class GameEngine(rm.ProtoModule): def __init__(self, addr, port): self.subscriptions = [MsgType.PACMAN_LOCATION] super().__init__(addr, port, message_buffers, MsgType, FREQUENCY, self.subscriptions) self.loop.add_reader(sys.stdin, self.keypress) self.game = GameState() def _write_state(self): full_state = StateConverter.convert_game_state_to_full(self.game) self.write(full_state.SerializeToString(), MsgType.FULL_STATE) light_state = StateConverter.convert_game_state_to_light(self.game) self.write(light_state.SerializeToString(), MsgType.LIGHT_STATE) def msg_received(self, msg, msg_type): if msg_type == MsgType.PACMAN_LOCATION: self.game.pacbot.update((msg.x, msg.y)) def tick(self): # this function will get called in a loop with FREQUENCY frequency if self.game.play: # update_pacbot_pos # This will become asynchronous self.game.next_step() self._write_state() def keypress(self): char = sys.stdin.read(1) # For some reason I couldn't quite get this to do what I wanted # Still it's a bit cleaner than otherwise sys.stdout.write("\033[F") sys.stdout.write("\033[K") sys.stdout.flush() if char == "r": logging.info("Restarting...") self.game.restart() self._write_state() elif char == "p": if (self.game.play): logging.info('Game is paused') self.game.pause() else: logging.info('Game resumed') self.game.unpause() elif char == "q": logging.info("Quitting...") self.quit()
class PacEng(rm.ProtoModule): def __init__(self, addr, port): self.subscriptions = [MsgType.PACMAN_LOCATION] super().__init__(addr, port, message_buffers, MsgType, FREQUENCY, self.subscriptions) self.game = GameState() self.game.unpause() def _write_state(self): full_state = StateConverter.convert_game_state_to_full(self.game) self.write(full_state.SerializeToString(), MsgType.FULL_STATE) light_state = StateConverter.convert_game_state_to_light(self.game) self.write(light_state.SerializeToString(), MsgType.LIGHT_STATE) def msg_received(self, msg, msg_type): if msg_type == MsgType.PACMAN_LOCATION: self.game.pacbot.update((msg.x, msg.y)) def tick(self): if self.game.lives < 3: global GAME_SCORE GAME_SCORE = self.game.score global GHOST_LOCATIONS GHOST_LOCATIONS.extend((self.game.red.pos["current"][0], self.game.red.pos["current"][1], self.game.pink.pos["current"][0], self.game.pink.pos["current"][1], self.game.orange.pos["current"][0], self.game.orange.pos["current"][1], self.game.blue.pos["current"][0], self.game.blue.pos["current"][1])) self.game.respawnagents() # this function will get called in a loop with FREQUENCY frequency if self.game.play: # update_pacbot_pos # This will become asynchronous self.game.next_step() self._write_state()
class GameEngine(rm.ProtoModule): def __init__(self, addr, port): self.subscriptions = [ MsgType.PACMAN_LOCATION, MsgType.FULL_STATE, MsgType.LIGHT_STATE ] super().__init__(addr, port, message_buffers, MsgType, FREQUENCY, self.subscriptions) self.loop.add_reader(sys.stdin, self.keypress) self.game = GameState() self.pacbot_pos = [pacbot_starting_pos[0], pacbot_starting_pos[1]] self.cur_dir = right self.next_dir = right self.state = PacmanState() self.state.mode = PacmanState.PAUSED self.lives = starting_lives self.clicks = 0 self.light_state = StateConverter.convert_game_state_to_light( self.game) # self.J = 0 # InputModule.main() # self.loop.run_until_complete(self.runsim()) # self.tf = asyncio.new_event_loop() # self.tf.run_forever(self.hello()) def _write_state(self): full_state = StateConverter.convert_game_state_to_full(self.game) self.write(full_state.SerializeToString(), MsgType.FULL_STATE) light_state = StateConverter.convert_game_state_to_light(self.game) self.write(light_state.SerializeToString(), MsgType.LIGHT_STATE) self.light_state = light_state # if (self.game.play): # logging.info('Game is paused') # self.game.pause() # else: # logging.info('Game resumed') # self.game.unpause() def msg_received(self, msg, msg_type): if msg_type == MsgType.PACMAN_LOCATION: self.game.pacbot.update((msg.x, msg.y)) if msg_type == MsgType.FULL_STATE: self.state = msg if self.state.lives != self.lives: self.lives = self.state.lives self.pacbot_pos = [ pacbot_starting_pos[0], pacbot_starting_pos[1] ] def _move_if_valid_dir(self, direction, x, y): if direction == right and grid[x + 1][y] not in [I, n]: self.pacbot_pos[0] += 1 self.cur_dir = direction return True elif direction == left and grid[x - 1][y] not in [I, n]: self.pacbot_pos[0] -= 1 self.cur_dir = direction return True elif direction == up and grid[x][y + 1] not in [I, n]: self.pacbot_pos[1] += 1 self.cur_dir = direction return True elif direction == down and grid[x][y - 1] not in [I, n]: self.pacbot_pos[1] -= 1 self.cur_dir = direction return True return False def tick(self): # this function will get called in a loop with FREQUENCY frequency # print(self.game.play) #gotta set speed if self.game.play == False: if self.game.endofgame == False: self.game.unpause() else: self.game.restart() self.game.endofgame = False self.game.unpause() if self.game.play: # update_pacbot_pos if not self._move_if_valid_dir(self.next_dir, self.pacbot_pos[0], self.pacbot_pos[1]): self._move_if_valid_dir(self.cur_dir, self.pacbot_pos[0], self.pacbot_pos[1]) pos_buf = PacmanState.AgentState() pos_buf.x = self.pacbot_pos[0] pos_buf.y = self.pacbot_pos[1] pos_buf.direction = self.cur_dir self.write(pos_buf.SerializeToString(), MsgType.PACMAN_LOCATION) self.next_dir = randint(0, 3) # print(self.light_state.score) # for i in range(0,10000000): # x = i*100 # print(self.J) # self.J+= 1 # self.state.mode = PacmanState.PAUSED; # This will become asynchronous self.game.next_step() self._write_state() def runsim(self): print("hello") timesteps = 10 logging.info("Restarsting...") self.game.restart() self._write_state() if (self.game.play): logging.info('Game is paused') self.game.pause() else: logging.info('Game resumed') self.game.unpause() for i in range(0, timesteps): # self.game.unpause() while True: pass def packey(self): char = sys.stdin.read(1) if char == 'a': self.next_dir = left elif char == 'd': self.next_dir = right elif char == 'w': self.next_dir = up elif char == 's': self.next_dir = down elif char == 'q': self.quit() def keypress(self): char = sys.stdin.read(1) # For some reason I couldn't quite get this to do what I wanted # Still it's a bit cleaner than otherwise sys.stdout.write("\033[F") sys.stdout.write("\033[K") sys.stdout.flush() if char == "r": logging.info("Restarting...") self.game.restart() self._write_state() elif char == "p": if (self.game.play): logging.info('Game is paused') self.game.pause() else: logging.info('Game resumed') self.game.unpause() elif char == "q": logging.info("Quitting...") self.quit()
class GameEngine: def __init__(self, addr, port, weight_set=WEIGHT_SET, run_on_clock=None, using_visualizer=None): global WEIGHT_SET, USING_VISUALIZER, RUN_ON_CLOCK if run_on_clock is not None: RUN_ON_CLOCK = run_on_clock if using_visualizer is not None: USING_VISUALIZER = using_visualizer WEIGHT_SET = weight_set self.final_state = None self.latestPacbotInfo = None self.subscriptions = [MsgType.PACMAN_LOCATION] # super().__init__(addr, port, message_buffers, MsgType, FREQUENCY, self.subscriptions) # self.loop.add_reader(sys.stdin, self.keypress) self.game = GameState() self.highLevelPacman = HighLevelPacman( addr=None, port=None, game=self, returnInfo=NO_PRINT, frequency_multiplier=FREQUENCY_MULTIPLIER, fear=WEIGHT_SET['FEAR'], pellet_weight=WEIGHT_SET['PELLET_WEIGHT'], super_pellet_weight=WEIGHT_SET['SUPER_PELLET_WEIGHT'], ghost_weight=WEIGHT_SET['GHOST_WEIGHT'], frightened_ghost_weight=WEIGHT_SET['FRIGHTENED_GHOST_WEIGHT'], proximity_pellet_multiplier=WEIGHT_SET[ 'PROXIMITY_PELLET_MULTIPLIER'], anti_corner_weight=WEIGHT_SET['ANTI_CORNER_WEIGHT'], runOnClock=RUN_ON_CLOCK) if USING_VISUALIZER: self.visualize = Visualize(run_on_clock=run_on_clock) self.game.unpause() if RUN_ON_CLOCK: self.loop = asyncio.get_event_loop() self.loop.call_soon(self.tick) else: turn_num = 0 while self.game.play: turn_num += 1 if VALUE_DEBUG: # export data to debug/visualize the heuristic values self.export_heuristic_debug(f'data/data{turn_num:05}.pkl') # INCORRECT CALL TIMING, PACBOT MOVES WAY TOO FAST # update_pacbot_pos self.highLevelPacman.tick() # This will become asynchronous for i in range(8): self.game.next_step() if USING_VISUALIZER: self.visualize.visualizer.msg_received( StateConverter.convert_game_state_to_full( self.game), MsgType.FULL_STATE) self.highLevelPacman.msg_received( StateConverter.convert_game_state_to_light(self.game), MsgType.LIGHT_STATE) # print('gameEngineTickMesg') # print('SAVE GAME STATE TO FILE') if USING_VISUALIZER: pygame.time.wait(50) self.final_state = {'score': self.game.score} def export_heuristic_debug(self, filename): import botCode.variables as variables # compute the heuristic values for the entire grid grid = self.highLevelPacman.grid value_grid = np.zeros((len(grid[0]), len(grid))) pellet_locs = [] super_pellet_locs = [] for x in range(0, len(grid)): for y in range(0, len(grid[0])): try: value = self.highLevelPacman.get_heuristic_value((x, y)) except: value = None value_grid[y][x] = value if grid[x][y] == variables.o: pellet_locs.append((x, y)) elif grid[x][y] == variables.O: super_pellet_locs.append((x, y)) # collect other game state ghost_locs = [ self.game.red.pos['current'], self.game.pink.pos['current'], self.game.orange.pos['current'], self.game.blue.pos['current'], ] pacbot_loc = self.game.pacbot.pos # write all the data to file with open(filename, 'wb') as f: pickle.dump((value_grid, pellet_locs, super_pellet_locs, ghost_locs, pacbot_loc), f) def _write_state(self): full_state = StateConverter.convert_game_state_to_full(self.game) self.write(full_state.SerializeToString(), MsgType.FULL_STATE) light_state = StateConverter.convert_game_state_to_light(self.game) self.write(light_state.SerializeToString(), MsgType.LIGHT_STATE) def msg_received(self, msg, msg_type): if msg_type == MsgType.PACMAN_LOCATION: self.game.pacbot.update((msg.x, msg.y)) def tick(self): # print('GameEngine.tick()') # schedule the next tick in the event loop self.loop.call_later(1.0 / FREQUENCY, self.tick) # this function will get called in a loop with FREQUENCY frequency if self.game.play: # update_pacbot_pos # This will become asynchronous self.game.next_step() self.highLevelPacman.msg_received( StateConverter.convert_game_state_to_light(self.game), MsgType.LIGHT_STATE) # print('gameEngineTickMesg') if USING_VISUALIZER: self.visualize.visualizer.msg_received( StateConverter.convert_game_state_to_full(self.game), MsgType.FULL_STATE) # self._write_state() def run(self): if RUN_ON_CLOCK: self.loop.run_forever() def keypress(self): char = sys.stdin.read(1) # For some reason I couldn't quite get this to do what I wanted # Still it's a bit cleaner than otherwise sys.stdout.write("\033[F") sys.stdout.write("\033[K") sys.stdout.flush() if char == "r": logging.info("Restarting...") self.game.restart() self._write_state() elif char == "p": if (self.game.play): logging.info('Game is paused') self.game.pause() else: logging.info('Game resumed') self.game.unpause() elif char == "q": logging.info("Quitting...") self.quit() def receivePacbotInfo(self, pacbotInfo): # print('received info') # print(pacbotInfo) if not self.game.play: # print('I think we should stop the thing') self.highLevelPacman.quit() if USING_VISUALIZER: print('quitting pygame') pygame.quit() # self.visualize.visualizer.quit() self.loop.stop() self.final_state = {'score': self.game.score}