Esempio n. 1
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    def test_unobvious_collision(self):
        state = GameState(settings)
        state.add_robot((9, 10), 0)
        state.add_robot((9, 12), 1)
        state.add_robot((9, 11), 0)
        state.add_robot((11, 11), 1)

        actions = {
            (9, 10): ['move', (9, 11)],
            (9, 12): ['move', (9, 11)],
            (9, 11): ['move', (10, 11)],
            (11, 11): ['move', (10, 11)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((9, 12)))
        self.assertEqual(state2.robots[9, 12].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((9, 11)))
        self.assertEqual(state2.robots[9, 11].hp,
                         settings.robot_hp - settings.collision_damage*2)
        self.assertTrue(state2.is_robot((11, 11)))
        self.assertEqual(state2.robots[11, 11].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 2
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    def test_try_move_in_circle(self):
        state = GameState()
        state.add_robot((8, 8), 0)
        state.add_robot((9, 8), 1)
        state.add_robot((9, 9), 0)
        state.add_robot((8, 9), 1)

        actions = {
            (8, 8): ['move', (9, 8)],
            (9, 8): ['move', (9, 9)],
            (9, 9): ['move', (8, 9)],
            (8, 9): ['move', (8, 8)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 8)))
        self.assertEqual(state2.robots[9, 8].hp, settings.robot_hp)
        self.assertEqual(state2.robots[9, 8].player_id, 0)
        self.assertTrue(state2.is_robot((9, 9)))
        self.assertEqual(state2.robots[9, 9].hp, settings.robot_hp)
        self.assertEqual(state2.robots[9, 9].player_id, 1)
        self.assertTrue(state2.is_robot((8, 9)))
        self.assertEqual(state2.robots[8, 9].hp, settings.robot_hp)
        self.assertEqual(state2.robots[8, 9].player_id, 0)
        self.assertTrue(state2.is_robot((8, 8)))
        self.assertEqual(state2.robots[8, 8].hp, settings.robot_hp)
        self.assertEqual(state2.robots[8, 8].player_id, 1)
Esempio n. 3
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    def test_unobvious_collision(self):
        state = GameState()
        state.add_robot((9, 10), 0)
        state.add_robot((9, 12), 1)
        state.add_robot((9, 11), 0)
        state.add_robot((11, 11), 1)

        actions = {
            (9, 10): ['move', (9, 11)],
            (9, 12): ['move', (9, 11)],
            (9, 11): ['move', (10, 11)],
            (11, 11): ['move', (10, 11)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((9, 12)))
        self.assertEqual(state2.robots[9, 12].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((9, 11)))
        self.assertEqual(state2.robots[9, 11].hp,
                         settings.robot_hp - settings.collision_damage * 2)
        self.assertTrue(state2.is_robot((11, 11)))
        self.assertEqual(state2.robots[11, 11].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 4
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    def test_train_collision(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((11, 10), 1)
        state.add_robot((12, 10), 0)
        state.add_robot((8, 10), 1)

        actions = {
            (10, 10): ['move', (9, 10)],
            (11, 10): ['move', (10, 10)],
            (12, 10): ['move', (11, 10)],
            (8, 10): ['move', (9, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.collision_damage * 2)
        self.assertTrue(state2.is_robot((11, 10)))
        self.assertEqual(state2.robots[11, 10].hp,
                         settings.robot_hp - settings.collision_damage * 2)
        self.assertTrue(state2.is_robot((12, 10)))
        self.assertEqual(state2.robots[12, 10].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((8, 10)))
        self.assertEqual(state2.robots[8, 10].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 5
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    def test_train_collision(self):
        state = GameState(settings)
        state.add_robot((10, 10), 0)
        state.add_robot((11, 10), 1)
        state.add_robot((12, 10), 0)
        state.add_robot((8, 10), 1)

        actions = {
            (10, 10): ['move', (9, 10)],
            (11, 10): ['move', (10, 10)],
            (12, 10): ['move', (11, 10)],
            (8, 10): ['move', (9, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.collision_damage*2)
        self.assertTrue(state2.is_robot((11, 10)))
        self.assertEqual(state2.robots[11, 10].hp,
                         settings.robot_hp - settings.collision_damage*2)
        self.assertTrue(state2.is_robot((12, 10)))
        self.assertEqual(state2.robots[12, 10].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((8, 10)))
        self.assertEqual(state2.robots[8, 10].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 6
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    def test_try_move_in_circle(self):
        state = GameState(settings)
        state.add_robot((8, 8), 0)
        state.add_robot((9, 8), 1)
        state.add_robot((9, 9), 0)
        state.add_robot((8, 9), 1)

        actions = {
            (8, 8): ['move', (9, 8)],
            (9, 8): ['move', (9, 9)],
            (9, 9): ['move', (8, 9)],
            (8, 9): ['move', (8, 8)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 8)))
        self.assertEqual(state2.robots[9, 8].hp, settings.robot_hp)
        self.assertEqual(state2.robots[9, 8].player_id, 0)
        self.assertTrue(state2.is_robot((9, 9)))
        self.assertEqual(state2.robots[9, 9].hp, settings.robot_hp)
        self.assertEqual(state2.robots[9, 9].player_id, 1)
        self.assertTrue(state2.is_robot((8, 9)))
        self.assertEqual(state2.robots[8, 9].hp, settings.robot_hp)
        self.assertEqual(state2.robots[8, 9].player_id, 0)
        self.assertTrue(state2.is_robot((8, 8)))
        self.assertEqual(state2.robots[8, 8].hp, settings.robot_hp)
        self.assertEqual(state2.robots[8, 8].player_id, 1)
Esempio n. 7
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    def test_first_turn_spawning(self):
        state = GameState()

        actions = {}

        state2 = state.apply_actions(actions)

        self.assertEqual(state2.get_scores(), [settings.spawn_per_player, settings.spawn_per_player])
Esempio n. 8
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    def test_spawn_dodge(self):
        state = GameState()

        state.add_robot((4, 3), 0)

        actions = {(4, 3): ["move", (4, 4)]}

        state2 = state.apply_actions(actions)

        self.assertTrue(state2.is_robot((4, 4)))
Esempio n. 9
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    def test_spawn_kills(self):
        state = GameState()

        state.add_robot((4, 3), 0)

        actions = {(4, 3): ["guard"]}

        state2 = state.apply_actions(actions)

        self.assertTrue(not state2.is_robot((4, 3)) or state2.robots[(4, 3)].robot_id != state.robots[4, 3].robot_id)
Esempio n. 10
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    def test_spawn_hop_in(self):
        state = GameState()

        state.add_robot((4, 4), 0)

        actions = {(4, 4): ["move", (4, 3)]}

        state2 = state.apply_actions(actions)

        self.assertTrue(not state2.is_robot((4, 3)) or state2.robots[(4, 3)].robot_id != state.robots[4, 4].robot_id)
Esempio n. 11
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    def test_first_turn_spawning(self):
        state = GameState()

        actions = {}

        state2 = state.apply_actions(actions)

        self.assertEqual(state2.get_scores(),
                         [settings.spawn_per_player,
                          settings.spawn_per_player])
Esempio n. 12
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    def test_suicide_dodge(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['sucide'], (9, 10): ['move', (8, 10)]}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((8, 10)))
        self.assertEqual(state2.robots[8, 10].hp, settings.robot_hp)
Esempio n. 13
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    def test_suicide_does_no_damage_to_teammates(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 0)

        actions = {(10, 10): ['guard'], (9, 10): ['suicide']}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp)
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 14
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    def test_spawn_dodge(self):
        state = GameState()

        state.add_robot((4, 3), 0)

        actions = {
            (4, 3): ['move', (4, 4)]
        }

        state2 = state.apply_actions(actions)

        self.assertTrue(state2.is_robot((4, 4)))
Esempio n. 15
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    def test_move_into_suicide_bot(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['suicide'], (9, 10): ['move', (10, 10)]}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(
            state2.robots[9, 10].hp, settings.robot_hp -
            settings.collision_damage - settings.suicide_damage)
Esempio n. 16
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    def test_move_no_collision(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((8, 10), 0)

        actions = {(10, 10): ['move', (11, 10)], (8, 10): ['move', (7, 10)]}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((11, 10)))
        self.assertEqual(state2.robots[11, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((7, 10)))
        self.assertEqual(state2.robots[7, 10].hp, settings.robot_hp)
Esempio n. 17
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    def test_guarding_reduces_damage(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['guard'], (9, 10): ['suicide']}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.suicide_damage // 2)
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 18
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    def test_attack_hop_in(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((8, 10), 1)

        actions = {(10, 10): ['attack', (9, 10)], (8, 10): ['move', (9, 10)]}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        damage = settings.robot_hp - state2.robots[9, 10].hp
        self.assertTrue(
            settings.attack_range[0] <= damage <= settings.attack_range[1])
Esempio n. 19
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    def test_guarding_reduces_damage(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['attack', (9, 10)], (9, 10): ['guard']}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        damage = settings.robot_hp - state2.robots[9, 10].hp
        self.assertTrue(settings.attack_range[0] //
                        2 <= damage <= settings.attack_range[1] // 2)
Esempio n. 20
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    def test_attack_kills(self):
        state = GameState()
        state.add_robot((10, 10), 0, hp=settings.attack_range[0])
        state.add_robot((9, 10), 1, hp=settings.attack_range[0])

        actions = {
            (10, 10): ['attack', (9, 10)],
            (9, 10): ['attack', (10, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertFalse(state2.is_robot((10, 10)))
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 21
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    def test_guarding_ingnores_collisions(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['move', (9, 10)], (9, 10): ['guard']}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
Esempio n. 22
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    def test_attack_kills(self):
        state = GameState()
        state.add_robot((10, 10), 0, hp=settings.attack_range[0])
        state.add_robot((9, 10), 1, hp=settings.attack_range[0])

        actions = {
            (10, 10): ['attack', (9, 10)],
            (9, 10): ['attack', (10, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertFalse(state2.is_robot((10, 10)))
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 23
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    def test_spawn_hop_in(self):
        state = GameState()

        state.add_robot((4, 4), 0)

        actions = {
            (4, 4): ['move', (4, 3)]
        }

        state2 = state.apply_actions(actions)

        self.assertTrue(not state2.is_robot((4, 3)) or
                        state2.robots[(4, 3)].robot_id !=
                        state.robots[4, 4].robot_id)
Esempio n. 24
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    def test_suicide_dodge(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['sucide'],
            (9, 10): ['move', (8, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((8, 10)))
        self.assertEqual(state2.robots[8, 10].hp, settings.robot_hp)
Esempio n. 25
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    def test_spawn_kills(self):
        state = GameState()

        state.add_robot((4, 3), 0)

        actions = {
            (4, 3): ['guard']
        }

        state2 = state.apply_actions(actions)

        self.assertTrue(not state2.is_robot((4, 3)) or
                        state2.robots[(4, 3)].robot_id !=
                        state.robots[4, 3].robot_id)
Esempio n. 26
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    def test_basic_suicide(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {(10, 10): ['attack', (9, 10)], (9, 10): ['suicide']}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.suicide_damage)

        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 27
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    def test_suicide_does_no_damage_to_teammates(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 0)

        actions = {
            (10, 10): ['guard'],
            (9, 10): ['suicide']
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp)
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 28
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    def test_guarding_reduces_damage(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['guard'],
            (9, 10): ['suicide']
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.suicide_damage/2)
        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 29
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    def test_move_no_collision(self):
        state = GameState(settings)
        state.add_robot((10, 10), 0)
        state.add_robot((8, 10), 0)

        actions = {
            (10, 10): ['move', (11, 10)],
            (8, 10): ['move', (7, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((11, 10)))
        self.assertEqual(state2.robots[11, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((7, 10)))
        self.assertEqual(state2.robots[7, 10].hp, settings.robot_hp)
Esempio n. 30
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    def test_spawn_dodge_overwrite(self):
        state = GameState()

        state.add_robot((4, 3), 0)

        actions = {
            (4, 3): ['move', (4, 4)]
        }

        # ensure that a robot will get spawned at (4, 3)
        state._get_spawn_locations = lambda: [(i, 3) for i in range(10)]

        state2 = state.apply_actions(actions)

        self.assertTrue(state2.is_robot((4, 4)))
        self.assertTrue(state2.is_robot((4, 3)))
Esempio n. 31
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    def test_guarding_reduces_damage(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['attack', (9, 10)],
            (9, 10): ['guard']
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        damage = settings.robot_hp - state2.robots[9, 10].hp
        self.assertTrue(
            settings.attack_range[0]/2 <= damage <= settings.attack_range[1]/2)
Esempio n. 32
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    def test_attack_hop_in(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((8, 10), 1)

        actions = {
            (10, 10): ['attack', (9, 10)],
            (8, 10): ['move', (9, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        damage = settings.robot_hp - state2.robots[9, 10].hp
        self.assertTrue(
            settings.attack_range[0] <= damage <= settings.attack_range[1])
Esempio n. 33
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    def test_guarding_ingnores_collisions(self):
        state = GameState(settings)
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['move', (9, 10)],
            (9, 10): ['guard']
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
Esempio n. 34
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    def test_move_into_suicide_bot(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['suicide'],
            (9, 10): ['move', (10, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp,
                         settings.robot_hp -
                         settings.collision_damage -
                         settings.suicide_damage)
Esempio n. 35
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    def test_basic_suicide(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((9, 10), 1)

        actions = {
            (10, 10): ['attack', (9, 10)],
            (9, 10): ['suicide']
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp,
                         settings.robot_hp - settings.suicide_damage)

        self.assertFalse(state2.is_robot((9, 10)))
Esempio n. 36
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    def test_move_train(self):
        state = GameState()
        state.add_robot((10, 10), 0)
        state.add_robot((11, 10), 0)
        state.add_robot((12, 10), 0)

        actions = {
            (10, 10): ['move', (9, 10)],
            (11, 10): ['move', (10, 10)],
            (12, 10): ['move', (11, 10)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 10)))
        self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((10, 10)))
        self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp)
        self.assertTrue(state2.is_robot((11, 10)))
        self.assertEqual(state2.robots[11, 10].hp, settings.robot_hp)
Esempio n. 37
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    def test_try_swap(self):
        state = GameState()
        state.add_robot((9, 9), 0)
        state.add_robot((8, 9), 1)

        actions = {(9, 9): ['move', (8, 9)], (8, 9): ['move', (9, 9)]}

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 9)))
        self.assertEqual(state2.robots[9, 9].player_id, 0)
        self.assertEqual(state2.robots[9, 9].robot_id,
                         state.robots[9, 9].robot_id)
        self.assertEqual(state2.robots[9, 9].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((8, 9)))
        self.assertEqual(state2.robots[8, 9].player_id, 1)
        self.assertEqual(state2.robots[8, 9].robot_id,
                         state.robots[8, 9].robot_id)
        self.assertEqual(state2.robots[8, 9].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 38
0
    def test_try_swap(self):
        state = GameState(settings)
        state.add_robot((9, 9), 0)
        state.add_robot((8, 9), 1)

        actions = {
            (9, 9): ['move', (8, 9)],
            (8, 9): ['move', (9, 9)]
        }

        state2 = state.apply_actions(actions, spawn=False)

        self.assertTrue(state2.is_robot((9, 9)))
        self.assertEqual(state2.robots[9, 9].player_id, 0)
        self.assertEqual(state2.robots[9, 9].robot_id,
                         state.robots[9, 9].robot_id)
        self.assertEqual(state2.robots[9, 9].hp,
                         settings.robot_hp - settings.collision_damage)
        self.assertTrue(state2.is_robot((8, 9)))
        self.assertEqual(state2.robots[8, 9].player_id, 1)
        self.assertEqual(state2.robots[8, 9].robot_id,
                         state.robots[8, 9].robot_id)
        self.assertEqual(state2.robots[8, 9].hp,
                         settings.robot_hp - settings.collision_damage)
Esempio n. 39
0
class Simulator:
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.human_actions = {}
        if self.player:
            self.player = Player(self.player1_path)
            self.player.set_player_id(1)
        if self.player2:
            self.player2 = Player(self.player2_path)
            self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.onReloadPlayer(None)
        for loc, robot in self.state.robots.iteritems():
            self.state.robots[loc][
                "player_id"] = 1 - self.state.robots[loc]["player_id"]
            self.UI.renderBot(loc, robot.hp, robot.player_id)

    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger("Load match",
                                                  "Enter match number",
                                                  parent=self.UI.root,
                                                  initialvalue=2588548,
                                                  minvalue=1,
                                                  maxvalue=99999999)
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)

    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger("Edit turn",
                                                 "Enter new turn",
                                                 parent=self.UI.root,
                                                 initialvalue=self.state.turn,
                                                 minvalue=1,
                                                 maxvalue=100)
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)

    def loadBotsfromTurn(self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.human_actions = {}
            self.state = GameState()
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])

            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger("Edit turn",
                                             "Enter new turn",
                                             parent=self.UI.root,
                                             initialvalue=self.state.turn,
                                             minvalue=1,
                                             maxvalue=100)
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        self._removeRobot(self.UI.selection)

    def _removeRobot(self, loc):
        if self.state.is_robot(loc):
            self.UI.fadeActions()
            self.cached_actions = None
            if loc in self.human_actions:
                del self.human_actions[loc]
            self.state.remove_robot(loc)
            self.UI.renderEmpty(loc)

    def onAddTeammate(self, event):
        self._addRobot(1, self.UI.selection)

    def onAddEnemy(self, event):
        self._addRobot(0, self.UI.selection)

    def _addRobot(self, player_id, loc):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(loc):
            self.state.remove_robot(loc)
            if loc in self.human_actions:
                del self.human_actions[loc]

        self.state.add_robot(loc, player_id)
        self.UI.renderBot(loc, 50, player_id)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger("Edit hp",
                                               "Enter new hp",
                                               parent=self.UI.root,
                                               initialvalue=robot.hp,
                                               minvalue=1,
                                               maxvalue=50)
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        def getPlayerActions(player, player_id):
            if player:
                actions, _ = player.get_responses(self.state, player_id)
            else:
                actions = {}
            for loc, robot in self.state.robots.iteritems():
                if robot.player_id == player_id:
                    action = self.human_actions.get(loc)
                    if action or loc not in actions:
                        actions[loc] = action if action else ('guard', )
            return actions

        actions = getPlayerActions(self.player, 1)
        actions.update(getPlayerActions(self.player2, 0))
        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.human_actions = {}
        self.state = GameState(turn=self.state.turn)

    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print("Error in rgsim_text dict, please ensure keys are " +
                      "valid locations and values are strings")

    def onSimulate(self, event):
        if self.state.turn < 100:
            self.UI.clearActions()
            self.UI.clearBots()
            if self.cached_actions is None:
                actions = self.getActions()
            else:
                actions = self.cached_actions

            self.state = self.state.apply_actions(actions, spawn=False)

            for loc, robot in self.state.robots.iteritems():
                self.UI.renderBot(loc, robot.hp, robot.player_id)

            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(self.state.turn)
            self.turn_repeat = False

    def onNextAction(self, event):
        if not self.state.is_robot(self.UI.selection):
            return
        robot = self.state.robots[self.UI.selection]
        action = self.human_actions.get(self.UI.selection)
        if action is None and self.cached_actions is not None:
            action = self.cached_actions.get(self.UI.selection)
        if action is None:
            action = ('guard', )
        x, y = self.UI.selection
        adjacent_locs = ((x, y - 1), (x + 1, y), (x, y + 1), (x - 1, y))
        move_locs = [l for l in adjacent_locs if l not in settings.obstacles]
        all_actions = [('guard', )]
        all_actions += [('move', loc) for loc in move_locs]
        all_actions += [('attack', loc) for loc in adjacent_locs]
        all_actions += [('suicide', )]
        i = (all_actions.index(action) + 1) % len(all_actions)
        action = all_actions[i]
        if self.cached_actions is not None:
            self.cached_actions[self.UI.selection] = action
        self.human_actions[self.UI.selection] = action
        self.UI.clearAction(self.UI.selection)
        self.UI.renderAction(self.UI.selection, action)

    def onSpawnRobots(self, event):
        all_locs = self.state._get_spawn_locations()
        for loc in settings.spawn_coords:
            self._removeRobot(loc)
        for i, loc in enumerate(all_locs):
            player_id = i // settings.spawn_per_player
            self._addRobot(player_id, loc)
Esempio n. 40
0
class Simulator:
    def __init__(self, player1_path, player2_path):
        self.match_id = None

        self.player = Player(player1_path) if player1_path else None
        if self.player:
            self.player1_path = player1_path
            self.player.set_player_id(1)

        self.player2 = Player(player2_path) if player2_path else None
        if self.player2:
            self.player2_path = player2_path
            self.player2.set_player_id(0)

        self.turn_repeat = False

        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.human_actions = {}
        if self.player:
            self.player = Player(self.player1_path)
            self.player.set_player_id(1)
        if self.player2:
            self.player2 = Player(self.player2_path)
            self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.onReloadPlayer(None)
        for loc, robot in self.state.robots.iteritems():
            self.state.robots[loc]["player_id"] = 1 - self.state.robots[loc]["player_id"]
            self.UI.renderBot(loc, robot.hp, robot.player_id)

    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger(
            "Load match", "Enter match number",
            parent = self.UI.root,
            initialvalue = 2588548,
            minvalue = 1,
            maxvalue = 99999999
        )
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)

    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger(
                "Edit turn", "Enter new turn",
                parent = self.UI.root,
                initialvalue = self.state.turn,
                minvalue = 1,
                maxvalue = 100
            )
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)

    def loadBotsfromTurn(self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.human_actions = {}
            self.state = GameState()
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])

            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger(
            "Edit turn", "Enter new turn",
            parent = self.UI.root,
            initialvalue = self.state.turn,
            minvalue = 1,
            maxvalue = 100
        )
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        self._removeRobot(self.UI.selection)

    def _removeRobot(self, loc):
        if self.state.is_robot(loc):
            self.UI.fadeActions()
            self.cached_actions = None
            if loc in self.human_actions:
                del self.human_actions[loc]
            self.state.remove_robot(loc)
            self.UI.renderEmpty(loc)

    def onAddTeammate(self, event):
        self._addRobot(1, self.UI.selection)

    def onAddEnemy(self, event):
        self._addRobot(0, self.UI.selection)

    def _addRobot(self, player_id, loc):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(loc):
            self.state.remove_robot(loc)
            if loc in self.human_actions:
                del self.human_actions[loc]

        self.state.add_robot(loc, player_id)
        self.UI.renderBot(loc, 50, player_id)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger(
                "Edit hp", "Enter new hp",
                parent = self.UI.root,
                initialvalue = robot.hp,
                minvalue = 1,
                maxvalue = 50
            )
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        def getPlayerActions(player, player_id):
            if player:
                actions, _ = player.get_responses(self.state, player_id)
            else:
                actions = {}
            for loc, robot in self.state.robots.iteritems():
                if robot.player_id == player_id:
                    action = self.human_actions.get(loc)
                    if action or loc not in actions:
                        actions[loc] = action if action else ('guard',)
            return actions
        actions = getPlayerActions(self.player, 1)
        actions.update(getPlayerActions(self.player2, 0))
        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.human_actions = {}
        self.state = GameState(turn=self.state.turn)

    def onShowActions(self, event):
        if self.state.turn < 100:
            # the following is needed since if the turn does not change,
            # non-stateless bots behave differently
            if self.player and self.turn_repeat:
                self.player = Player(self.player1_path)
                self.player.set_player_id(1)
            if self.player2 and self.turn_repeat:
                self.player2 = Player(self.player2_path)
                self.player2.set_player_id(0)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

            self.turn_repeat = True

            try:
                rgsim_text = self.player._module.rgsim_text
                for loc, text in rgsim_text.iteritems():
                    self.UI.renderText(loc, text)

            except AttributeError:
                print "No rgsim_text dict found for player 1, skipping..."
            except:
                print ("Error in rgsim_text dict, please ensure keys are " +
                       "valid locations and values are strings")

    def onSimulate(self, event):
        if self.state.turn < 100:
            self.UI.clearActions()
            self.UI.clearBots()
            if self.cached_actions is None:
                actions = self.getActions()
            else:
                actions = self.cached_actions

            self.state = self.state.apply_actions(actions, spawn=False)

            for loc, robot in self.state.robots.iteritems():
                self.UI.renderBot(loc, robot.hp, robot.player_id)

            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(self.state.turn)
            self.turn_repeat = False

    def onNextAction(self, event):
        if not self.state.is_robot(self.UI.selection):
            return
        robot = self.state.robots[self.UI.selection]
        action = self.human_actions.get(self.UI.selection)
        if action is None and self.cached_actions is not None:
            action = self.cached_actions.get(self.UI.selection)
        if action is None:
            action = ('guard',)
        x, y = self.UI.selection
        adjacent_locs = ((x, y-1), (x+1, y), (x, y+1), (x-1, y))
        move_locs = [l for l in adjacent_locs if l not in settings.obstacles]
        all_actions = [('guard',)]
        all_actions += [('move', loc) for loc in move_locs]
        all_actions += [('attack', loc) for loc in adjacent_locs]
        all_actions += [('suicide',)]
        i = (all_actions.index(action) + 1) % len(all_actions)
        action = all_actions[i]
        if self.cached_actions is not None:
            self.cached_actions[self.UI.selection] = action
        self.human_actions[self.UI.selection] = action
        self.UI.clearAction(self.UI.selection)
        self.UI.renderAction(self.UI.selection, action)

    def onSpawnRobots(self, event):
        all_locs = self.state._get_spawn_locations()
        for loc in settings.spawn_coords:
            self._removeRobot(loc)
        for i, loc in enumerate(all_locs):
            player_id = i // settings.spawn_per_player
            self._addRobot(player_id, loc)
Esempio n. 41
0
class Simulator:
    def __init__(self, settings, p1_path, p2_path):
        self.settings = settings
        self.match_id = None
        self.p1_path = p1_path
        self.p2_path = p2_path
        self.code = open(p1_path).read()
        if p2_path is None:
            self.p2_path = map_data = open(pkg_resources.resource_filename('rgkit', 'bots/guardbot.py')).read()
        self.code2 = open(p2_path).read()

        self.player = Player(self.code)
        self.player.set_player_id(1)
        self.player2 = Player(self.code2)
        self.player2.set_player_id(0)
        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)
        
        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.code = open(self.p1_path).read()
        self.code2 = open(self.p2_path).read()
        self.player = Player(self.code)
        self.player.set_player_id(1)
        self.player2 = Player(self.code2)
        self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.p1_path, self.p2_path = self.p2_path, self.p1_path
        
    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger(
            "Load match", "Enter match number", 
            parent = self.UI.root, 
            initialvalue = 2588548,
            minvalue = 1,
            maxvalue = 99999999
        )
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)
 
    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger(
                "Edit turn", "Enter new turn", 
                parent = self.UI.root, 
                initialvalue = self.state.turn,
                minvalue = 1,
                maxvalue = 100
            )
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)
 
    def loadBotsfromTurn (self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.state = GameState(self.settings)
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])
                
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn
       
        
    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger(
            "Edit turn", "Enter new turn", 
            parent = self.UI.root, 
            initialvalue = self.state.turn,
            minvalue = 1,
            maxvalue = 100
        )
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        if self.state.is_robot(self.UI.selection):
            self.UI.fadeActions()
            self.cached_actions = None
            self.state.remove_robot(self.UI.selection)
            self.UI.renderEmpty(self.UI.selection)

    def onAddTeammate(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(self.UI.selection):
            self.state.remove_robot(self.UI.selection)

        self.state.add_robot(self.UI.selection, 1)
        self.UI.renderBot(self.UI.selection, 50, 1)

    def onAddEnemy(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(self.UI.selection):
            self.state.remove_robot(self.UI.selection)

        self.state.add_robot(self.UI.selection, 0)
        self.UI.renderBot(self.UI.selection, 50, 0)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger(
                "Edit hp", "Enter new hp", 
                parent = self.UI.root, 
                initialvalue = robot.hp,
                minvalue = 1,
                maxvalue = 50
            )
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        actions = self.player.get_actions(self.state, 0)
        actions2 = self.player2.get_actions(self.state, 0)
        actions.update(actions2)

        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.state = GameState(self.settings)

    def onShowActions(self, event):
        self.player.reload()
        self.player2.reload()
        self.UI.clearActions()
        actions = self.getActions()
        self.cached_actions = actions

        for loc, action in actions.iteritems():
            self.UI.renderAction(loc, action)

    def onSimulate(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        if self.cached_actions is None:
            actions = self.getActions()
        else:
            actions = self.cached_actions

        self.state = self.state.apply_actions(actions, spawn=False)

        for loc, robot in self.state.robots.iteritems():
            self.UI.renderBot(loc, robot.hp, robot.player_id)

        self.cached_actions = None
        self.UI.setTurn(self.state.turn)
Esempio n. 42
0
class Simulator:
    def __init__(self, player1, player2):
        self.match_id = None

        self.player = player1
        if self.player:
            self.player.set_player_id(1)
        self.player2 = player2
        if self.player2:
            self.player2.set_player_id(0)
        self.UI = SimulatorUI(settings)
        self.UI.setTitle("Robot Game Simulator")

        self.state = GameState(settings, turn=1)
        self.cached_actions = None
        self.human_actions = {}

        self.UI.setTurn(self.state.turn)

        self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1)))
        self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0)))
        self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1)))
        self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0)))
        self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev))

        self.UI.bind("l", self.onLoadMatch)
        self.UI.bind("k", self.onLoadTurn)
        self.UI.bind("o", self.onReloadPlayer)
        self.UI.bind("p", self.onSwapPlayer)

        self.UI.bind("t", self.onEditTurn)
        self.UI.bind("f", self.onAddTeammate)
        self.UI.bind("e", self.onAddEnemy)
        self.UI.bind("r", self.onRemove)
        self.UI.bind("c", self.onClear)
        self.UI.bind("<Delete>", self.onRemove)
        self.UI.bind("<BackSpace>", self.onRemove)
        self.UI.bind("h", self.onEditHP)
        self.UI.bind("<space>", self.onShowActions)
        self.UI.bind("<Return>", self.onSimulate)
        self.UI.bind("n", self.onNextAction)
        self.UI.bind("g", self.onSpawnRobots)

        self.UI.run()

    def onReloadPlayer(self, event):
        self.UI.fadeActions()
        self.cached_actions = None
        self.human_actions = {}
        if self.player:
            self.player.reload(from_file=True)
            self.player.set_player_id(1)
        if self.player2:
            self.player2.reload(from_file=True)
            self.player2.set_player_id(0)

    def onSwapPlayer(self, event):
        self.player, self.player2 = self.player2, self.player
        self.onReloadPlayer(None)

    def onLoadMatch(self, event):
        self.match_id = tkSimpleDialog.askinteger(
            "Load match", "Enter match number",
            parent = self.UI.root,
            initialvalue = 2588548,
            minvalue = 1,
            maxvalue = 99999999
        )
        if self.match_id is not None:
            self.moves = getrgmatch.get_match_result(self.match_id)
            self.loadBotsfromTurn(1)

    def onLoadTurn(self, event):
        if self.match_id is not None:
            new_turn = tkSimpleDialog.askinteger(
                "Edit turn", "Enter new turn",
                parent = self.UI.root,
                initialvalue = self.state.turn,
                minvalue = 1,
                maxvalue = 100
            )
            if new_turn is not None:
                self.loadBotsfromTurn(new_turn)

    def loadBotsfromTurn (self, new_turn):
        if self.match_id is not None:
            self.UI.clearActions()
            self.UI.clearBots()
            self.cached_actions = None
            self.human_actions = {}
            self.state = GameState()
            for bot in self.moves[new_turn]:
                loc = tuple(bot['location'])
                # print bot
                self.state.add_robot(loc, bot['player_id'])
                self.state.robots[loc].hp = bot['hp']
                self.UI.renderBot(loc, bot['hp'], bot['player_id'])

            self.UI.setTurn(new_turn)
            self.state.turn = new_turn


    def onEditTurn(self, event):
        new_turn = tkSimpleDialog.askinteger(
            "Edit turn", "Enter new turn",
            parent = self.UI.root,
            initialvalue = self.state.turn,
            minvalue = 1,
            maxvalue = 100
        )
        if new_turn is not None:
            self.UI.fadeActions()
            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(new_turn)
            self.state.turn = new_turn

    def onRemove(self, event):
        self._removeRobot(self.UI.selection)

    def _removeRobot(self, loc):
        if self.state.is_robot(loc):
            self.UI.fadeActions()
            self.cached_actions = None
            if loc in self.human_actions:
                del self.human_actions[loc]
            self.state.remove_robot(loc)
            self.UI.renderEmpty(loc)

    def onAddTeammate(self, event):
        self._addRobot(1, self.UI.selection)

    def onAddEnemy(self, event):
        self._addRobot(0, self.UI.selection)

    def _addRobot(self, player_id, loc):
        self.UI.fadeActions()
        self.cached_actions = None
        if self.state.is_robot(loc):
            self.state.remove_robot(loc)
            if loc in self.human_actions:
                del self.human_actions[loc]

        self.state.add_robot(loc, player_id)
        self.UI.renderBot(loc, 50, player_id)

    def onEditHP(self, event):
        if self.state.is_robot(self.UI.selection):
            robot = self.state.robots[self.UI.selection]
            self.UI.fadeActions()
            self.cached_actions = None
            new_hp = tkSimpleDialog.askinteger(
                "Edit hp", "Enter new hp",
                parent = self.UI.root,
                initialvalue = robot.hp,
                minvalue = 1,
                maxvalue = 50
            )
            if new_hp is not None:
                robot.hp = new_hp
                self.UI.renderBot(self.UI.selection, new_hp, robot.player_id)

    def getActions(self):
        def getPlayerActions(player, player_id):
            if player:
                actions = player.get_actions(self.state, player_id)
            else:
                actions = {}
            for loc, robot in self.state.robots.iteritems():
                if robot.player_id == player_id:
                    action = self.human_actions.get(loc)
                    if action or loc not in actions:
                        actions[loc] = action if action else ['guard']
            return actions
        actions = getPlayerActions(self.player, 1)
        actions.update(getPlayerActions(self.player2, 0))
        return actions

    def onClear(self, event):
        self.UI.clearActions()
        self.UI.clearBots()
        self.cached_actions = None
        self.human_actions = {}
        self.state = GameState(turn=self.state.turn)

    def onShowActions(self, event):
        if self.state.turn < 100:
            if self.player:
                self.player.reload(from_file=True)
            if self.player2:
                self.player2.reload(from_file=True)
            self.UI.clearActions()
            actions = self.getActions()
            self.cached_actions = actions

            for loc, action in actions.iteritems():
                self.UI.renderAction(loc, action)

    def onSimulate(self, event):
        if self.state.turn < 100:
            self.UI.clearActions()
            self.UI.clearBots()
            if self.cached_actions is None:
                actions = self.getActions()
            else:
                actions = self.cached_actions

            self.state = self.state.apply_actions(actions, spawn=False)

            for loc, robot in self.state.robots.iteritems():
                self.UI.renderBot(loc, robot.hp, robot.player_id)

            self.cached_actions = None
            self.human_actions = {}
            self.UI.setTurn(self.state.turn)

    def onNextAction(self, event):
        if not self.state.is_robot(self.UI.selection):
            return
        robot = self.state.robots[self.UI.selection]
        action = self.human_actions.get(self.UI.selection)
        if action is None and self.cached_actions is not None:
            action = self.cached_actions.get(self.UI.selection)
        if action is None:
            action = ['guard']
        x, y = self.UI.selection
        adjacent_locs = ((x, y-1), (x+1, y), (x, y+1), (x-1, y))
        move_locs = [l for l in adjacent_locs if l not in settings.obstacles]
        all_actions = [['guard']]
        all_actions += [['move', loc] for loc in move_locs]
        all_actions += [['attack', loc] for loc in adjacent_locs]
        all_actions += [['suicide']]
        i = (all_actions.index(action) + 1) % len(all_actions)
        action = all_actions[i]
        if self.cached_actions is not None:
            self.cached_actions[self.UI.selection] = action
        self.human_actions[self.UI.selection] = action
        self.UI.clearAction(self.UI.selection)
        self.UI.renderAction(self.UI.selection, action)

    def onSpawnRobots(self, event):
        all_locs = self.state._get_spawn_locations()
        for loc in settings.spawn_coords:
            self._removeRobot(loc)
        for i, loc in enumerate(all_locs):
            player_id = i // settings.spawn_per_player
            self._addRobot(player_id, loc)