def EvaluateMap(chromosome=[0.00, 0.10, 0.10, 0.00], economy=Economy(50)):
    # Init economy and map

    economy = Economy(50)
    gameMap = gamemap.GameMap(economy, 10, 10, *chromosome)
    output = Output()
    times = 30
    mapcopy = copy.deepcopy(gameMap)

    armies = [
        Game.selectArmy(
            economy,
            mapcopy,
            armyColor="white",
            output=Output(),
            aUnitPool=['SoldierClass', 'TechnicianClass', 'MageClass'])
        for _ in range(times)
    ]

    score = sum(
        [Game(economy, mapcopy, army, output, 0.0).run() for army in armies])

    print(score / times)

    return score / times,
def printMap(params):
    economy = Economy(50)
    gameMap = gamemap.GameMap(economy, 10, 10, *params)
    output = ConsoleOutput()
    output.drawMap(gameMap, [], [])

    print(gameMap)
Exemple #3
0
class Gamestate_Playing:

    game_map = gamemap.GameMap(10,10)

    def __init__(self):
        self.game_map = gamemap.GameMap(10, 10)

    def enter(self):
        None

    def update(self, events=()):
        for event in events:
            if event.type is pygame.QUIT:
                # quit game (window exit button clicked)
                env.Game.stopped = True
            elif event.type is pygame.KEYDOWN:
                # handle on-key-press logic, per key
                if event.key is env.Game.bindings["quit"]:
                    env.Game.stopped = True
                None
            elif event.type is pygame.KEYUP:
                # handle on-key-release logic, per key
                None
            elif event.type is pygame.MOUSEBUTTONDOWN:
                # handle on-mouse-press logic, per button
                None
            elif event.type is pygame.MOUSEBUTTONUP:
                # handle on-mouse-release logic, per button
                None

    def render(self):
        self.game_map.render()
Exemple #4
0
 def __init__(self, xsize, ysize):
     self.title_loop = True
     self.game_loop = False
     self.pause_loop = False
     self.inventory_loop = False
     self.battle_loop = False
     self.map = gamemap.GameMap(0, xsize, ysize)
     wrapper(self._Graphics)
    def __init__(self, economy, army, building):
        self.economy = economy
        self.army = army
        self.building = building

        self.curGround = self.building.trainingGround
        self.curMap = gamemap.GameMap(
            self.building.mapSize, self.building.mapSize, curGround["traps"],
            curGround["treasure"], curGround["soldiers"], curGround["towers"])
Exemple #6
0
def generate(width: int, height: int) -> gamemap.GameMap:
    """Return a randomly generated GameMap."""
    room_max_size = 10
    room_min_size = 6
    max_rooms = 30
    AREA_BORDER = 20

    gm = gamemap.GameMap(width, height)
    gm.tiles[...] = FLOOR
    rooms: List[Room] = []

    for i in range(max_rooms):
        # random width and height
        w = random.randint(room_min_size, room_max_size)
        h = random.randint(room_min_size, room_max_size)
        # random position without going out of the boundaries of the map
        x = random.randint(AREA_BORDER, width - AREA_BORDER - w)
        y = random.randint(AREA_BORDER, height - AREA_BORDER - h)
        new_room = Room(x, y, w, h)
        if any(new_room.intersects(other) for other in rooms):
            continue  # This room intersects with a previous room.

        # Mark room inner area as open.
        gm.tiles[new_room.outer] = WALL
        gm.tiles[new_room.inner] = FLOOR
        if rooms:
            # Open a tunnel between rooms.
            if random.randint(0, 99) < 80:
                # 80% of tunnels are to the nearest room.
                other_room = min(rooms, key=new_room.distance_to)
            else:
                # 20% of tunnels are to the previous generated room.
                other_room = rooms[-1]
            t_start = new_room.center
            t_end = other_room.center
            if random.randint(0, 1):
                t_middle = t_start[0], t_end[1]
            else:
                t_middle = t_end[0], t_start[1]
            gm.tiles[tcod.line_where(*t_start, *t_middle)] = FLOOR
            gm.tiles[tcod.line_where(*t_middle, *t_end)] = FLOOR
        rooms.append(new_room)

    # Add player to the first room.
    gm.player = fighter.Player.spawn(gm[5, height - 5],
                                     ai_cls=ai.PlayerControl)
    gm.actors.append(gm.player)

    for room in rooms:
        room.place_entities(gm)

    gm.update_fov()
    return gm
Exemple #7
0
        army[index].strategy.riskiness = {
            "SoldierClass": evolvedParams[2],
            "TrapClass": evolvedParams[3],
            "TowerClass": evolvedParams[4]
        }
        # Base probability to get closer to interact
        army[index].strategy.fasting = evolvedParams[5]
        # Base probability to return if hungry
        army[index].strategy.greed = evolvedParams[6]
        for u in army[:5]:
            print u.strategy.curiosity

    # scores.sort(reverse=True)
    # for score in scores[:5]:
    #     print(score)
    return army


if __name__ == "__main__":

    economy = Economy()
    output = Output()
    curmap = gamemap.GameMap(economy)

    army = Game.selectArmy(
        economy,
        curmap,
        armyColor="white",
        output=Output(),
        aUnitPool=['SoldierClass', 'TechnicianClass', 'MageClass'])
        del mapInstance

        # Actually render
        pygame.display.flip()


def saveToFile(self, sFilename):
    fOut = open(sFilename, 'w')
    fOut.write(self.msg)
    fOut.close()


if __name__ == "__main__":
    # Init economy and map
    economy = Economy(5000)
    gameMap = gamemap.GameMap(economy, 20, 20)
    output = Output()
    # Init  army
    # Set colors
    sAttackerColor = (255, 255, 255)
    army = Game.selectArmy(
        economy,
        gameMap,
        sAttackerColor,
        output,
        [
            "AssassinClass",
            "BarbarianClass",
            "DruidClass",
            "EnchanterClass",
            "KnightClass",
Exemple #9
0
    def __init__(self):
        self.running = True # set the game loop good to go
        config = ConfigParser.ConfigParser()
        config.readfp(open('main.cfg'))
        self.fsw = config.getint('main', 'fullscreenwidth')
        self.fsh = config.getint('main', 'fullscreenheight')
        self.ww = config.getint('main', 'windowedwidth')
        self.wh = config.getint('main', 'windowedheight')
        self.tw = config.getint('main', 'tilewidth')
        self.mapw = config.getint('main', 'mapwidth')
        self.maph = config.getint('main', 'mapheight')
        self.fullscreen = config.getboolean('main', 'fullscreen')
        self.paused = False
        self.white = (255, 255, 255) # the colour :)

        #fullscreen = False
        self.FPS = 60
        pygame.init()
        #setup the default screen size
        if self.fullscreen == True:
            self.screen = pygame.display.set_mode((self.fsw, self.fsh), FULLSCREEN)
        else:
            self.screen = pygame.display.set_mode((self.ww, self.wh), RESIZABLE)

        pygame.display.set_caption('pyDF')
        #Intro's on by default, will need to add a config file entry for this.
        self.intro = True
        self.mainclock = pygame.time.Clock()
        # various rendering offsets
        self.vpRenderOffset = (self.tw, self.tw)
        self.statsOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), self.tw)
        self.menuOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 4 * self.tw)
        self.menuOffset2 = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 5 * self.tw)
        self.menuOffset3 = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 6 * self.tw) # testing for ezmenu
        self.idleOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 0) # testing for ezmenu
        self.pauseDisplayOffset = (self.tw, 0)
        self.digTypeOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 4 * self.tw)
        self.showmenu = False
        self.currentmenu = None
        self.vpCoordinate = [0, 0] # Starting coordinates for the view port
        self.vpDimensions = (math.floor(int(0.8 * self.ww) / self.tw) * self.tw, math.floor(int(0.9 * self.wh) / self.tw) * self.tw) # resolution of the view port
        self.vpStep = self.tw # move 1 tile over.
        self.vpShiftStep = self.tw * 10 # move 10 tile over.
        self.minHorizScrollBound = 0
        self.minVertScrollBound = 0
        self.maxHorizScrollBound = self.mapw * self.tw
        self.maxVertScrollBound = self.maph * self.tw
        self.numXTiles = int(math.ceil(int(self.vpDimensions[0]) / self.tw)) # the number of tiles to be shown at one time for X
        self.numYTiles = int(math.ceil(int(self.vpDimensions[1]) / self.tw)) # the number of tiles to be shown at one time for y
        self.startXTile = math.floor(int(self.vpCoordinate[0]) / self.tw)
        self.startYTile = math.floor(int(self.vpCoordinate[1]) / self.tw)

        if not pygame.font.get_init():
            pygame.font.init()
        self.arialFnt = pygame.font.SysFont('Arial', 16)
        self.m = gamemap.GameMap(self.tw, self.mapw, self.maph, self.startXTile, self.startYTile, self.numXTiles, self.numYTiles)
        self.m.initMap()
        self.m.initEMap()
        self.editmode = [None, None]
        self.selectmode = False
        self.testmode = False
        self.roomtiles = []
        self.selectcursor = cursor.Cursor(self.tw, self.m.numXTiles / 2 * self.tw, self.m.numYTiles / 2 * self.tw)
        self.queued_jobs = []
        self.mobs = []
        self.mapvalue = None
        self.tilecontent = None
        #self.currentZlevel = self.m.currentZlevel
        openspot = self.m.find_open_spot()
        self.currentZlevel = openspot[2]
        self.mobs.append(mob.Mob(openspot, self.tw))
        self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
        self.mobs.append(mob.Mob(openspot, self.tw))
        self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
        self.mobs.append(mob.Mob(openspot, self.tw))
        self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
        self.buttons = {}
        #self.keys = set()
        self.motion = None
Exemple #10
0
        return (self.gameTime % math.floor(1000.0 / actor.attackSpeed)) == 0

    def getScore(self, iGameTime, aSurvivors, aDead):
        dScore = iGameTime
        for curSurvivor in aSurvivors:
            dScore += self.economy.cost(curSurvivor) + curSurvivor.score
        # Also take into account dead
        for soldier, dieTime in self.dead:
            dScore += (soldier.score / 2) * float(dieTime) / float(iGameTime)
        return dScore

if __name__ == "__main__":
    # Init economy and map
    economy = Economy(500)

    gameMap = gamemap.GameMap(economy, 10, 10, 0.1, 0.1, 0.05, 0.05)
    # Init messaging
    output = ConsoleOutput()
    # Init  army
    # Set colors
    sAttackerColor = "white"
    army = Game.selectArmy(economy, gameMap, sAttackerColor, output)

    # Output game data
    sGameStats = ("Traps: %d, Treasures: %d, Foes: %d, Army: %d" % (len(
        gameMap.traps), len(gameMap.treasures), len(gameMap.foes), len(army)))
    # Init game
    g = Game(economy, gameMap, army, output, 0.05)

    evaluation = g.run()
    print("Final evaluation of the map", evaluation)
Exemple #11
0
    def timeToAct(self, actor):
        return (self.gameTime % math.floor(1000.0 / actor.attackSpeed)) == 0

    def getScore(self, iGameTime, aSurvivors, aDead):
        dScore = iGameTime
        for curSurvivor in aSurvivors:
            dScore += self.economy.cost(curSurvivor) + curSurvivor.score
        # Also take into account dead
        for soldier, dieTime in self.dead:
            dScore += (soldier.score / 2) * float(dieTime) / float(iGameTime)
        return dScore

if __name__ == "__main__":
    # Init economy and map
    economy = Economy(50)
    gameMap = gamemap.GameMap(economy, 30, 30, 0.00, 0.10, 0.10, 0.00)
    # Init messaging
    output = ConsoleOutput()
    # Init  army
    # Set colors
    sAttackerColor = "white"
    army = Game.selectArmy(economy, gameMap, sAttackerColor, output,
                           ['BarbarianClass'])
    # Init game
    g = Game(economy, gameMap, army, output, 0.05)

    # Init  army
    # Set colors
    sAttackerColor = "white"
    army = Game.selectArmy(economy, gameMap, sAttackerColor, output,
                           ['SoldierClass', 'TechnicianClass', 'MageClass'])
Exemple #12
0
import sys, pygame, character, gamemap, socket, enemy, random
pygame.init()
pygame.display.set_caption('AP Game')
black = 0, 0, 0
size = width, height, = 640, 480
screen = pygame.display.set_mode(size)
playerblock = pygame.image.load("player.png")
player = character.Character(50, 215, 30, 30, playerblock)
enemy1 = pygame.image.load("enemy1.png")
background = pygame.image.load("background.png")
frame = 300
frames = 0
frames2 = 0
maps = gamemap.GameMap("map.txt", "spots.txt")
player2x = -50
player2y = -50
enemies = []

IP = socket.gethostbyname(socket.gethostname())
PORT = 9000
BUFFER_SIZE = 1024
TIME = 600

if len(sys.argv) > 3:
	player.setX(int(sys.argv[2]))
	player.setY(int(sys.argv[3]))

s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.connect((IP, PORT))

def render():
Exemple #13
0
 def __init__(self):
     self.game_map = gamemap.GameMap(10, 10)
Exemple #14
0
import sys, pygame, character, gamemap, socket
pygame.init()
pygame.display.set_caption('AP Game')
black = 0, 0, 0
size = width, height, = 640, 480
screen = pygame.display.set_mode(size)
playerblock = pygame.image.load("player.png")
player = character.Character(50, 215, 30, 30, playerblock)
background = pygame.image.load("background.png")
frame = 300
frames = 0
maps = gamemap.GameMap("map.txt")
player2x = -50
player2y = -50

IP = sys.argv[1]
PORT = 9000
BUFFER_SIZE = 1024

if len(sys.argv) > 3:
    player.setX(int(sys.argv[2]))
    player.setY(int(sys.argv[3]))

s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.connect((IP, PORT))


def render():
    screen.fill(black)
    screen.blit(background, (0, 0))
    player.render(screen)
Exemple #15
0
    def getGameMap(self, bReset = False):
      if self.gameMap is None or bReset:
        economy = self.getEconomy();
	self.gameMap = gamemap.GameMap(economy, 10, 10);
      return self.gameMap