Esempio n. 1
0
    def run(self):
        self.running = True

        frames = 0
        update_time = 0.0
        draw_time = 0.0

        t_start = time.now()

        while (self.running):
            time.clock.update(60, self.speed)
            frames += 1
            t1 = time.now()
            self.update()
            t2 = time.now()
            update_time += t2 - t1
            self.draw()
            t3 = time.now()
            draw_time += t3 - t2
            self.events()

            self.running = len(
                self.ai_player.entities_where(
                    lambda x: type(x).__name__ == "UnitSoldier")) < 20

        t_end = time.now()

        print("--------------------- BARF FORTRESS --------------------")
        print("Elapsed time: " + str(t_end - t_start) + " ms")
        print("Frames: " + str(frames))
        print("Update time: " + str(update_time) + " ms")
        print("Update efficiency: " + str(update_time / frames) + " ms/frame")
        print("Draw time: " + str(draw_time) + " ms")
        print("Draw efficiency: " + str(draw_time / frames) + " ms/frame")
Esempio n. 2
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    def __init__(self) -> None:
        self.subject_id = _Attribute(0)
        self.target_id = _Attribute(0)
        self.position = _Attribute(None)
        self.object = _Attribute(None)

        self.update_time = time.now()
        self.fact_id = WorkingMemoryFact.fact_count
        self.fact_type = None

        WorkingMemoryFact.fact_count += 1
    def run(self):
        self.running = True

        for agent in self.agents:
            agent.start_agent()

            # dragon scenario
            #agent.groups = g_map.sprite_group_units
            #agent.start_actor()

        frames = 0
        update_time = 0.0
        draw_time = 0.0

        t_start = time.now()

        while (self.running):
            #time.clock.update(g_vars["Game"]["FPS"], self.speed)
            time.clock.update(60, self.speed)
            frames += 1
            t1 = time.now()
            self.update()
            t2 = time.now()
            update_time += t2 - t1
            self.draw()
            t3 = time.now()
            draw_time += t3 - t2
            self.events()

            self.running = self.agents[0].count_units("Soldier") < 20

        t_end = time.now()

        print("")
        print("------------------- BARF FORTRESS 2.0 --------------------")
        print("Elapsed time: " + str(t_end - t_start) + " ms")
        print("Frames: " + str(frames))
        print("Update time: " + str(update_time) + " ms")
        print("Update efficiency: " + str(update_time / frames) + " ms/frame")
        print("Draw time: " + str(draw_time) + " ms")
        print("Draw efficiency: " + str(draw_time / frames) + " ms/frame")
Esempio n. 4
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    def plan(self, agent, available_actions, world_state=None, goal=None):
        t1 = time.now()

        action_cost_table = {}

        for action in available_actions:
            # reset action?
            action.reset()

            # check available actions
            if action.check_precondition(agent):
                action_cost_table[action] = action.get_cost(agent)

        leaves = []
        start = GOAPNode(None, 0, world_state, None)

        success = self.build_graph(start, leaves, action_cost_table, goal)

        if not success:
            # print("Failed to evaluate plan")
            return None

        cheapest_node = min(leaves, key=lambda x: x.cost)

        result = queue.deque()
        while cheapest_node:
            if cheapest_node.action:
                result.appendleft(cheapest_node.action)
                cheapest_node = cheapest_node.parent
            else:
                cheapest_node = None

        t2 = time.now()
        #print("planning time: " + str(t2 - t1) + " ms")

        return result
Esempio n. 5
0
    def run(self):
        self.running = True

        ##
        for x in range(0, 50):
            worker = Worker()
            agent = GOAPController()
            agent.setup(worker)
            agent.enable_navigation()
            agent.enable_targeting()
            agent.enable_sensors()
            agent.attach_sensor(ResourceSensor())

            fact_x = WorkingMemoryFact()
            res_pos = g_player.get_resource_drop_off_loc()
            fact_x.set_pos(res_pos, 0.5).set_ftype(FactType.Delivery)
            agent.working_memory.create_fact(fact_x)

            agent.blackboard.set_position(Position(2, 2))
            g_player.add_unit(agent)
        ##

        refinery = Refinery()
        agent = GOAPController()
        agent.setup(refinery)
        agent.blackboard.set_position(Position(4, 5))
        agent.blackboard.set_required_artisan(Profession.Refiner)
        g_player.add_structure(agent)

        camp = Camp()
        agent = GOAPController()
        agent.setup(camp)
        agent.blackboard.set_is_built(True)
        agent.blackboard.set_position(Position(2, 2))
        g_player.add_structure(agent)

        smelter = Smelter()
        agent = GOAPController()
        agent.setup(smelter)
        agent.blackboard.set_position(Position(4, 1))
        agent.blackboard.set_required_artisan(Profession.Metallurgist)
        g_player.add_structure(agent)

        smithy = Smithy()
        agent = GOAPController()
        agent.setup(smithy)
        agent.blackboard.set_position(Position(1, 4))
        agent.blackboard.set_required_artisan(Profession.Smith)
        g_player.add_structure(agent)

        encampment = Encampment()
        agent = GOAPController()
        agent.setup(encampment)
        agent.blackboard.set_position(Position(8, 1))
        g_player.add_structure(agent)

        frames = 0
        update_time = 0.0
        draw_time = 0.0
        t_start = time.now()

        while (self.running):
            #time.clock.update(g_vars["Game"]["FPS"], self.speed)
            time.clock.update(60, self.speed)  
            frames += 1
            t1 = time.now()  
            self.update()
            t2 = time.now()
            update_time += t2 - t1
            self.draw()
            t3 = time.now()
            draw_time += t3 - t2
            self.events()

            self.running = len([u for u in g_player.units if type(u.entity).__name__ == "Soldier"]) < 20

        t_end = time.now()

        print("")
        print("------------------- BARF FORTRESS 3.0 --------------------")
        print("Elapsed time: " + str(t_end - t_start) + " ms")
        print("Frames: " + str(frames))
        print("Update time: " + str(update_time) + " ms")
        print("Update efficiency: " + str(update_time / frames) + " ms/frame")
        print("Draw time: " + str(draw_time) + " ms")
        print("Draw efficiency: " + str(draw_time / frames) + " ms/frame")