Esempio n. 1
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def world_to_screen_pos(game_info, pos, obs):
    """

    :param game_info: env.game_info
    :param pos: target_world_space_pos
    :param obs: obs.raw_observation.observation.raw_data.player.camera
    :return: screen_pos
    """

    # init parameter and define
    map_size = point.Point.build(game_info.start_raw.map_size)
    fl_opts = game_info.options.feature_layer
    feature_layer_screen_size = point.Point.build(fl_opts.resolution)
    camera_width_world_units = fl_opts.width

    world_to_screen = transform.Linear(point.Point(1, -1),
                                       point.Point(0, map_size.y))
    screen_to_fl_screen = transform.Linear(feature_layer_screen_size /
                                           camera_width_world_units)
    world_to_fl_screen = transform.Chain(world_to_screen, screen_to_fl_screen,
                                         transform.Floor())

    # Update the camera transform based on the new camera center.
    camera_center = obs.raw_observation.observation.raw_data.player.camera
    camera_radius = (feature_layer_screen_size / feature_layer_screen_size.x *
                     camera_width_world_units / 2)
    camera_center = point.Point.build(camera_center)
    center = camera_center.bound(camera_radius, map_size - camera_radius)
    camera = point.Rect((center - camera_radius).bound(map_size),
                        (center + camera_radius).bound(map_size))
    world_to_screen.offset = (-camera.bl * world_to_screen.scale)

    trans_pos = world_to_fl_screen.fwd_pt(point.Point.build(pos))
    return np.clip(np.array(trans_pos), 0, 63).tolist()
Esempio n. 2
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  def update_transformations(self):

    # Create transformations
    self._world_to_minimap = transform.Linear(point.Point(1, -1),
                                              point.Point(0, self._map_size.y))
    max_map_dim = self._map_size.max_dim()
    self._minimap_to_fl_minimap = transform.Linear(
        self._minimap_size / max_map_dim)
    self._world_to_fl_minimap = transform.Chain(
        self._world_to_minimap,
        self._minimap_to_fl_minimap,
        transform.Floor())

    # Flip and zoom to the camera area. Update the offset as the camera moves.
    # Get camera corner
    cam_x   = -1 * (self._camera_pos['x'] - (self._camera_width / 2))
    cam_y   =  1 * (self._camera_pos['y'] + (self._camera_width / 2))
    cam_pos = point.Point(x = cam_x, y = cam_y)

    self._reorient_world  = transform.Linear(point.Point(1, -1), offset=cam_pos)
    self._world_to_screen = transform.Linear(point.Point(1, 1),
                                             point.Point(0, 0))
    #self._world_to_screen = transform.Linear(point.Point(1, -1),
    #                                         point.Point(0, self._map_size.y))
    self._screen_to_fl_screen = transform.Linear(
        self._screen_size / self._camera_width)
    self._world_to_fl_screen = transform.Chain(
        self._reorient_world,
        self._world_to_screen,
        self._screen_to_fl_screen,
        transform.PixelToCoord())
Esempio n. 3
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def screen_to_minimap_pos(game_info, screen_pos, obs):

    screen_pos = Pos(screen_pos[0], screen_pos[1])

    # init parameter and define
    map_size = point.Point.build(game_info.start_raw.map_size)
    fl_opts = game_info.options.feature_layer
    feature_layer_screen_size = point.Point.build(fl_opts.resolution)
    feature_layer_minimap_size = point.Point.build(fl_opts.minimap_resolution)

    # screen to world
    camera_width_world_units = fl_opts.width

    world_to_screen = transform.Linear(point.Point(1, -1),
                                       point.Point(0, map_size.y))
    screen_to_fl_screen = transform.Linear(feature_layer_screen_size /
                                           camera_width_world_units)
    world_to_fl_screen = transform.Chain(world_to_screen, screen_to_fl_screen,
                                         transform.Floor())

    # Update the camera transform based on the new camera center.
    camera_center = obs.raw_observation.observation.raw_data.player.camera
    camera_radius = (feature_layer_screen_size / feature_layer_screen_size.x *
                     camera_width_world_units / 2)
    camera_center = point.Point.build(camera_center)
    center = camera_center.bound(camera_radius, map_size - camera_radius)
    camera = point.Rect((center - camera_radius).bound(map_size),
                        (center + camera_radius).bound(map_size))
    world_to_screen.offset = (-camera.bl * world_to_screen.scale)

    world_pos = world_to_fl_screen.back_pt(point.Point.build(screen_pos))

    # world to minimap
    max_map_dim = map_size.max_dim()

    world_to_minimap = transform.Linear(point.Point(1, -1),
                                        point.Point(0, map_size.y))
    minimap_to_fl_minimap = transform.Linear(feature_layer_minimap_size /
                                             max_map_dim)
    world_to_fl_minimap = transform.Chain(world_to_minimap,
                                          minimap_to_fl_minimap,
                                          transform.Floor())
    minimap_pos = world_to_fl_minimap.fwd_pt(point.Point.build(world_pos))
    return np.clip(np.array(minimap_pos), 0, 63).tolist()
Esempio n. 4
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    def __init__(self):
        self._feature_layer_screen_size = point.Point(84.0, 84.0)
        self._camera_width_world_units = 24.0
        self._map_size = point.Point(64, 64)
        self._camera_center = point.Point(33.0, 25.0)

        self._world_to_screen = transform.Linear(
            point.Point(1, -1), point.Point(0, self._map_size.y))
        self._screen_to_fl_screen = transform.Linear(
            self._feature_layer_screen_size / self._camera_width_world_units)
        self._world_to_fl_screen = transform.Chain(self._world_to_screen,
                                                   self._screen_to_fl_screen,
                                                   transform.Floor())
        self._update_camera(self._camera_center)
Esempio n. 5
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def world_to_minimap_pos(game_info, pos):

    map_size = point.Point.build(game_info.start_raw.map_size)
    fl_opts = game_info.options.feature_layer
    feature_layer_minimap_size = point.Point.build(fl_opts.minimap_resolution)

    max_map_dim = map_size.max_dim()

    world_to_minimap = transform.Linear(point.Point(1, -1),
                                        point.Point(0, map_size.y))
    minimap_to_fl_minimap = transform.Linear(feature_layer_minimap_size /
                                             max_map_dim)
    world_to_fl_minimap = transform.Chain(world_to_minimap,
                                          minimap_to_fl_minimap,
                                          transform.Floor())

    trans_pos = world_to_fl_minimap.fwd_pt(point.Point.build(pos))
    return np.clip(np.array(trans_pos), 0, 63).tolist()
def transform_pos(pos):

    class map_size(object):
        x = 88
        y = 96

    class minimap_resolution(object):
        x = 64
        y = 64

    map_size_point = point.Point.build(map_size)
    feature_layer_minimap_point = point.Point.build(minimap_resolution)

    world_to_minimap = transform.Linear(point.Point(1, -1), point.Point(0, map_size_point.y))
    minimap_to_fl_minimap = transform.Linear(feature_layer_minimap_point / map_size_point)
    world_to_fl_minimap = transform.Chain(
        world_to_minimap,
        minimap_to_fl_minimap,
        transform.Floor()
    )

    class temp(object):
        x = 0
        y = 0

    pos_new = np.zeros((pos.shape[0], 2))

    for i in range(pos.shape[0]):
        temp.x = pos[i, 0]
        temp.y = pos[i, 1]

        new = world_to_fl_minimap.fwd_pt(point.Point.build(temp))
        pos_new[i, 0] = new.x
        pos_new[i, 1] = new.y

    return pos_new
Esempio n. 7
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  def init_window(self):
    """Initialize the pygame window and lay out the surfaces."""
    pygame.init()

    # Want a roughly square grid of feature layers, each being roughly square.
    num_feature_layers = (len(features.SCREEN_FEATURES) +
                          len(features.MINIMAP_FEATURES))
    cols = math.ceil(math.sqrt(num_feature_layers))
    rows = math.ceil(num_feature_layers / cols)
    features_layout = point.Point(cols, rows * 1.05)  # make room for titles

    # Scale such that features_layout and screen_aspect ratio have the same
    # height so that we can figure out the max window size and ratio of widths.
    screen_aspect_ratio = (self._feature_layer_screen_size *
                           (rows / self._feature_layer_screen_size.y))
    total = features_layout + point.Point(screen_aspect_ratio.x, 0)
    window_size_px = total.scale_max_size(_get_max_window_size()).ceil()

    # Create the actual window surface. This should only be blitted to from one
    # of the sub-surfaces defined below.
    self._window = pygame.display.set_mode(window_size_px, 0, 32)
    pygame.display.set_caption("Starcraft Viewer")

    # The sub-surfaces that the various draw functions will draw to.
    self.surfaces = []
    def add_surface(surf_type, surf_loc, world_to_surf, draw_fn):
      """Add a surface. Drawn in order and intersect in reverse order."""
      sub_surf = self._window.subsurface(
          pygame.Rect(surf_loc.tl, surf_loc.size))
      self.surfaces.append(_Surface(
          sub_surf, surf_type, surf_loc, world_to_surf, draw_fn))

    self.scale = window_size_px.y // 30
    self.font_small = pygame.font.Font(None, int(self.scale * 0.5))
    self.font_large = pygame.font.Font(None, self.scale)

    # Just flip so the base minimap is TL origin
    self._world_to_minimap = transform.Linear(point.Point(1, -1),
                                              point.Point(0, self._map_size.y))
    max_map_dim = self._map_size.max_dim()
    self._minimap_to_fl_minimap = transform.Linear(
        self._feature_layer_minimap_size / max_map_dim)
    self._world_to_fl_minimap = transform.Chain(
        self._world_to_minimap,
        self._minimap_to_fl_minimap,
        transform.Floor())

    # Flip and zoom to the camera area. Update the offset as the camera moves.
    self._world_to_screen = transform.Linear(point.Point(1, -1),
                                             point.Point(0, self._map_size.y))
    self._screen_to_fl_screen = transform.Linear(
        self._feature_layer_screen_size / self._camera_width_world_units)
    self._world_to_fl_screen = transform.Chain(
        self._world_to_screen,
        self._screen_to_fl_screen,
        transform.Floor())

    # Renderable space for the screen.
    self.screen_size_px = self._feature_layer_screen_size.scale_max_size(
        window_size_px)
    screen_to_visual_screen = transform.Linear(
        self.screen_size_px.x / self._camera_width_world_units)
    add_surface(SurfType.SCREEN,
                point.Rect(point.origin, self.screen_size_px),
                transform.Chain(
                    self._world_to_screen,
                    screen_to_visual_screen),
                self.draw_screen)

    # Renderable space for the minimap.
    self.minimap_size_px = self._map_size.scale_max_size(
        self.screen_size_px / 4)
    minimap_to_visual_minimap = transform.Linear(
        self.minimap_size_px.max_dim() / max_map_dim)
    minimap_offset = point.Point(0, (self.screen_size_px.y -
                                     self.minimap_size_px.y))
    add_surface(SurfType.MINIMAP,
                point.Rect(minimap_offset,
                           minimap_offset + self.minimap_size_px),
                transform.Chain(
                    self._world_to_minimap,
                    minimap_to_visual_minimap),
                self.draw_mini_map)

    # Add the feature layers
    features_loc = point.Point(self.screen_size_px.x, 0)
    feature_pane = self._window.subsurface(
        pygame.Rect(features_loc, window_size_px - features_loc))
    feature_pane.fill(colors.white / 2)
    feature_pane_size = point.Point(*feature_pane.get_size())
    feature_grid_size = feature_pane_size / point.Point(cols, rows)
    feature_layer_area = self._feature_layer_screen_size.scale_max_size(
        feature_grid_size)
    feature_layer_size = feature_layer_area * 0.9
    feature_layer_padding = (feature_layer_area - feature_layer_size) / 2

    feature_font_size = int(feature_grid_size.y * 0.09)
    feature_font = pygame.font.Font(None, feature_font_size)

    feature_counter = itertools.count()
    def add_feature_layer(feature, surf_type, world_to_surf):
      """Add a feature layer surface."""
      i = next(feature_counter)
      grid_offset = point.Point(i % cols, i // cols) * feature_grid_size
      text = feature_font.render(feature.full_name, True, colors.white)
      rect = text.get_rect()
      rect.center = grid_offset + point.Point(feature_grid_size.x / 2,
                                              feature_font_size)
      feature_pane.blit(text, rect)
      surf_loc = (features_loc + grid_offset + feature_layer_padding +
                  point.Point(0, feature_font_size))
      add_surface(surf_type,
                  point.Rect(surf_loc, surf_loc + feature_layer_size),
                  world_to_surf,
                  lambda surf: self.draw_feature_layer(surf, feature))

    # Add the minimap feature layers
    fl_minimap_to_fl_surf = transform.Linear(
        feature_layer_size / self._feature_layer_minimap_size)
    world_to_fl_minimap_surf = transform.Chain(
        self._world_to_minimap,
        self._minimap_to_fl_minimap,
        transform.Center(),
        fl_minimap_to_fl_surf)
    for feature in features.MINIMAP_FEATURES:
      add_feature_layer(feature, SurfType.MINIMAP, world_to_fl_minimap_surf)

    # Add the screen feature layers
    fl_screen_to_fl_surf = transform.Linear(
        feature_layer_size / self._feature_layer_screen_size)
    world_to_fl_screen_surf = transform.Chain(
        self._world_to_screen,
        self._screen_to_fl_screen,
        transform.Center(),
        fl_screen_to_fl_surf)
    for feature in features.SCREEN_FEATURES:
      add_feature_layer(feature, SurfType.SCREEN, world_to_fl_screen_surf)

    # Add the help screen
    add_surface(SurfType.CHROME,
                point.Rect(window_size_px / 4, window_size_px * 3 / 4),
                None,
                self.draw_help)

    # Arbitrarily set the initial camera to the center of the map.
    self._update_camera(self._map_size / 2)