コード例 #1
0
ファイル: ai.py プロジェクト: bitcraft/fighter-framework
    def setup(self):
        super(AIBlocker, self).setup()

        # change milliseconds to seconds (as returned by the system clock)
        self.movement_timer = Timer()
        self.movement_timer.alarm = self.update_freq

        self.block_timer = Timer()

        temp = []
        for ani in AIBlocker.defeat_animations:
            try:
                temp.append(self.avatar.get_animation(ani))
            except KeyError:
                pass
        self.defeat_animations = temp

        get_animation = self.avatar.get_animation
        self.forward_animation = get_animation(self.forward_animation)
        self.backward_animation = get_animation(self.backward_animation)
        self.idle_animation = get_animation(self.idle_animation)

        # block frames are frames that contain hitboxes that can block attacks
        self.block_frames = []

        # search all the animations and make a list of block frames
        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                if anim.frames[0] != []:
                    self.block_frames.append(anim.frames[0])
コード例 #2
0
    def setup(self):
        super(AIBlocker, self).setup()

        # change milliseconds to seconds (as returned by the system clock)
        self.movement_timer = Timer()
        self.movement_timer.alarm = self.update_freq

        self.block_timer = Timer()

        temp = []   
        for ani in AIBlocker.defeat_animations:
            try:
                temp.append(self.avatar.get_animation(ani))
            except KeyError:
                pass
        self.defeat_animations  = temp

        get_animation = self.avatar.get_animation
        self.forward_animation  = get_animation(self.forward_animation)
        self.backward_animation = get_animation(self.backward_animation)
        self.idle_animation     = get_animation(self.idle_animation)

        # block frames are frames that contain hitboxes that can block attacks
        self.block_frames = []

        # search all the animations and make a list of block frames
        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                if anim.frames[0] != []:
                    self.block_frames.append(anim.frames[0])
コード例 #3
0
def main():
    timer = Timer(1., callback)
    try:
        timer.start()
        while True:
            pass
    except KeyboardInterrupt:
        timer.stop()
コード例 #4
0
    def setup(self):
        super(AIFighter, self).setup()
        self.all_frames     = []
        self.next_animation = None
        self.in_attack      = False         # flagged if we are attacking
        self.ai_timer = Timer()

        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                self.all_frames.extend(anim.frames)
コード例 #5
0
    def __init__(self, parent=None):
        super(SimpleAvatar, self).__init__(parent)
        self.callback = None  # this is called when animation is finished
        self.current_frame_no = 0
        self.current_animation = None
        self.previous_frame = None
        self.callback = None
        self._is_paused = False
        self.looped = 0

        # timer initialization
        self.timer = Timer()
コード例 #6
0
ファイル: ai.py プロジェクト: bitcraft/fighter-framework
    def setup(self):
        super(AIFighter, self).setup()
        self.all_frames = []
        self.next_animation = None
        self.in_attack = False  # flagged if we are attacking
        self.ai_timer = Timer()

        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                self.all_frames.extend(anim.frames)
コード例 #7
0
    def __init__(self, parent=None):
        super(SimpleAvatar, self).__init__(parent)
        self.callback = None           # this is called when animation is finished
        self.current_frame_no = 0
        self.current_animation = None
        self.previous_frame = None
        self.callback = None
        self._is_paused = False
        self.looped = 0

        # timer initialization
        self.timer = Timer()
コード例 #8
0
class SimpleAvatar(StaticAvatar):
    def __init__(self, parent=None):
        super(SimpleAvatar, self).__init__(parent)
        self.callback = None           # this is called when animation is finished
        self.current_frame_no = 0
        self.current_animation = None
        self.previous_frame = None
        self.callback = None
        self._is_paused = False
        self.looped = 0

        # timer initialization
        self.timer = Timer()

    # this is an override
    @property
    def state(self):
        return (self.current_animation, self.current_frame_no)

    def add_animation(self, anim):
        self.current_animation = anim

    """ BUG: we only test the next frame.  its possible the if the
    system is too slow that the animation could lag behind because
    frames won't get dropped """

    def update(self, time):
        self.time += time

        if self._is_paused == True: return

        # ttl == -1: special way to end an animation.
        if self.current_frame.ttl == -1:
            self.paused = True

        self.timer.update(time)

        if self.timer.finished:
            self.advance_frame()

    # sets the children of this to None, so that they can be garbage collected.
    # always call super last
    def cleanup(self):
        self.current_animation.cleanup()
        super(SimpleAvatar, self).cleanup()

    def advance_frame(self):

        if self._is_paused and self.current_frame.pause:
            return self.paused

        self.current_frame_no += 1

        if self.current_frame_no >= len(self.current_animation):
            # the animation has reached the end
            if self.current_animation.looping == 0:
                return self.stop()

            # loop, but count the loops
            elif self.current_animation.looping > 0:
                if self.looped > self.current_animation.looping:
                    self.stop()
                else:
                    self.set_frame(self.current_animation.loop_frame)
                    self.looped += 1

            # loop forever, don't count the loops
            else:
                self.set_frame(self.current_animation.loop_frame)
        else:
            # just set the next frame
            self.set_frame(self.current_frame_no)

    def set_frame(self, frame_no):
        # deref for speed
        new_frame = self.current_animation.frames[frame_no]

        self.previous_frame    = self.current_frame
        self.current_frame     = new_frame
        self.current_frame_no  = frame_no
        self.dirty = 1

        if new_frame.face(self.facing) == False:
            new_frame.update(self.position)

        # handle frames that may want to move the avatar's position
        pos = list(self.position)
        if new_frame.move_avatar != (0,0):
            pos[0] = pos[0] + new_frame.move_avatar[0]
            pos[1] = pos[1] + new_frame.move_avatar[1]

            # update the parent, engine will update us later
            self.parent.set_position(pos)
            new_frame.update(pos)

        new_frame.sound.stop()
        new_frame.sound.play()
        self.timer.alarm = self.current_frame.ttl 
        
    #@property
    def get_paused(self):
        return self._is_paused

    #@paused.setter
    def set_paused(self, value):
        self._is_paused = value
        if value == False:
            self.previous_frame_no = self.current_frame_no
            self.dirty = 0

    paused = property(get_paused, set_paused)

    def play(self, name=None, start_frame=0, callback=None, arg=[]):
        if self.paused:
            return

        # reset some state stuff
        self.looped = 0
        self.dirty  = 1
        self.paused = False

        if callback != None:
            self.callback = (callback, arg)

        debug("playing %s, %s: %s\n" % (self.current_animation, self.dirty, self))

        self.set_frame(start_frame)

    def stop(self):
        self.paused = True
        if self.callback != None:
            self.callback[0](*self.callback[1])
コード例 #9
0
ファイル: ai.py プロジェクト: bitcraft/fighter-framework
class AIBlocker(CpuFighter):
    """
    CPU AI class that will block attacks.
    Can be used as a base class for human players to provide autoblocking

    The trick used here is unique because of the animation ripped from IK+.
    Most animations are only 2-3 frames long, and the 1st or 2nd frame in
    some animations could be used as a block.  The autoblock works by first
    detecting a hit from the other fighter, then changing the animation to
    on that includes a blocking frame, which could be a kick, block, etc.

    It is cheating, in a pure sense, since it relies on first taking a hit.
    Other solutions may come later.
    """

    forward_animation = "walk forward"
    backward_animation = "walk backward"
    idle_animation = "idle"
    defeat_animations = ["fall backward", "fall forward"]
    banned_animations = ["crazy"]

    difficulty = 10  # x/100
    update_freq = 30  # milliseconds between updating
    personal_space = 50  # will not move if distance is less than x
    aggressiveness = 100  # x/100


    def reset(self):
        super(AIBlocker, self).reset()

    def setup(self):
        super(AIBlocker, self).setup()

        # change milliseconds to seconds (as returned by the system clock)
        self.movement_timer = Timer()
        self.movement_timer.alarm = self.update_freq

        self.block_timer = Timer()

        temp = []
        for ani in AIBlocker.defeat_animations:
            try:
                temp.append(self.avatar.get_animation(ani))
            except KeyError:
                pass
        self.defeat_animations = temp

        get_animation = self.avatar.get_animation
        self.forward_animation = get_animation(self.forward_animation)
        self.backward_animation = get_animation(self.backward_animation)
        self.idle_animation = get_animation(self.idle_animation)

        # block frames are frames that contain hitboxes that can block attacks
        self.block_frames = []

        # search all the animations and make a list of block frames
        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                if anim.frames[0] != []:
                    self.block_frames.append(anim.frames[0])

    # make sure fighter has enough space to fight, and is not
    # moving out-of-bounds.  return True if avatar needs to change
    def position_self(self):
        foe = self.match.closest_foe(self)
        x = self.position[0]

        if self.avatar.facing == 0:
            if foe.position[0] > x:
                self.reset()
                self.avatar.face(1)
                return True
        else:
            if foe.position[0] < x:
                self.reset()
                self.avatar.face(0)
                return True

        # if self.avatar.current_animation != self.idle_animation:
        #   return False

        # left bounds of screen
        if x < 40:
            self.avatar.face(1)
            self.avatar.play(self.forward_animation)
            return True

        # right bounds
        elif x > 290:
            self.avatar.face(0)
            self.avatar.play(self.forward_animation)
            return True

        return False

    # used to back away from the other fighter
    def get_space(self):
        foe = self.match.closest_foe(self)
        x = self.position[0]

        if self.avatar.current_animation != self.idle_animation:
            return False

        if abs(x - foe.position[0]) <= self.personal_space:
            if random.random() <= .75:
                self.avatar.play(self.backward_animation)
            else:
                self.avatar.play(self.forward_animation)
            return True

        # stop walking!
        elif self.avatar.current_animation in \
                [self.backward_animation, self.forward_animation]:
            self.reset()
            return True

    # rising means that odds are higher as difficulty is higher
    def rand_diff(self, easy, difficult):
        if easy > difficult:
            mod = float(float(100 - self.difficulty) / float(100))
            magic = int(mod * float(easy - difficult) + difficult)
        else:
            mod = float(float(self.difficulty) / float(100))
            magic = int(mod * float(difficult - easy) + easy)

        # print "Magic:", magic

        if random.randint(0, magic) == 0:
            return True
        else:
            return False

    def update(self, time):
        self.avatar.update(time)
        self.movement_timer.update(time)

        # dead, dont do anything
        if self.avatar.current_animation in self.defeat_animations:
            return True

        if self.movement_timer.finished:
            # make sure we are in the area
            if self.position_self():
                self.movement_timer.alarm = random.randint(300, 700)
                return True

            # position ourselves away from the opponent
            if self.get_space():
                self.movement_timer.alarm = random.randint(300, 800)
                return True

            # elif self.avatar.current_animation in \
            #   [self.backward_animation, self.forward_animation]:
            #   self.reset()
            #   return True

            self.movement_timer.alarm = self.update_freq * 4

        if self.auto_block != None:
            self.block_timer.update(time)

            if self.block_timer.finished:
                self.unset_hold()
                return True

            # test if the attack's frame is still the same as when attacked
            avatar = self.auto_block[1].parent.parent.parent

            # stop blocking when the other player's animation frame changes
            if avatar.current_frame != self.auto_block[1].parent:
                # self.unset_hold()
                pass

    def handle_attack(self, attack):
        if random.random() * 100 > 101 - self.difficulty:
            self.update_block_frames()

            other = attack[0].parent.parent.parent
            block = self.plan_block(attack)

            # see if we can block
            if len(block) > 0:
                evasive_manuever = block[random.randint(0, len(block) - 1)]
                self.avatar.play(evasive_manuever)
                return self._test_attack(attack)

            evade = self.plan_evade(attack)

            # nope, can we evade it?
            if len(evade) > 0:
                evasive_manuever = evade[random.randint(0, len(evade) - 1)]
                self.avatar.play(evasive_manuever)
                r = attack[0].collidelist(self.avatar.current_frame.block_box)
                return self._test_attack(attack)

        else:
            return True

    def _test_attack(self, attack):
        r = attack[0].collidelist(self.avatar.current_frame.block_box)
        if r > -1:
            self.set_hold(attack)
            return False
        r = attack[0].collidelist(self.avatar.current_frame.dmg_box)
        if r > -1: return True
        return None

    # moves that could cause a block (parry)
    def plan_block(self, attack):
        hit = attack[0]
        other = attack[0].parent.parent.parent

        possible = [frame.parent for frame in self.block_frames \
                    if hit.collidelistall(frame.block_box) != []]

        return possible

    def plan_evade(self, attack):
        hit = attack[0]
        other = attack[0].parent.parent.parent

        possible = [frame.parent for frame in self.block_frames \
                    if hit.collidelistall(frame.dmg_box) == []]

        return possible

    def update_block_frames(self):
        # we have to call update() on the frames to update hitboxes
        [frame.face(self.avatar.facing) for frame in self.block_frames]
        [frame.update(self.position) for frame in self.block_frames]

    def set_hold(self, attack):
        self.auto_block = attack
        self.avatar.paused = True
        self.block_timer.alarm = 250

    def unset_hold(self):
        self.auto_block = None
        self.avatar.paused = False
コード例 #10
0
ファイル: ai.py プロジェクト: bitcraft/fighter-framework
class AIFighter(AIBlocker):
    """
    CPU AI class that can perform attacks.

    Since this class cannot block, it should (and is) be a subclass of another
    class that can block.

    The built-in timer will determine when the AI will search for a move.  When
    the timer is finished, the class will search through attacking frames and
    determine which animations would deal damage, then choose one at random.
    """

    def setup(self):
        super(AIFighter, self).setup()
        self.all_frames = []
        self.next_animation = None
        self.in_attack = False  # flagged if we are attacking
        self.ai_timer = Timer()

        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                self.all_frames.extend(anim.frames)

    def reset(self):
        super(AIFighter, self).reset()
        self.ai_timer.alarm = self.update_freq
        self.in_attack = False

    def attack_landed(self, attack):
        super(AIFighter, self).attack_landed(attack)
        self.in_attack = False

    def attack_blocked(self, attack):
        super(AIFighter, self).attack_blocked(attack)
        self.in_attack = False

    def attack_missed(self, attack=None):
        super(AIFighter, self).attack_missed(attack)
        self.in_attack = False

    def handle_attack(self, attack):
        if self.in_attack:
            return True
        else:
            return super(AIFighter, self).handle_attack(attack)

    def set_hold(self, attack):
        # don't block during an attack
        super(AIFighter, self).set_hold(attack)
        hold = self.avatar.current_frame.ttl
        self.ai_timer.alarm = random.randint(hold, hold * 3)

    def update(self, time):
        update = super(AIFighter, self).update(time)
        self.ai_timer.update(time)

        # the super has already made a change to the avatar
        if update == True:
            return True

        # we are attacking right now, so just let it be...
        if self.ai_timer.finished:
            # if we are attacking, then let it finish
            if self.in_attack:
                return

            # make it dumb by stopping once in a while
            if self.rand_diff(5, 40):
                self.ai_timer.alarm = random.randint(250, 1000)
                return

            # get a list of stuff we could do here to punish
            options = self.plan_attack()

            # WE DON'T WANT THE BANNED ONES
            for ani in self.banned_animations:
                try:
                    options.remove(ani)
                except ValueError:
                    pass

            if options == []:
                # play random animation, just for variety
                if self.rand_diff(5, 15):
                    ani = self.block_frames[
                        random.randint(0, len(self.block_frames) - 1)].parent
                    self.avatar.play(ani)
                    self.ai_timer.alarm = random.randint(250, 1000)
                    return

                # if we are idling, then we can walk
                foe = self.match.closest_foe(self)
                if self.avatar.current_animation == self.idle_animation:
                    if abs(foe.position[0] - self.position[
                        0]) > self.personal_space:
                        self.avatar.play(self.forward_animation)
                        self.ai_timer.alarm = random.randint(60, 120)
                        return True

            else:
                # throw an attack we can land
                if random.random() * 100 > 101 - self.difficulty:
                    if self.avatar.current_animation == self.idle_animation:
                        attack = options[random.randint(0, len(options) - 1)]
                        self.avatar.play(attack)

                        # BUG: causes race conditions
                        # self.in_attack = attack
                        self.ai_timer.alarm = random.randint(200, 400)
                        return
                    else:
                        self.avatar.play(self.idle_animation)
                        self.ai_timer.alarm = random.randint(120, 200)

            self.ai_timer.alarm = self.update_freq

    # return a list of all frames that will land an attack
    def plan_attack(self, state=None):
        [frame.face(self.avatar.facing) for frame in self.all_frames]
        [frame.update(self.position) for frame in self.all_frames]

        possible = [frame.parent for frame in self.all_frames \
                    if self.avatar.resolve_attack(frame) != []]

        return possible
コード例 #11
0
def Main():
  Screen.WakeScreen()
  Timer.SetTimeOut('sleep_screen', 7, Screen.SleepScreen, permanent=True)
  RefreshDesktop()
コード例 #12
0
ファイル: fly.py プロジェクト: castis/currant
        self.history = history

    def emit(self, record):
        current_time = time.strftime("%H:%M:%S", time.gmtime())
        message = f"{current_time} - {record.name} - {record.msg}"
        print(message)
        self.history.insert(0, message)
        self.history.pop()


if args.display_enabled:
    for h in list(logger.handlers):
        logger.removeHandler(h)
    logger.addHandler(Handler(log))

timer = Timer(args)
controller = Controller(args)
vehicle = Vehicle(args, timer, controller)
display = Display(args, timer, controller, vehicle)


def restart(display, sig, frame):
    if display:
        display.down()
    logger.info("restarting...")

    try:
        p = psutil.Process(os.getpid())
        for handler in p.open_files() + p.connections():
            os.close(handler.fd)
    except Exception as e:
コード例 #13
0
ファイル: phone_module.py プロジェクト: TheQYD/cobblr-phone
def Thread():
    serial_port = SystemState.PhoneState.serial_port

    # Infinite loop to pass found messages to InterruptSystem() in cobblr.
    while True:
        # Looks for incomming serial messages (calls, texts, etc).
        try:
            serial_data = serial_port.readlines()
        except serial.SerialException:
            serial_data = []  # Evil.

        serial_data = ParseSerialData(serial_data)
        if len(serial_data) > 0:
            print 'serial data: ', serial_data

        # Call related interrupts
        if len(serial_data) > 0:
            message_type = serial_data[0]
            if message_type == 'RING':
                serial_data = serial_data[1].strip()
                stripped_number = serial_data.split('"')[1].strip('"')
                Screen.WakeScreen()

                # Setting RING timeout timer to hang up if NO CARRIER is not received.
                callback = Menu.Back
                callback_args = {'change_application': True}
                Timer.DeleteTimeOut('ring_timeout')
                Timer.SetTimeOut('ring_timeout', 6, callback, callback_args)

                # Changes menu
                callback_args = {
                    'screen_mode': 3,
                    'application': 'phone',
                    'change_application': True,
                    'store_history': False
                }
                message = {
                    'callback': Menu.JumpTo,
                    'callback_args': callback_args
                }
                SystemState.interrupt_queue.put(message)

                # Print's 'Incomming Call' on the screen.
                callback_args = {
                    'permatext': True,
                    'text': 'Incomming Call',
                    'text_type': 'message'
                }
                message = {
                    'callback': TextWriter.Write,
                    'callback_args': callback_args
                }
                SystemState.interrupt_queue.put(message)

                # Print's the phone number on the screen.
                callback_args = {
                    'permatext': True,
                    'text': stripped_number,
                    'text_type': 'subtext'
                }
                message = {
                    'callback': TextWriter.Write,
                    'callback_args': callback_args
                }
                SystemState.interrupt_queue.put(message)

            if message_type == 'ATA':
                Timer.DeleteTimeOut('ring_timeout')

            # If someone hang's up, go back to the lass application.
            if message_type == 'NO CARRIER':
                Timer.DeleteTimeOut('ring_timeout')
                callback_args = {'change_application': True}
                message = {
                    'callback': Menu.Back,
                    'callback_args': callback_args
                }
                SystemState.interrupt_queue.put(message)
コード例 #14
0
class AIBlocker(CpuFighter):
    """
    CPU AI class that will block attacks.
    Can be used as a base class for human players to provide autoblocking

    The trick used here is unique because of the animation ripped from IK+.
    Most animations are only 2-3 frames long, and the 1st or 2nd frame in
    some animations could be used as a block.  The autoblock works by first
    detecting a hit from the other fighter, then changing the animation to
    on that includes a blocking frame, which could be a kick, block, etc.

    It is cheating, in a pure sense, since it relies on first taking a hit.
    Other solutions may come later.
    """

    forward_animation   = "walk forward"
    backward_animation  = "walk backward"
    idle_animation      = "idle"
    defeat_animations   = ["fall backward", "fall forward"]
    banned_animations   = ["crazy"]

    difficulty     = 10     # x/100
    update_freq    = 30     # milliseconds between updating
    personal_space = 50     # will not move if distance is less than x
    aggressiveness = 100    # x/100


    def reset(self):
        super(AIBlocker, self).reset()

    def setup(self):
        super(AIBlocker, self).setup()

        # change milliseconds to seconds (as returned by the system clock)
        self.movement_timer = Timer()
        self.movement_timer.alarm = self.update_freq

        self.block_timer = Timer()

        temp = []   
        for ani in AIBlocker.defeat_animations:
            try:
                temp.append(self.avatar.get_animation(ani))
            except KeyError:
                pass
        self.defeat_animations  = temp

        get_animation = self.avatar.get_animation
        self.forward_animation  = get_animation(self.forward_animation)
        self.backward_animation = get_animation(self.backward_animation)
        self.idle_animation     = get_animation(self.idle_animation)

        # block frames are frames that contain hitboxes that can block attacks
        self.block_frames = []

        # search all the animations and make a list of block frames
        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                if anim.frames[0] != []:
                    self.block_frames.append(anim.frames[0])

    # make sure fighter has enough space to fight, and is not
    # moving out-of-bounds.  return True if avatar needs to change
    def position_self(self):
        foe = self.match.closest_foe(self)
        x = self.position[0]

        if self.avatar.facing == 0:
            if foe.position[0] > x:
                self.reset()
                self.avatar.face(1)
                return True
        else:
            if foe.position[0] < x:
                self.reset()
                self.avatar.face(0)
                return True

        #if self.avatar.current_animation != self.idle_animation:
        #   return False

        # left bounds of screen
        if x < 40:
            self.avatar.face(1)
            self.avatar.play(self.forward_animation)
            return True

        # right bounds
        elif x > 290:
            self.avatar.face(0)
            self.avatar.play(self.forward_animation)
            return True

        return False

    # used to back away from the other fighter
    def get_space(self):
        foe = self.match.closest_foe(self)
        x = self.position[0]

        if self.avatar.current_animation != self.idle_animation:
            return False

        if abs(x - foe.position[0]) <= self.personal_space:
            if random.random() <= .75:
                self.avatar.play(self.backward_animation)
            else:
                self.avatar.play(self.forward_animation)
            return True

        # stop walking!
        elif self.avatar.current_animation in \
            [self.backward_animation, self.forward_animation]:
            self.reset()
            return True

    # rising means that odds are higher as difficulty is higher
    def rand_diff(self, easy, difficult):
        if easy > difficult:
            mod = float(float(100-self.difficulty) / float(100))
            magic = int(mod * float(easy - difficult) + difficult)
        else:
            mod = float(float(self.difficulty) / float(100))
            magic = int(mod * float(difficult - easy) + easy)

        #print "Magic:", magic

        if random.randint(0, magic) == 0:
            return True
        else:
            return False

    def update(self, time):
        self.avatar.update(time)
        self.movement_timer.update(time)

        # dead, dont do anything
        if self.avatar.current_animation in self.defeat_animations:
            return True     

        if self.movement_timer.finished:
            # make sure we are in the area
            if self.position_self():
                self.movement_timer.alarm = random.randint(300, 700) 
                return True

            # position ourselves away from the opponent
            if self.get_space():
                self.movement_timer.alarm = random.randint(300, 800) 
                return True

            #elif self.avatar.current_animation in \
            #   [self.backward_animation, self.forward_animation]:
            #   self.reset()
            #   return True

            self.movement_timer.alarm = self.update_freq * 4

        if self.auto_block != None:
            self.block_timer.update(time)

            if self.block_timer.finished:
                self.unset_hold()
                return True

            # test if the attack's frame is still the same as when attacked
            avatar = self.auto_block[1].parent.parent.parent

            # stop blocking when the other player's animation frame changes
            if avatar.current_frame != self.auto_block[1].parent:
                #self.unset_hold()
                pass

    def handle_attack(self, attack):
        if random.random() * 100 > 101 - self.difficulty:
            self.update_block_frames()

            other = attack[0].parent.parent.parent
            block = self.plan_block(attack)

            # see if we can block
            if len(block) > 0:
                evasive_manuever = block[random.randint(0, len(block)-1)]
                self.avatar.play(evasive_manuever)
                return self._test_attack(attack)

            evade = self.plan_evade(attack)

            # nope, can we evade it?
            if len(evade) > 0:
                evasive_manuever = evade[random.randint(0, len(evade)-1)]
                self.avatar.play(evasive_manuever)
                r = attack[0].collidelist(self.avatar.current_frame.block_box)
                return self._test_attack(attack)

        else:
            return True

    def _test_attack(self, attack):
        r = attack[0].collidelist(self.avatar.current_frame.block_box)
        if r > -1:
            self.set_hold(attack)
            return False
        r = attack[0].collidelist(self.avatar.current_frame.dmg_box)
        if r > -1 : return True
        return None

    # moves that could cause a block (parry)
    def plan_block(self, attack):
        hit   = attack[0]
        other = attack[0].parent.parent.parent

        possible = [ frame.parent for frame in self.block_frames \
            if hit.collidelistall(frame.block_box) != [] ]

        return possible

    def plan_evade(self, attack):
        hit   = attack[0]
        other = attack[0].parent.parent.parent

        possible = [ frame.parent for frame in self.block_frames \
            if hit.collidelistall(frame.dmg_box) == [] ]

        return possible

    def update_block_frames(self):
        # we have to call update() on the frames to update hitboxes 
        [ frame.face(self.avatar.facing) for frame in self.block_frames ]
        [ frame.update(self.position) for frame in self.block_frames ]
        
    def set_hold(self, attack):
        self.auto_block = attack
        self.avatar.paused = True
        self.block_timer.alarm = 250 

    def unset_hold(self):
        self.auto_block = None
        self.avatar.paused = False
コード例 #15
0
class AIFighter(AIBlocker):
    """
    CPU AI class that can perform attacks.

    Since this class cannot block, it should (and is) be a subclass of another
    class that can block.

    The built-in timer will determine when the AI will search for a move.  When
    the timer is finished, the class will search through attacking frames and
    determine which animations would deal damage, then choose one at random.
    """
 
    def setup(self):
        super(AIFighter, self).setup()
        self.all_frames     = []
        self.next_animation = None
        self.in_attack      = False         # flagged if we are attacking
        self.ai_timer = Timer()

        for anim in self.avatar.animations.values():
            if anim not in self.defeat_animations:
                self.all_frames.extend(anim.frames)

    def reset(self):
        super(AIFighter, self).reset()
        self.ai_timer.alarm = self.update_freq
        self.in_attack   = False

    def attack_landed(self, attack):
        super(AIFighter, self).attack_landed(attack)
        self.in_attack = False

    def attack_blocked(self, attack):
        super(AIFighter, self).attack_blocked(attack)
        self.in_attack = False

    def attack_missed(self, attack=None):
        super(AIFighter, self).attack_missed(attack)
        self.in_attack = False

    def handle_attack(self, attack):
        if self.in_attack:
            return True
        else:
            return super(AIFighter, self).handle_attack(attack)

    def set_hold(self, attack):
        # don't block during an attack
        super(AIFighter, self).set_hold(attack)
        hold = self.avatar.current_frame.ttl
        self.ai_timer.alarm = random.randint(hold, hold*3)

    def update(self, time):
        update = super(AIFighter, self).update(time)
        self.ai_timer.update(time)

        # the super has already made a change to the avatar
        if update == True:
            return True

        # we are attacking right now, so just let it be...
        if self.ai_timer.finished:
            # if we are attacking, then let it finish
            if self.in_attack:
                return

            # make it dumb by stopping once in a while
            if self.rand_diff(5, 40):
                self.ai_timer.alarm = random.randint(250, 1000) 
                return

            # get a list of stuff we could do here to punish
            options = self.plan_attack()

            # WE DON'T WANT THE BANNED ONES
            for ani in self.banned_animations:
                try:
                    options.remove(ani)
                except ValueError:
                    pass

            if options == []:
                # play random animation, just for variety
                if self.rand_diff(5, 15):
                    ani = self.block_frames[random.randint(0, len(self.block_frames)-1)].parent
                    self.avatar.play(ani)
                    self.ai_timer.alarm = random.randint(250, 1000)
                    return

                # if we are idling, then we can walk        
                foe = self.match.closest_foe(self)
                if self.avatar.current_animation == self.idle_animation:
                    if abs(foe.position[0] - self.position[0]) > self.personal_space:
                        self.avatar.play(self.forward_animation)
                        self.ai_timer.alarm = random.randint(60, 120) 
                        return True
    
            else:
                # throw an attack we can land
                if random.random() * 100 > 101 - self.difficulty:
                    if self.avatar.current_animation == self.idle_animation:
                        attack = options[random.randint(0, len(options)-1)]
                        self.avatar.play(attack)

                        # BUG: causes race conditions
                        #self.in_attack = attack
                        self.ai_timer.alarm = random.randint(200, 400) 
                        return
                    else:
                        self.avatar.play(self.idle_animation)
                        self.ai_timer.alarm = random.randint(120, 200) 

            self.ai_timer.alarm = self.update_freq

    # return a list of all frames that will land an attack 
    def plan_attack(self, state=None):
        [ frame.face(self.avatar.facing) for frame in self.all_frames ]
        [ frame.update(self.position) for frame in self.all_frames ]

        possible = [ frame.parent for frame in self.all_frames \
            if self.avatar.resolve_attack(frame) != [] ]

        return possible
コード例 #16
0
class SimpleAvatar(StaticAvatar):
    def __init__(self, parent=None):
        super(SimpleAvatar, self).__init__(parent)
        self.callback = None  # this is called when animation is finished
        self.current_frame_no = 0
        self.current_animation = None
        self.previous_frame = None
        self.callback = None
        self._is_paused = False
        self.looped = 0

        # timer initialization
        self.timer = Timer()

    # this is an override
    @property
    def state(self):
        return (self.current_animation, self.current_frame_no)

    def add_animation(self, anim):
        self.current_animation = anim

    """ BUG: we only test the next frame.  its possible the if the
    system is too slow that the animation could lag behind because
    frames won't get dropped """

    def update(self, time):
        self.time += time

        if self._is_paused == True: return

        # ttl == -1: special way to end an animation.
        if self.current_frame.ttl == -1:
            self.paused = True

        self.timer.update(time)

        if self.timer.finished:
            self.advance_frame()

    # sets the children of this to None, so that they can be garbage collected.
    # always call super last
    def cleanup(self):
        self.current_animation.cleanup()
        super(SimpleAvatar, self).cleanup()

    def advance_frame(self):

        if self._is_paused and self.current_frame.pause:
            return self.paused

        self.current_frame_no += 1

        if self.current_frame_no >= len(self.current_animation):
            # the animation has reached the end
            if self.current_animation.looping == 0:
                return self.stop()

            # loop, but count the loops
            elif self.current_animation.looping > 0:
                if self.looped > self.current_animation.looping:
                    self.stop()
                else:
                    self.set_frame(self.current_animation.loop_frame)
                    self.looped += 1

            # loop forever, don't count the loops
            else:
                self.set_frame(self.current_animation.loop_frame)
        else:
            # just set the next frame
            self.set_frame(self.current_frame_no)

    def set_frame(self, frame_no):
        # deref for speed
        new_frame = self.current_animation.frames[frame_no]

        self.previous_frame = self.current_frame
        self.current_frame = new_frame
        self.current_frame_no = frame_no
        self.dirty = 1

        if new_frame.face(self.facing) == False:
            new_frame.update(self.position)

        # handle frames that may want to move the avatar's position
        pos = list(self.position)
        if new_frame.move_avatar != (0, 0):
            pos[0] = pos[0] + new_frame.move_avatar[0]
            pos[1] = pos[1] + new_frame.move_avatar[1]

            # update the parent, engine will update us later
            self.parent.set_position(pos)
            new_frame.update(pos)

        new_frame.sound.stop()
        new_frame.sound.play()
        self.timer.alarm = self.current_frame.ttl

    #@property
    def get_paused(self):
        return self._is_paused

    #@paused.setter
    def set_paused(self, value):
        self._is_paused = value
        if value == False:
            self.previous_frame_no = self.current_frame_no
            self.dirty = 0

    paused = property(get_paused, set_paused)

    def play(self, name=None, start_frame=0, callback=None, arg=[]):
        if self.paused:
            return

        # reset some state stuff
        self.looped = 0
        self.dirty = 1
        self.paused = False

        if callback != None:
            self.callback = (callback, arg)

        debug("playing %s, %s: %s\n" %
              (self.current_animation, self.dirty, self))

        self.set_frame(start_frame)

    def stop(self):
        self.paused = True
        if self.callback != None:
            self.callback[0](*self.callback[1])