def __init__(self,techID, name, sprite_pos, move_border, attribute_prev,worn_equipment, AI_style, corps_style, corps_lvl, move_groups, personal_id, behavior, attack_were, possible_effect, effect_duration, effect_probability, message, anger = 'None', anger_monster = 'None', def_flee = 0, def_teleport= 0, def_potion = 0, range_shoot = 0, close_steal = 0, close_flame = 0, num_special = 2):
		
		self.techID = techID
		self.name = name
		self.sprite_pos = sprite_pos
		self.move_border = move_border
		self.lvl = 0
		self.attribute_prev = attribute_prev
		self.basic_attribute = attribute(2,2,2,2,2,1,2)
		self.lp = self.basic_attribute.max_lp
		self.worn_equipment = worn_equipment
		self.AI_style = AI_style
		self.corps_style = corps_style
		self.corps_lvl = corps_lvl
		self.move_groups = move_groups
		self.personal_id = personal_id
		self.behavior = behavior
		self.attack_were = attack_were
		self.possible_effect = possible_effect
		self.effect_duration = effect_duration
		self.effect_probability = effect_probability
		self.message = message
		self.anger = anger
		self.anger_monster = anger_monster
		self.def_flee = def_flee
		self.def_teleport = def_teleport
		self.def_potion = def_potion
		self.range_shoot = range_shoot
		self.close_steal = close_steal
		self.close_flame = close_flame
		self.num_special = num_special
		self.move_done = 0
Exemple #2
0
    def __init__(self,
                 techID,
                 name,
                 sprite_pos,
                 move_border,
                 attribute_prev,
                 worn_equipment,
                 AI_style,
                 corps_style,
                 corps_lvl,
                 move_groups,
                 personal_id,
                 behavior,
                 attack_were,
                 possible_effect,
                 effect_duration,
                 effect_probability,
                 message,
                 anger='None',
                 anger_monster='None',
                 def_flee=0,
                 def_teleport=0,
                 def_potion=0,
                 range_shoot=0,
                 close_steal=0,
                 close_flame=0,
                 num_special=2):

        self.techID = techID
        self.name = name
        self.sprite_pos = sprite_pos
        self.move_border = move_border
        self.lvl = 0
        self.attribute_prev = attribute_prev
        self.basic_attribute = attribute(2, 2, 2, 2, 2, 1, 2)
        self.lp = self.basic_attribute.max_lp
        self.worn_equipment = worn_equipment
        self.AI_style = AI_style
        self.corps_style = corps_style
        self.corps_lvl = corps_lvl
        self.move_groups = move_groups
        self.personal_id = personal_id
        self.behavior = behavior
        self.attack_were = attack_were
        self.possible_effect = possible_effect
        self.effect_duration = effect_duration
        self.effect_probability = effect_probability
        self.message = message
        self.anger = anger
        self.anger_monster = anger_monster
        self.def_flee = def_flee
        self.def_teleport = def_teleport
        self.def_potion = def_potion
        self.range_shoot = range_shoot
        self.close_steal = close_steal
        self.close_flame = close_flame
        self.num_special = num_special
        self.move_done = 0
from monster import monster
from attribute import attribute
import pickle as p

ml = []
techID = 0

#grassland monster
ml.append([])
a = attribute(2,2,2,2,2,2,3,0,0,0,0)
m=monster(techID,'angry dryade','overworld',0,2,a,'hostile','dryade',1,False,True, 'attack_magic', ('Head','Body','Legs'), None, 0, 0, 'None')
techID+=1
ml[0].append(m)
a = attribute(1,1,1,1,10,1,3,0,0,0,0)
m=monster(techID,'grassland snake','overworld',1,1,a,'hostile','animal',1,False,False, 'attack_melee', ('Legs', 'Feet'), 'poisoned', 10, 20, 'Poison runs trough your veins!')
techID+=1
ml[0].append(m)
a = attribute(0,0,0,0,0,1,0,0,0,0,0)
m=monster(techID,'rabbit','overworld',2,0,a,'flee','animal',1,False,False, 'attack_melee', ('Feet'), None, 0, 0, 'None')
techID+=1
ml[0].append(m)
a = attribute(1,2,1,2,2,2,3,0,0,0,0)
m=monster(techID,'green blob','overworld',3,4,a,'hostile','vanish',5,False,False, 'attack_melee', ('Head','Body','Legs','Feet'), None, 0, 0, 'None')
techID+=1
ml[0].append(m)
a = attribute(4,3,1,1,2,2,4,0,0,0,0)
m=monster(techID,'hill orc','overworld',4,2,a,'hostile','human',2,False,True, 'attack_melee', ('Head','Body','Legs','Feet'), None, 0, 0, 'None')
techID+=1
ml[0].append(m)

f = file('overworld_monster.data', 'w')
Exemple #4
0
	def __init__(self, classe, material, plus, state=100, cursed = 1, known = False, inv_slot = 'equipment'):
		
		item.__init__(self,inv_slot)
		
		materiales = ('wooden','wooden','wooden','wooden','wooden','wooden', 'tin', 'tin', 'tin', 'tin', 'tin', 'copper', 'copper', 'copper', 'copper', 'steel' ,'steel' ,'steel' ,'titan', 'titan', 'magnicum', '')
		kind = {'spear' : 1 , 'sword' : 2 , 'axe' : 3 , 'hammer' : 4 ,'shoes' : 1 , 'cuisse' : 2, 'helmet' : 3 , 'armor' : 4, 'wand' : 1, 'rune' : 2, 'rune staff' : 3, 'artefact' : 4, 'ring' : 2, 'amulet' : 4, 'necklace' : 2, 'talisman' : 4, 'pickaxe' : 1} 
		material_boni = {'wooden' : 1, 'tin' : 2, 'copper' : 3, 'steel' : 4, 'titan' : 5, 'magnicum' : 6}
		
		self.classe = classe
		self.material = materiales[material]
		try:
			material = material_boni[self.material]
		except:
			material = 0
		
		if self.material == 'wooden':
			self.defensibility_max = 1
		elif self.material == 'tin':
			self.defensibility_max = 2
		elif self.material == 'copper':
			self.defensibility_max = 3
		elif self.material == 'steel':
			self.defensibility_max = 4
		elif self.material == 'titan':
			self.defensibility_max = 5
		elif self.material == 'magnicum':
			self.defensibility_max = 6
		else:
			self.defensibility_max = 1
			
		self.defensibility = self.defensibility_max
		
		self.attribute = attribute(0,0,0,0,0,0,0,0,0,0,0)
		self.cursed = cursed
		self.known = known
		self.plus = plus
		self.state = state
		self.worn_at = 'NA'
		
		if self.classe == 'sword' or self.classe == 'axe' or self.classe == 'hammer' or self.classe == 'spear' or self.classe == 'pickaxe':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.p_strange += plus_final
		
		elif self.classe == 'helmet' or self.classe == 'armor' or self.classe == 'cuisse' or self.classe == 'shoes':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.p_defense += plus_final
			
		elif self.classe == 'wand' or self.classe == 'rune' or self.classe == 'rune staff' or self.classe == 'artefact':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.m_strange += plus_final
			
		elif self.classe == 'amulet' or self.classe == 'ring':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.m_defense += plus_final
			
		elif self.classe == 'talisman' or self.classe == 'necklace':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.luck += plus_final
			
		if self.classe == 'pickaxe':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.pickaxe_power += plus_final
		
		
		self.attribute.p_strange *= cursed
		self.attribute.p_defense *= cursed
		self.attribute.m_strange *= cursed
		self.attribute.m_defense *= cursed
		self.attribute.luck *= cursed
		self.attribute.max_lp *= cursed
		self.attribute.max_mp *= cursed
		
		self.set_name()
		
		if self.classe == 'sword' or self.classe == 'axe' or self.classe == 'spear' or self.classe == 'hammer'or self.classe == 'pickaxe':
			self.worn_at = 'Hold(R)'
		elif self.classe == 'wand' or self.classe == 'rune' or self.classe == 'rune staff' or self.classe == 'artefact':
			self.worn_at = 'Hold(L)'
		elif self.classe == 'helmet':
			self.worn_at = 'Head'
		elif self.classe == 'armor':
			self.worn_at = 'Body'
		elif self.classe == 'cuisse':
			self.worn_at = 'Legs'
		elif self.classe == 'shoes':
			self.worn_at = 'Feet'
		elif self.classe == 'ring':
			self.worn_at = 'Hand'
		elif self.classe == 'necklace' or self.classe == 'amulet' or self.classe == 'talisman':
			self.worn_at = 'Neck'
		
		if self.classe == 'Nothing':
			self.attribute = attribute(0,0,0,0,0,0,0,0,0,0,0)
	def __init__(self, classe, material, plus, state=100, cursed = 1, known = False, inv_slot = 'equipment'):
		
		item.__init__(self,inv_slot)
		
		materiales = ('wooden','wooden','wooden','wooden','wooden','wooden', 'tin', 'tin', 'tin', 'tin', 'tin', 'copper', 'copper', 'copper', 'copper', 'steel' ,'steel' ,'steel' ,'titan', 'titan', 'magnicum', '')
		kind = {'spear' : 1 , 'sword' : 2 , 'axe' : 3 , 'hammer' : 4 ,'shoes' : 1 , 'cuisse' : 2, 'helmet' : 3 , 'armor' : 4, 'wand' : 1, 'rune' : 2, 'rune staff' : 3, 'artefact' : 4, 'ring' : 2, 'amulet' : 4, 'necklace' : 2, 'talisman' : 4, 'pickaxe' : 1} 
		material_boni = {'wooden' : 1, 'tin' : 2, 'copper' : 3, 'steel' : 4, 'titan' : 5, 'magnicum' : 6}
		
		self.classe = classe
		self.material = materiales[material]
		try:
			material = material_boni[self.material]
		except:
			material = 0
		
		if self.material == 'wooden':
			self.defensibility_max = 1
		elif self.material == 'tin':
			self.defensibility_max = 2
		elif self.material == 'copper':
			self.defensibility_max = 3
		elif self.material == 'steel':
			self.defensibility_max = 4
		elif self.material == 'titan':
			self.defensibility_max = 5
		elif self.material == 'magnicum':
			self.defensibility_max = 6
		else:
			self.defensibility_max = 1
			
		self.defensibility = self.defensibility_max
		
		self.attribute = attribute(0,0,0,0,0,0,0,0,0,0,0)
		self.cursed = cursed
		self.known = known
		self.plus = plus
		self.state = state
		self.worn_at = 'NA'
		
		if self.classe == 'sword' or self.classe == 'axe' or self.classe == 'hammer' or self.classe == 'spear' or self.classe == 'pickaxe':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.p_strange += plus_final
		
		elif self.classe == 'helmet' or self.classe == 'armor' or self.classe == 'cuisse' or self.classe == 'shoes':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.p_defense += plus_final
			
		elif self.classe == 'wand' or self.classe == 'rune' or self.classe == 'rune staff' or self.classe == 'artefact':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.m_strange += plus_final
			
		elif self.classe == 'amulet' or self.classe == 'ring':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.m_defense += plus_final
			
		elif self.classe == 'talisman' or self.classe == 'necklace':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.luck += plus_final
			
		if self.classe == 'pickaxe':
			
			plus_final = plus + material + kind[self.classe]
			
			self.attribute.pickaxe_power += plus_final
		
		
		self.attribute.p_strange *= cursed
		self.attribute.p_defense *= cursed
		self.attribute.m_strange *= cursed
		self.attribute.m_defense *= cursed
		self.attribute.luck *= cursed
		self.attribute.max_lp *= cursed
		self.attribute.max_mp *= cursed
		
		self.set_name()
		
		if self.classe == 'sword' or self.classe == 'axe' or self.classe == 'spear' or self.classe == 'hammer'or self.classe == 'pickaxe':
			self.worn_at = 'Hold(R)'
		elif self.classe == 'wand' or self.classe == 'rune' or self.classe == 'rune staff' or self.classe == 'artefact':
			self.worn_at = 'Hold(L)'
		elif self.classe == 'helmet':
			self.worn_at = 'Head'
		elif self.classe == 'armor':
			self.worn_at = 'Body'
		elif self.classe == 'cuisse':
			self.worn_at = 'Legs'
		elif self.classe == 'shoes':
			self.worn_at = 'Feet'
		elif self.classe == 'ring':
			self.worn_at = 'Hand'
		elif self.classe == 'necklace' or self.classe == 'amulet' or self.classe == 'talisman':
			self.worn_at = 'Neck'
		
		if self.classe == 'Nothing':
			self.attribute = attribute(0,0,0,0,0,0,0,0,0,0,0)
Exemple #6
0
attr_list = [ 
attribute(0, 'c', [0, 100]), 
attribute(1, 'd', ['M', 'F']), 
attribute(2, 'd', ['f', 't']), 
attribute(3, 'd', ['f', 't']), 
attribute(4, 'd', ['f', 't']), 
attribute(5, 'd', ['f', 't']), 
attribute(6, 'd', ['f', 't']), 
attribute(7, 'd', ['f', 't']), 
attribute(8, 'd', ['f', 't']), 
attribute(9, 'd', ['f', 't']), 
attribute(10, 'd', ['f', 't']),
attribute(11, 'd', ['f', 't']), 
attribute(12, 'd', ['f', 't']),
attribute(13, 'd', ['f', 't']),
attribute(14, 'd', ['f', 't']),
attribute(15, 'd', ['f', 't']),
attribute(16, 'd', ['f', 't']), 
attribute(17, 'c', [0, 100]), 
attribute(18, 'd', ['f', 't']), 
attribute(19, 'c', [0, 100]), 
attribute(20, 'd', ['f', 't']),
attribute(21, 'c', [0, 100]),
attribute(22, 'd', ['f', 't']),
attribute(23, 'c', [0, 100]), 
attribute(24, 'd', ['f', 't']),
attribute(25, 'c', [0, 100]),
attribute(26, 'd', ['f', 't']),
attribute(27, 'c', [0, 100]),
attribute(28, 'd', ['WEST', 'STMW', 'SVHC', 'SVI', 'SVHD', 'other']),
attribute(29, 'd', ['primary hypothyroid', 'compensated hypothyroid', 'secondary hypothyroid', 'negative'])
]
Exemple #7
0
                                  axis=0)
    with open(
            globalV.FLAGS.BASEDIR + globalV.FLAGS.APYPATH +
            'attribute_names.txt', 'r') as f:
        allClassAttName = [line.strip() for line in f]

    # Train Network
    if globalV.FLAGS.PRE == 1:
        print('\nPre-train CNN')
        darknet = darknetModel()
        darknet.trainDarknet(trX[:trDiv], trY[:trDiv], trX[trDiv:],
                             trY[trDiv:])

    elif globalV.FLAGS.PRE == 2:
        print('\nTrain all network together')
        attModel = attribute()
        attModel.trainAtt(trX, trAtt, vX, vAtt)

    elif globalV.FLAGS.PRE == 3:
        print('\nTrain classify')
        # classifier = classify()
        # classifier.trainClassify(concatAtt_D, np.arange(concatAtt_D.shape[0]), 0.5)

        g1 = tf.Graph()
        g2 = tf.Graph()
        with g1.as_default():
            model = attribute()
        with g2.as_default():
            classifier = classify()
        predictTrainAtt = model.getAttribute(trX)
        combineAtt = np.concatenate(
Exemple #8
0
    print(trX30.shape, trY30.shape, trAtt30.shape)
    print(vX.shape, vY.shape, vAtt.shape)
    print(teX.shape, teY.shape, teAtt.shape)

    # Get all Classes name and attribute name
    allClassName = np.concatenate((np.concatenate(
        (trainClass, valClass), axis=0), testClass),
                                  axis=0)
    with open(
            globalV.FLAGS.BASEDIR + globalV.FLAGS.APYPATH +
            'attribute_names.txt', 'r') as f:
        allClassAttName = [line.strip() for line in f]

    if globalV.FLAGS.OPT == 2:
        print('\nTrain Attribute')
        attModel = attribute(15)
        attModel.trainAtt(trX70, trY70, vX, vY, teX, teY, concatAtt_D[:15])

    elif globalV.FLAGS.OPT == 4:
        print('\nClassify')
        g1 = tf.Graph()
        with g1.as_default():
            model = attribute()

        predY = model.predictClassIndex(trX30, concatAtt_D)
        print('Train Accuracy = {0:.4f}%'.format(
            np.mean(np.equal(predY, trY30)) * 100))
        predY = model.predictClassIndex(vX, concatAtt_D)
        print('Val Accuracy = {0:.4f}%'.format(
            np.mean(np.equal(predY, vY)) * 100))
        predY = model.predictClassIndex(teX, concatAtt_D)