mr_ics = map(motif_ic,mr_systems)
    mr_ginis = map(motif_gini,mr_systems)
    init_states = [random_motif_with_dirty_bits(L,num_sites)]
    ic = 12
    M = 100
    tau = 1
    timesteps = 100
    epsilon = 0.1
    bins = [-10] + myrange(0,ic,epsilon) + [ic,ic + epsilon]+ [ic + 10]
    control_motifs = concat([weighted_ensemble(mutate_motif_with_dirty_bits,
                                       motif_ic_with_dirty_bits,
                                       init_states,
                                       bins, M, tau, timesteps,
                                       final_bin_index=None,verbose=1)
                             for i in range(5)])
    control_ics = map(lambda ((m,ics),p):motif_ic(m),concat(control_motifs))
    control_ginis = map(lambda ((m,ics),p):motif_gini(m),concat(control_motifs))
    binned_controls = [[gini for ic,gini in zip(control_ics,control_ginis)
                        if abs(ic-mr_ic) < 0.1]
                       for mr_ic in mr_ics]
def motif_prob_scan_exp():
    L = 10
    num_sites = 16
    alphas = [0.5/16]*16
    verbose=False
    mr_systems = [[mr_system(alphas,use_annealing=True,scale=1,iterations=5000000,
                             sse_epsilon=0.0001,motif_prob=alpha,verbose=verbose)[-1]
                   for i in range(5)]
                  for alpha in myrange(0.3,1,0.1)]
def sample_mr_system(alphas,G=100000.0,n=16,L=10):
    M = 100
    bins = myrange(0,0.015615,10**-5) + [1]
    tau = 1
    init_matrix = lambda:[[0,0,0,0] for i in range(L)]
    init_motif = lambda:[random_site(L) for i in range(n)]
    init_states = [(init_matrix(),init_motif()) for i in range(M)]
    q = lambda (matrix,motif):propose(matrix,motif)
    f = lambda (matrix,motif):show(sse(matrix,motif,alphas,G,n))
    timesteps = 10000
    return weighted_ensemble(q,f,init_states,bins,M,tau,timesteps,verbose=1)
Example #8
0
File: BR.py Project: lmorchard/PX8
    def __init__(self):
        self.count_range = random.randint(20, 40)
        self.height_range = [45, 50]
        self.radius_range = [5, 15]
        self.cluster_range = [5, 7]
        self.size = 256
        self.height_mult = 0.015

        self.clouds = []

        for _ in range(0, self.count_range):
            x = rnd(self.size * 2)
            y = rnd(self.size * 2)
            r = 0

            for _ in range(
                    0,
                    random.randint(self.cluster_range[0],
                                   self.cluster_range[1])):
                c_r = myrange(self.radius_range)
                c_p = [
                    x + myrange([1,
                                 (c_r + r) / 2]) - myrange([1, (c_r + r) / 2]),
                    y + myrange([1,
                                 (c_r + r) / 2]) - myrange([1, (c_r + r) / 2])
                ]

                if rnd(1) > 0.5:
                    x = c_p[0]
                    y = c_p[1]
                    r = c_r

                self.clouds.append(
                    Cloud(c_p[0], c_p[1], c_r, myrange(self.height_range)))
Example #9
0
def MapMovementAndZoom(events: list, pressed: bool,
                       last_coords: tuple) -> None:
    global mapgroup
    if pressed:
        up_coords = pygame.mouse.get_pos()
        delta = (up_coords[0] - last_coords[0], up_coords[1] - last_coords[1])
        Map.move(mapsurface, delta)
        last_coords = up_coords
    for event in events:
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3 and mapsurface.collides(
                event.pos):
            pressed = True
            last_coords = pygame.mouse.get_pos()
            # Log.d("pressed", pressed)

        if event.type == pygame.MOUSEBUTTONUP and event.button == 3:
            pressed = False

        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 4 and mapsurface.collides(
                event.pos):

            # ZOOM +
            # Log.d("I`ve catch this event!")
            # Log.d("mapsurface.scale = {}".format(mapsurface.scale))
            if myrange(0, 10).contains(mapsurface.scale):
                mapsurface.set_scale(mapsurface.scale + 1)
                mapgroup.update()

        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 5 and mapsurface.collides(
                event.pos):

            # ZOOM -
            if myrange(1, 11).contains(mapsurface.scale):
                mapsurface.set_scale(mapsurface.scale - 1)
                mapgroup.update()

        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
    return pressed, last_coords
Example #10
0
def main(world: World, mapfile: str = "skyrim_map.jpg") -> int:

    global mapsurface, scale, screen, mapgroup, bottom_button_group

    pygame.init()
    pygame.display.set_caption("MapGen {}".format(current_version))
    screen = pygame.display.set_mode(resolution)

    # Log.d(type(screen));
    # main map initialization
    mapgroup = pygame.sprite.Group()
    mapsurface = Map(mapfile, 0, 0, 0)
    mapsurface.add(mapgroup)

    # button blocks drawing

    menu_blocks_group = pygame.sprite.Group()
    right_menu_block = MenuBlock(800, 0, 200, 800)
    bottom_menu_block = MenuBlock(0, 800, 1000, 100)
    menu_blocks_group.add(right_menu_block)
    menu_blocks_group.add(bottom_menu_block)

    # Log.expects(menu_blocks_group.has(right_menu_block), True)
    # Log.expects(menu_blocks_group.has(bottom_menu_block), True)
    # Log.expects(mapgroup.has(mapsurface), True)

    right_button_group = pygame.sprite.Group()
    add_province_button = Button(x=825,
                                 y=25,
                                 w=150,
                                 h=75,
                                 text="Add Province",
                                 mode=1)
    delete_province_button = Button(x=825,
                                    y=125,
                                    w=150,
                                    h=75,
                                    text="Delete Province",
                                    mode=0)
    add_state_button = Button(x=825,
                              y=225,
                              w=150,
                              h=75,
                              text="Add State",
                              mode=2)
    edit_graph_button = Button(x=825,
                               y=325,
                               w=150,
                               h=75,
                               text="Edit Graph",
                               mode=3)
    edit_parameter_button = Button(x=825,
                                   y=425,
                                   w=150,
                                   h=75,
                                   text="Edit Parameter",
                                   mode=4)
    political_coordinates_button = Button(x=825,
                                          y=525,
                                          w=150,
                                          h=75,
                                          text="Political Coords",
                                          mode=5)
    diplomacy_coordinates_button = Button(x=825,
                                          y=625,
                                          w=150,
                                          h=75,
                                          text="Diplomacy Coords",
                                          mode=6)
    compile_script_button = Button(x=825,
                                   y=725,
                                   w=150,
                                   h=75,
                                   text="Compile Script",
                                   mode=0)

    right_button_group.add(add_province_button)
    right_button_group.add(delete_province_button)
    right_button_group.add(add_state_button)
    right_button_group.add(edit_graph_button)
    right_button_group.add(edit_parameter_button)
    right_button_group.add(political_coordinates_button)
    right_button_group.add(diplomacy_coordinates_button)
    right_button_group.add(compile_script_button)

    bottom_button_group = pygame.sprite.Group()

    # ================== ДОБАВЛЯТЬ КНОПКУ ДЛЯ ПАРАМЕТРОВ ===================
    political_parameter_button = Button(x=10,
                                        y=805,
                                        w=180,
                                        h=40,
                                        text="Political",
                                        mode=POLITICAL_MODE)
    population_parameter_button = Button(x=10,
                                         y=855,
                                         w=180,
                                         h=40,
                                         text="Population",
                                         mode=POPULATION_MODE)
    production_parameter_button = Button(x=210,
                                         y=805,
                                         w=180,
                                         h=40,
                                         text="Production",
                                         mode=PRODUCTION_MODE)
    education_parameter_button = Button(x=210,
                                        y=855,
                                        w=180,
                                        h=40,
                                        text="Education",
                                        mode=EDUCATION_MODE)
    army_parameter_button = Button(x=410,
                                   y=805,
                                   w=180,
                                   h=40,
                                   text="Army",
                                   mode=ARMY_MODE)
    natural_resources_button = Button(x=410,
                                      y=855,
                                      w=180,
                                      h=40,
                                      text="Natural Resources",
                                      mode=NATURAL_RESOURCES_MODE)
    separatism_button = Button(x=610,
                               y=805,
                               w=180,
                               h=40,
                               text="Separatism",
                               mode=SEPARATISM_MODE)
    climate_button = Button(x=610,
                            y=855,
                            w=180,
                            h=40,
                            text="Climate auspiciousness",
                            mode=CLIMATE_MODE)
    sea_button = Button(x=810,
                        y=805,
                        w=180,
                        h=40,
                        text='Water Provinces',
                        mode=SEA_MODE)
    defensive_ability_button = Button(x=810,
                                      y=855,
                                      w=180,
                                      h=40,
                                      text="Defensive ability",
                                      mode=DEFENSIVE_ABILITY_MODE)
    # ============== ЗАСОВЫВАТЬ КНОПКУ В СВОЮ ГРУППУ ======================
    bottom_button_group.add(political_parameter_button)
    bottom_button_group.add(population_parameter_button)
    bottom_button_group.add(production_parameter_button)
    bottom_button_group.add(education_parameter_button)
    bottom_button_group.add(army_parameter_button)
    bottom_button_group.add(natural_resources_button)
    bottom_button_group.add(separatism_button)
    bottom_button_group.add(climate_button)
    bottom_button_group.add(sea_button)
    bottom_button_group.add(defensive_ability_button)

    scale = 0  # масштаб карты. транслятор масштаб : размер карты в mapsurface.scale_dict
    pressed = False
    capital_pressed = -1
    mode = 0
    last_coords = None
    current_added_province = None
    text_showing: bool = True
    icon_showing: bool = True
    parameter_mode: int = POLITICAL_MODE

    chosen_state: State = None
    # Log.d(parameter_mode);
    """
		Mode 0: 	is the mode with political map showing and nothinhg else
		Mode 1: 	mode when user adds province drawing polygons
		Mode 2: 	mode when user color provinces into countries
		Mode 3: 	mode when user draw a graph
		Mode 4:		mode when user is editing a province parameters
		Mode 5:		mode when user edit political coordinates
		Mode 6: 	mode when user edit diplomacy coordinates
	"""

    # main screen cycle
    while True:
        frameEventsList = pygame.event.get()

        # обработка вспомогательных модов работы

        for event in frameEventsList:
            if event.type == pygame.KEYDOWN:
                try:
                    if event.key in map(ord, list('тТnN')):
                        text_showing = not text_showing
                        # Log.d('got it');
                        continue
                    elif event.key in map(ord, list('iIшШ')):
                        icon_showing = not icon_showing

                except Exception:
                    pass

        screen.fill((228, 228, 228))
        # Log.expects(myrange(0, 2).contains(mode), True);

        if myrange(0, 4).contains(mode):
            pressed, last_coords = MapMovementAndZoom(frameEventsList, pressed,
                                                      last_coords)
            mapgroup.draw(screen)
            if myrange(0, 3).contains(mode):
                world.draw_all(screen, mapsurface, mode=parameter_mode)
            if mode == 3: world.draw_graph(screen, mapsurface)
            if mode == 4: world.draw_borders(screen, mapsurface)
        """
		В отдельный этап вынесены эвенты со сменой режима работы"
		"""

        if mode == 0:  # mode enter

            try:
                new_mode: int = check_buttons(frameEventsList,
                                              right_button_group, mode)
                if mode != new_mode:
                    mode = new_mode
                    raise ModeChangeProcedure
            except ModeChangeProcedure:
                if mode == 1:
                    province_name = Dialog().get(
                        message="Введите название провинции")
                    current_added_province = Province()
                    current_added_province.set_id(world.get_new_province_id())
                    current_added_province.set_name(province_name)
                    # Log.d(current_added_province.get_name());
                    world.addProvince(current_added_province)
                elif mode == 2:
                    state_name = Dialog().get(
                        message="Введите название страны")
                    current_added_state = State()
                    current_added_state.set_id(world.get_new_state_id())
                    current_added_state.set_name(state_name)
                    current_added_state.add_self_to_group(state_icons_group)
                    world.addState(current_added_state)

                elif myrange(3, 6).contains(mode):
                    pass
                continue

        if myrange(1, 6).contains(mode):  # mode exit
            try:
                new_mode: int = check_buttons(frameEventsList,
                                              right_button_group, mode)
                if mode != new_mode:
                    old_mode = mode
                    mode = new_mode
                    raise ModeChangeProcedure
            except ModeChangeProcedure:
                if mode == 0:
                    if old_mode == 1:
                        current_added_province = None
                        if len(world.list_of_capitals) != len(
                                world.list_of_province):
                            world.list_of_province.pop()
                            # Log.d(len(world.list_of_capitals), len(world.list_of_province));

                    elif old_mode == 2:
                        current_added_state = None
                    elif old_mode == 3:
                        pass

        if mode == 1:
            provinceGeometryEdit(frameEventsList, current_added_province,
                                 mapsurface)
        elif mode == 2:
            addStateMode(frameEventsList, current_added_state, mapsurface)

        elif mode == 3:
            capital_pressed = graphEditMode(frameEventsList, screen,
                                            mapsurface, world, capital_pressed)

        elif mode == 4:

            parameter_mode = editParameterMode(frameEventsList, screen,
                                               mapsurface, world,
                                               parameter_mode)
            # Log.d(parameter_mode);
            world.draw_parameter(screen, mapsurface, parameter_mode)

        elif mode == 5:
            chosen_state = editPoliticalCoords(frameEventsList, screen, world,
                                               chosen_state)
        elif mode == 6:
            chosen_state = editDiplomacyCoords(frameEventsList, screen, world,
                                               chosen_state)

        menu_blocks_group.draw(screen)
        # блоки меню отрисовываются при любом режиме работы программы
        right_button_group.draw(screen)
        # кнопки отрисовываются при любом режиме работы программы.
        bottom_button_group.draw(screen)
        # if icon_showing: world.icon_draw(screen, mapsurface);
        pygame.display.flip()

    return 0
Example #11
0
from utils import toScreenCoords, toMapCoords, toUnityCoords
from utils import Dialog
from utils import PoliticalCoords, DiplomacyCoords
from handlers import Map
from handlers import MenuBlock  # right and bottom menu blocks
from handlers import Button

from metascripts import Province, State, World

# ================ ИМПОРТИРОВАТЬ ПАРАМЕТР =====================
from metascripts import POLITICAL_MODE, POPULATION_MODE, PRODUCTION_MODE
from metascripts import EDUCATION_MODE, ARMY_MODE, NATURAL_RESOURCES_MODE
from metascripts import SEPARATISM_MODE, CLIMATE_MODE, SEA_MODE, DEFENSIVE_ABILITY_MODE

# ============ ОПРЕДЕЛЕНИЯ ==================
optimized_myrange = myrange(None, None)
current_version: str = "0.0.4"
resolution: tuple = (1000, 900)
mapsurface: pygame.Surface = None
mapgroup: pygame.sprite.Group = None
map_x, map_y = 0, 0
scale: int = None
screen: pygame.Surface = None
bottom_button_group: object = None

state_icons_group = pygame.sprite.Group()

# ================= КОНЕЦ ОПРЕДЕЛЕНИЯ ГЛОБАЛЬНЫХ ПЕРЕМЕННЫХ =============


def activate_buttons(button_group: pygame.sprite.Group) -> None: