コード例 #1
0
ファイル: players.py プロジェクト: andyzt/tceh
 def __init__(self, name, size):
     self.name = name
     self.ships = []
     self.field_size = size
     self.my_field = Field(size, is_enemy=False)
     self.enemy_field = Field(size, is_enemy=True)
     self.verbose = True
コード例 #2
0
ファイル: tests.py プロジェクト: mikoim/funstuff
class FieldTests(unittest.TestCase):
    def setUp(self):
        self.__x = random.randint(2, 128)
        self.__y = random.randint(2, 128)
        self.__field = Field(self.__y, self.__x)

    def test_zero(self):
        self.assertFalse(Field(0, 0).is_correct(0, 0))

    def test_size(self):
        self.assertEqual(self.__field.x, self.__x)
        self.assertEqual(self.__field.y, self.__y)

    def test_basic(self):
        n = random.random()
        x = random.randint(0, self.__x - 1)
        y = random.randint(0, self.__y - 1)
        self.__field[y][x] = n

        self.assertEqual(self.__field[y][x], n)

    def test_border(self):
        self.__field[0][0] = 0
        self.__field[self.__y - 1][self.__x - 1] = 0

    def test_method_is_correct(self):
        x = random.randint(0, self.__x - 1)
        y = random.randint(0, self.__y - 1)

        self.assertTrue(self.__field.is_correct(0, 0))
        self.assertTrue(self.__field.is_correct(y, x))
        self.assertTrue(not self.__field.is_correct(-1, 0))
        self.assertTrue(not self.__field.is_correct(0, -1))
        self.assertTrue(not self.__field.is_correct(self.__y, 0))
        self.assertTrue(not self.__field.is_correct(0, self.__x))
コード例 #3
0
ファイル: tlv.py プロジェクト: mianhe/packetPaPa
 def __init__(self,name,type_byte_nr=1,length_byte_nr=1,length_compensation=0,type_=0,value=''):
     Field.__init__(self, name, value)
     self._type_byte_nr = type_byte_nr 
     self._length_byte_nr = length_byte_nr
     self._type = type_
     self._length_compensation = length_compensation
     self._length = len(value) + length_compensation
コード例 #4
0
 def __init__(self, fdir, fname, parallel_run=None):
     Raw = OpenFOAM_RawData(fdir, fname,
                            self.nperbin,
                            parallel_run=parallel_run)
     Field.__init__(self, Raw)
     self.axislabels = ['x','y','z']
     self.plotfreq = self.Raw.Nave
コード例 #5
0
ファイル: agent0.py プロジェクト: jergason/pd_controller
    def tick(self, time_diff):
        """Some time has passed; decide what to do next."""
        mytanks, othertanks, flags, shots = self.bzrc.get_lots_o_stuff()
        self.mytanks = mytanks
        self.flags = flags
        # We only care about our enemy's flag
        enemy_flag = None
        for flag in self.flags:
            # print("flag color: %s x: %f y: %f" % (flag.color, flag.x, flag.y))
            if flag.color == self.enemy:
                # print("enemy found, and it is %s" % flag.color)
                enemy_flag = flag

        # Flag is the goal, so it creates an attractive field
        obstacles = self.bzrc.get_obstacles()
        fields = self.repulsive_and_tangential_fields_from_obstacles(obstacles)
        # fields = []
        attractive_field = Field(enemy_flag.x, enemy_flag.y, 5, 300)
        attractive_field.kind = 'attractive'

        for tank in self.mytanks:
            # print("tank angle is %f x is %f y is %f" % (tank.angle, tank.x, tank.y))
            #if this tank has the flag, then its attractive field is the home base
            if tank.flag == self.enemy:
                attractive_field = Field((self.base.corner1_x + self.base.corner3_x) / 2.0, (self.base.corner1_y + self.base.corner3_y) / 2.0, 5, 300)
                attractive_field.kind = 'attractive'
            fields.append(attractive_field)
            self.bzrc.angvel(tank.index, self.calculate_angvel(tank, fields))
            #speed depends on how far away we are?
            #just ignore that for now, see if it works.
            self.bzrc.speed(tank.index, self.calculate_speed(tank, fields))
            self.bzrc.shoot(tank.index)
コード例 #6
0
ファイル: dissector.py プロジェクト: Rad0x6f/kpro9
    def __init__(self, platforms):
        """Create a new delegator instance.

        'platforms' is a set of all platforms to support
        """
        super().__init__('luastructs', Platform.mappings['default'], None)
        self.platforms = platforms
        self.field_var = 'f.'
        self.description = 'Lua C Structs'
        self.dissectors = {self.platform.name: self}

        self.var = create_lua_var('delegator')
        self.table_var = create_lua_var('dissector_table')
        self.id_table = create_lua_var('message_ids')
        self.sizes_table = create_lua_var('dissector_sizes')
        self.msg_var = create_lua_var('msg_node')

        # Add fields, don't change sizes!
        endian = Platform.big
        self.add_field(Field('Version', 'uint8', 1, 0, endian))
        values = {p.flag: p.name for name, p in self.platforms.items()}
        field = Field('Flags', 'uint8', 1, 0, endian)
        field.set_list_validation(values)
        self.add_field(field)
        self.add_field(Field('Message', 'uint16', 2, 0, endian))
        self.add_field(Field('Message length', 'uint32', 4, 0, endian))

        self.version, self.flags, self.msg_id, self.length = self.children
コード例 #7
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def generate_matrix(q, number_processes = 35):
    field = Field(q)
    two_powers = [2 ** (q - i) for i in xrange(q + 1)]
    with Manager() as manager:
        A = manager.dict()  # where we store the row integers
        amount = lambda : len(A) # I use this to print out how many rows we have generated periodically
        
        def append(x):
            if x in A:
                return 0
            A[x] = True
            return 1
        
        #append = lambda x : A.__setitem__(x, True)
        is_new = lambda x : not A.__contains__(x)   # to avoid duplicate entries
        
        # we don't need the a = 0, b = q - 1 case because it requires setting the 0th column (0 * (q-1)) which has already been chosen
        a = q - 1
        
        # generate all the numerators quickly
        numerators = [[field.add(field.multiply(a, t), c) for t in field.trace()] for c in field]
        
        bs = range(q - 3) + [q - 1]   # all the b values we need
        
        _distribute(lambda bs : _make_and_start_process(bs, a, field, numerators, append, is_new, two_powers, amount), bs, number_processes)
        # start all the processes and then wait for them to finish
        
        # the keys of the dictionary represent the row integers for the problem
        return A.keys()
コード例 #8
0
ファイル: document.py プロジェクト: leonardleonard/spyder
    def parseJsonPage(self, site, doc, listurl):
	try:
	    doc = json.loads(doc, encoding=site.getCharset())
	    item = self.listRule.getEntryItem()

	    if item and item in doc:
		data = doc[item]
	    else:
		data = doc

	    urlParent = self.listRule.getContentUrl()
	    extrarules = self.listRule.extrarules

	    if isinstance(data, list) and urlParent:
		for _data in data:
		    if urlParent in _data:
			link = urlparse.urljoin(listurl, _data[urlParent])
			guid = md5(link).hexdigest()

			_item = Item({
			    "type" : self.seed_type,
			    "images" : []
			})

			#取出需要的key数据
			for field_name, _rule, fetch_all, page_type in extrarules:
			    field = Field(name = field_name, rule=_rule)
			    if _rule in _data:
				value = _data[_rule]
				if is_image(value):
				    _item["images"].append(value)
				    field.value = value
				    _item[field["name"]] = field
			
			if (link is not None):
			    _item['url'] = link

			# get item guid
			if self.guid_rule:
			    guid = self.getItemGUID(_item)
			elif self.seed["dont_craw_content"]:
			    self.guid_rule = []
			    for f in _item.fields:
				self.guid_rule.append(_item[f]["id"])
			    guid = self.getItemGUID(_item)
			    self.guid_rule = None
			else:
			    self.guid_rule = "url"
			    guid = self.getItemGUID(_item)
			    self.guid_rule = None
			
			self.items[guid] = _item
            else:
                if isinstance(self.items, dict):
                    self.items = [];

                self.items.append(data)
	except:
	    raise "Cant parse json file"
コード例 #9
0
ファイル: saver.py プロジェクト: cameronbriar/curses
class Saver():
    def __init__(self, balls=int(random.random() * 100), trail=" "):
        self.field = Field(title="Term Saver")
        self.balls = [Ball(x=int(random.random() * self.field.x-1)+1, y=int(random.random() * self.field.y-1)+1) for x in range(balls)]
        self.speed = 0.009
        self.trail = trail
        return

    def update(self):
        for ball in self.balls:
            hitWall = self.walled(ball)

            if hitWall: # wall collision
                ball.bounce(hitWall)

            # ball collision

            self.clearTrail(ball, self.trail, True)
            ball.move()

            self.field.write_at(item=ball.image, coords=ball.getPosition())

        # clear the field randomly (.1% chance)
        if random.choice(range(1000)) == 1:
            self.field.clear()
        self.field.deploy()
        return

    def walled(self, ball):
        direction = []
        if ball.x < 1:
            direction.append('right')
        elif ball.x >= self.field.x-1:
            direction.append('left')

        if ball.y < 1:
            direction.append('down')
        elif ball.y >= self.field.y-1:
            direction.append('up')

        if len(direction):
            return ' '.join(direction)
        return None

    def run(self):
        run = 1
        while run:
            c = self.field.display.getch()
            if c == ord('q'):
                run = 0
            self.update()
            time.sleep(self.speed)
        self.field.destroy()
        return

    def clearTrail(self, obj, remains=" ", centered=False):
        for i in range(len(obj.image)):
            self.field.write_at(item=remains, coords=[obj.x+i, obj.y], centered=centered)
        return
コード例 #10
0
ファイル: gui.py プロジェクト: msarch/py
 def frame_paint(self,dt):
     """Clear the current OpenGL context, calls actor's paint_all method
     """
     if not self.paused:
         self.gl_clear()
         Field.paint()
         if self.show_fps:
             self.pcd.draw()
コード例 #11
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    def __init__(self, settings, name, data, allowed_range=None):
        """Set the allowed range if specified."""
        self.start = None
        self.end = None
        if allowed_range is not None:
            self.start, self.end = allowed_range

        Field.__init__(self, settings, name, data)
コード例 #12
0
    def __init__(self,fdir,rectype='bins'):
        self.vField = Channelflow_vField(fdir)
        self.strainField = Channelflow_strainField(fdir)

        Field.__init__(self,self.vField.Raw)
        self.inherit_parameters(self.strainField)
        self.labels = ["mag"]
        self.nperbin = 1
コード例 #13
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 def __init__(self, settings, name, data, first_name_list=None):
     """Get a first name list if necessary and call parent constructor."""
     if first_name_list:
         first_name_list = settings.resolve_path(first_name_list)
         with open(first_name_list, 'r') as f:
             self._first_name_list = f.read().splitlines()
     else:
         self._first_name_list = []
     Field.__init__(self, settings, name, data)
コード例 #14
0
    def __init__(self,fdir,rectype='bins'):
        self.vField = Channelflow_vField(fdir)

        Field.__init__(self,self.vField.Raw)
        self.inherit_parameters(self.vField)
        self.labels = ["dudx","dudy","dudz",
                       "dvdx","dvdy","dvdz",
                       "dwdx","dwdy","dwdz"]
        self.nperbin = 9
コード例 #15
0
ファイル: contfrac.py プロジェクト: dagss/sage
 def __init__(self):
     """
     EXAMPLES::
     
         sage: ContinuedFractionField()
         Field of all continued fractions
     """
     Field.__init__(self, self)
     self._assign_names(('x'),normalize=False)
コード例 #16
0
    def __init__(self):
        field = Field(2**255 - 19)
        ed25519 = TwistedEdwardsCurve(-1, field.div(-121665, 121666), field)

        base_point = (15112221349535400772501151409588531511454012693041857206046113283949847762202L,
                      46316835694926478169428394003475163141307993866256225615783033603165251855960L)

        self.curve = ed25519
        self.bp = base_point
コード例 #17
0
ファイル: field_test.py プロジェクト: fangohr/oommf-python
    def test_domain_centre(self):
        cmin = (-18.5, 5, 0)
        cmax = (10, 10, 10)
        d = (0.1, 0.25, 2)
        name = 'test_field'

        f = Field(cmin, cmax, d, dim=2, name=name)

        assert f.domain_centre() == (-4.25, 7.5, 5)
コード例 #18
0
ファイル: test_dissector.py プロジェクト: Rad0x6f/kpro9
def create_enum_field():
    """Create a Protocol instance with some fields."""
    proto, diss = dissector.Protocol.create_dissector('test')
    field = Field('enum', 'int32', 4, 0, Platform.big)
    field.set_list_validation(dict(enumerate('ABCDE')))
    diss.add_field(field)
    diss.push_modifiers()
    yield diss.children[0]
    dissector.Protocol.protocols = {}
    del proto, diss
コード例 #19
0
ファイル: gui.py プロジェクト: msarch/py
 def tick(self,dt):
     """Calls the actors update_all method until time out
     """
     if not self.paused:
         self.chrono += dt
         if self.chrono > DURATION:
             exit()
         Field.tick(dt)
     else:
         pass
コード例 #20
0
ファイル: field_test.py プロジェクト: fangohr/oommf-python
    def test_index2coord(self):
        cmin = (-1, -4, 11)
        cmax = (15, 10.1, 12.5)
        d = (1, 0.1, 0.5)
        name = 'test_field'

        f = Field(cmin, cmax, d, dim=2, name=name)

        assert f.index2coord((0, 0, 0)) == (-0.5, -3.95, 11.25)
        assert f.index2coord((5, 10, 1)) == (4.5, -2.95, 11.75)
コード例 #21
0
ファイル: cparser.py プロジェクト: Rad0x6f/kpro9
 def _create_enum(self, name, enum):
     """Create a new enum field."""
     if enum not in self.enums.keys():
         raise ParseError('Unknown enum: %s' % enum)
     type = self.map_type('enum')
     size = self.size_of('enum')
     alignment = self.alignment('enum')
     field = Field(name, type, size, alignment, self.platform.endian)
     field.set_list_validation(self.enums[enum])
     return field
コード例 #22
0
    def generate_schematic(self, circuit_raw=None, circuit_id=None, options=None):
        """
        Generate a schematic for the given raw circuit data.

        circuit_raw: list-dict like [{"name":.. ,"type":.. , "conns":.. , "groups":..}, ..]
        circuit_id: of the circuit as a tuple of strings ("foo", "bar")
        options: a {} to set various config options, see __init__()
        """
        # allow to pre-set target circuit as object-attr, 
        # instead of passing as argument
        self.cur_circ = circuit_id or self.cur_circ
        self.cur_circ_raw = circuit_raw or self.cur_circ_raw

        # make sure both contain something useful
        assert self.cur_circ
        assert self.cur_circ_raw
        
        # apply available OPTIONS here
        options = self.options = options or {}
        xsize = options.get("xsize") or 40
        ysize = options.get("ysize") or 40
        optimizer = "deterministic"
        if "optimizer" in options:
            optimizer = options["optimizer"]
        
        try:
            # max field size is critical...
            # DETERMINISTIC -> can be biiig, makes no difference
            # EVOLUTIONARY -> small approx 14x14 for 4block+bias 
            print "\n".join(str(x) for x in self.cur_circ_raw)
            field = Field(self.cur_circ, xsize, ysize)
            
            
            #if optimizer == "deterministic":
            #    o = Deterministic(field)
            #elif optimizer == "evolution":
            #    o = GeneticAlgorithm(field)
            #else:
            #    print "[ERR] Unknown optimizer!"
            #    sys.exit(1)
            
            o = FakeOptimizer(field, self.cur_circ_raw)
            
            field = o.run()        
            field.optimize_size()
            self.plot(field)
            return True
            
        except (OptimizerError, FieldException) as e:
            print "[-] failed to create schematic for circ {}".format(self.cur_circ)
            print e.message
            return False
            
        return None # never reached
コード例 #23
0
 def shuffle_from_field(self, field):
     f = Field(field.circuit_id, field.nx, field.ny)
     
     blocks = field.get_blocks()
     shuffle(blocks)
     for blk in blocks:
         ypos = choice(range(2, f.ny-4+1, 2))
         if not f.add_in_row(ypos, blk):
             raise FieldBlockCouldNotBePlaced((ypos, -1), blk)
     
     return out
コード例 #24
0
ファイル: test_dissector.py プロジェクト: Rad0x6f/kpro9
def create_lua_keywords_field():
    """Create a Protocol instance with some fields."""
    proto, diss = dissector.Protocol.create_dissector('test')
    field = Field('elseif', 'int32', 4, 0, Platform.big)
    field.set_list_validation(dict(enumerate('VWXYZ')))
    diss.add_field(field)
    diss.add_field(Field('in', 'float', 4, 0, Platform.big))
    diss.push_modifiers()
    yield diss.children[0], diss.children[1]
    dissector.Protocol.protocols = {}
    del proto, diss
コード例 #25
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    def setUp(self):
        # Test with Ed25519
        field = Field(2**255 - 19)
        ed25519 = TwistedEdwardsCurve(-1, field.div(-121665, 121666), field)

        base_point = (15112221349535400772501151409588531511454012693041857206046113283949847762202L,
                      46316835694926478169428394003475163141307993866256225615783033603165251855960L)

        self.curve = ed25519
        self.bp = base_point
        self.bp_order = 2**252 + 27742317777372353535851937790883648493
コード例 #26
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ファイル: pagelet.py プロジェクト: janastu/pantoto-prototype
 def postsimilar(self,sessionuserid):
     newf = []
     for fld in self.fields:
         f = Field(sessionuserid,fld.decoration,fld.label)
         newf.append(f)
         cPickle.dump(f, open(f.getid()+".obj",'wb'))
     newp = Pagelet(sessionuserid,self.views,newf)
     self.leaves.append(newp.getid())
     cPickle.dump(self, open(self.getid()+".obj",'wb'))
     cPickle.dump(self, open(newp.getid()+".obj",'wb'))
     return newp
コード例 #27
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    def __init__(self, fdir):

        # Get mean velocity and density field
        self.fdir = fdir
        self.vField = Channelflow_vField(fdir)
        Field.__init__(self,self.vField.Raw)
        self.inherit_parameters(self.vField)
        self.labels = ['uu','uv','uw',
                       'vu','vv','vw',
                       'wu','wv','ww']
        self.nperbin = 9
コード例 #28
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ファイル: agent0.py プロジェクト: jergason/pd_controller
 def repulsive_and_tangential_fields_from_obstacles(self, obstacles):
     fields = []
     for obstacle in obstacles:
         centroid = self.calculate_centroid(obstacle)
         radius = self.calculate_radius_from_centroid(centroid, obstacle)
         field = Field(centroid['x'], centroid['y'], radius, 100)
         field.kind = 'repulsive'
         fields.append(field)
         tan_field = Field(centroid['x'], centroid['y'], radius, 100)
         tan_field.kind = 'tangential'
         fields.append(tan_field)
     return fields
コード例 #29
0
ファイル: field_test.py プロジェクト: fangohr/oommf-python
    def test_random_coord(self):
        cmin = (-18.5, 5, 0)
        cmax = (10, 10, 10)
        d = (0.1, 0.25, 2)
        name = 'test_field'

        f = Field(cmin, cmax, d, dim=2, name=name)

        for j in range(500):
            c = f.random_coord()
            assert f.cmin[0] <= c[0] <= f.cmax[0]
            assert f.cmin[1] <= c[1] <= f.cmax[1]
            assert f.cmin[2] <= c[2] <= f.cmax[2]
コード例 #30
0
ファイル: field_test.py プロジェクト: fangohr/oommf-python
    def test_coord2index(self):
        cmin = (-10, -5, 0)
        cmax = (10, 5, 10)
        d = (1, 5, 1)
        name = 'test_field'

        f = Field(cmin, cmax, d, dim=2, name=name)

        assert f.coord2index((-10, -5, 0)) == (0, 0, 0)
        assert f.n[0] == 20
        assert f.coord2index((10, 5, 10)) == (19, 1, 9)
        assert f.coord2index((0.0001, 0.0001, 5.0001)) == (10, 1, 5)
        assert f.coord2index((-0.0001, -0.0001, 4.9999)) == (9, 0, 4)
コード例 #31
0
ファイル: game.py プロジェクト: lifelessPixels/monopolyuwr
    def initializeFields(self):
        self.fields = []

        self.fields.append(
            Field(name="Start",
                  isSpecial=True,
                  specialFunction=self.startField,
                  imagePath="res/start.png"))  #Start
        self.fields.append(
            Field(name="Współczesne stosunki międzynarodowe",
                  color=(102, 51, 0),
                  financial=(12, 4, 6, 18, 50, 10))
        )  # 1.1 -financial cena,opłata bazowa,opłata 1 poziom,opłata 2 poziom,opłata 3 poziom,cena upgradu
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Historia Filozofii",
                  color=(102, 51, 0),
                  financial=(12, 4, 12, 36, 90, 10)))  # 1.2
        self.fields.append(
            Field(name="DUUUŻY grzyb",
                  isSpecial=True,
                  specialFunction=self.bigMushroom,
                  imagePath="res/bigmush.png"))  # Grzyb duży
        self.fields.append(
            Field(name="Wstęp do informatyki",
                  color=(204, 229, 255),
                  financial=(20, 6, 18, 54, 110, 10)))  # 2.1
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Wstęp do programowania w języku Python",
                  color=(204, 229, 255),
                  financial=(20, 6, 18, 54, 110, 10)))  # 2.2
        self.fields.append(
            Field(name="Wstęp do programowania w języku C",
                  color=(204, 229, 255),
                  financial=(24, 8, 20, 60, 120, 10)))  # 2.3
        self.fields.append(
            Field(name="Naprawa komputera",
                  isSpecial=True,
                  specialFunction=self.prisonField,
                  imagePath="res/jail.png"))  # Więzienie
        self.fields.append(
            Field(name="Kurs: Podstawowy warsztat informatyka",
                  color=(153, 0, 153),
                  financial=(28, 10, 30, 90, 150, 20)))  # 3.1
        self.fields.append(
            Field(name="Praktyka zawodowa w Nokii",
                  isSpecial=True,
                  specialFunction=self.practiseField,
                  financial=(45, 30, 0, 0, 0, 0),
                  imagePath="res/nokia.png"))
        self.fields.append(
            Field(name="Komunikacja człowiek-komputer",
                  color=(153, 0, 153),
                  financial=(28, 10, 30, 90, 150, 20)))  # 3.2
        self.fields.append(
            Field(name="Systemy wbudowane",
                  color=(153, 0, 153),
                  financial=(32, 12, 36, 100, 180, 20)))  # 3.3
        self.fields.append(
            Field(name="Rozwój systemu zapisów",
                  color=(255, 128, 0),
                  financial=(36, 14, 40, 110, 190, 20)))  #4.1
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Kurs: Praktyczne aspekty sieci komputerowych",
                  color=(255, 128, 0),
                  financial=(36, 14, 40, 110, 190, 20)))  # 4.2
        self.fields.append(
            Field(name="Kurs: WWW",
                  color=(225, 128, 0),
                  financial=(40, 16, 44, 120, 200, 20)))  # 4.3
        self.fields.append(
            Field(name="Tramwaj",
                  isSpecial=True,
                  specialFunction=self.tramField,
                  imagePath="res/tram.png"))  # Tramwaj
        self.fields.append(
            Field(name="Podstawy grafiki komputerowej",
                  color=(255, 0, 0),
                  financial=(44, 18, 50, 140, 210, 30)))  # 5.1
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Kurs programowania gier w silniku Unity3D",
                  color=(255, 0, 0),
                  financial=(44, 18, 50, 140, 210, 30)))  # 5.2
        self.fields.append(
            Field(name="Artificial Intelligence for Games",
                  color=(255, 0, 0),
                  financial=(48, 20, 60, 150, 220, 30)))  # 5.3
        self.fields.append(
            Field(name="Kurs języka Java",
                  color=(255, 255, 0),
                  financial=(52, 22, 66, 160, 230, 30)))  # 6.1
        self.fields.append(
            Field(name="Kurs języka Rust",
                  color=(255, 255, 0),
                  financial=(52, 22, 66, 160, 230, 30)))  # 6.2
        self.fields.append(
            Field(name="Praktyka zawodowa w Comarch",
                  isSpecial=True,
                  specialFunction=self.practiseField,
                  financial=(45, 30, 0, 0, 0, 0),
                  imagePath="res/comarch.png"))
        self.fields.append(
            Field(name="Języki programowania",
                  color=(255, 255, 0),
                  financial=(56, 24, 72, 170, 240, 30)))  # 6.3
        self.fields.append(
            Field(name="Zepsułeś komputer",
                  isSpecial=True,
                  specialFunction=self.goToPrison,
                  imagePath="res/gotojail.png"))  # Idź do więzienia
        self.fields.append(
            Field(name="Analiza numeryczna",
                  color=(0, 153, 0),
                  financial=(60, 26, 78, 190, 255, 40)))  # 7.1
        self.fields.append(
            Field(name="Matematyka dyskretna",
                  color=(0, 153, 0),
                  financial=(60, 26, 78, 190, 255, 40)))  # 7.2
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Algebra",
                  color=(0, 153, 0),
                  financial=(64, 30, 90, 200, 280, 40)))  # 7.3
        self.fields.append(
            Field(name="Szansa",
                  isSpecial=True,
                  specialFunction=self.chanceField,
                  imagePath="res/questionmark.png"))  # Szansa
        self.fields.append(
            Field(name="Analiza matematyczna",
                  color=(3, 177, 252),
                  financial=(70, 35, 100, 220, 300, 40)))  # 8.1
        self.fields.append(
            Field(name="Mały grzyb",
                  isSpecial=True,
                  specialFunction=self.littleMushroom,
                  imagePath="res/smallmush.png"))  # Grzyb mały
        self.fields.append(
            Field(name="Logika dla informatyków",
                  color=(3, 177, 252),
                  financial=(80, 40, 120, 280, 400, 40)))  # 8.1
コード例 #32
0
 def request_field(self) -> Field:
     """
     Сервер запрашивает поле
     :return: int[][]
     """
     return Field.generate_random_field(self.client_id)
コード例 #33
0
ファイル: optimizer.py プロジェクト: rrtheonlyone/AikenDueet2
        elif rotation == 2:
            keys.append(keymap['rotate_right'])
            keys.append(keymap['rotate_right'])
        elif rotation == 3:
            keys.append(keymap['rotate_left'])
        # Then we move it all the way to the the left that we are guaranteed
        # that it is at column 0. The main reason for doing this is that when
        # the tetromino is rotated, the bottom-leftmost piece in the tetromino
        # may not be in the 3rd column due to the way Tetris rotates the piece
        # about a specific point. There are too many edge cases so instead of
        # implementing tetromino rotation on the board, it's easier to just
        # flush all the pieces to the left after orienting them.
        for i in range(4):
            keys.append(keymap['move_left'])
        # Now we can move it back to the correct column. Since pyautogui's
        # typewrite is instantaneous, we don't have to worry about the delay
        # from moving it all the way to the left.
        for i in range(column):
            keys.append(keymap['move_right'])
        keys.append(keymap['drop'])
        return keys


if __name__ == '__main__':
    f = Field()
    f.drop(Tetromino.TTetromino(), 3)
    opt = Optimizer.get_optimal_drop(f['tetromino_rotation'],
                                     f['tetromino_column'],
                                     Tetromino.ITetromino())
    print(opt['field'])
コード例 #34
0
 class Foo(Model):
     foo_field = Field('text')
コード例 #35
0
class Solution:
    # data structure : numpy 2D array
    # [[x, y], --> alphabet a (index = 0) and x, y are floats
    #  [x, y], --> alphabet b (index = 1)
    #  .
    #  .
    #  .
    #  [x, y], --> alphabet z (index = 25)
    # ]

    num_alphabet = 32

    field = Field()

    # constructor
    def __init__(self, seed=None):
        # generate solution with seed list
        if seed is not None:
            self.positions = np.array(seed)
            num_alphabet = len(seed)
        # generate random solution
        else:
            # auxiliary random function which never returns 0
            def rand_nonzero():
                temp = np.random.rand()
                while temp == 0.0:
                    temp = np.random.rand()
                return temp

            # random generate
            self.positions = np.array([[
                rand_nonzero() * CONFIG['keyboard_width'],
                rand_nonzero() * CONFIG['keyboard_height']
            ] for i in range(Solution.num_alphabet)])

        # calculate necessary values

        # calculate area of polygon using showlace formula

        def poly_area(x, y):
            return 0.5 * np.abs(
                np.dot(x, np.roll(y, 1)) - np.dot(y, np.roll(x, 1)))

        # expand voronoi diagram for 4-directions
        under = self.positions * np.array([1, -1])
        right = self.positions * np.array([-1, 1]) + np.array(
            [2 * CONFIG['keyboard_width'], 0])
        upper = self.positions * np.array([1, -1]) + np.array(
            [0, 2 * CONFIG['keyboard_height']])
        left = self.positions * np.array([-1, 1])

        points = np.concatenate((self.positions, under, right, upper, left),
                                axis=0)

        # make voronoi diagram
        vor = Voronoi(points)

        # list of areas of each voronoi cells
        areas = []

        # list of rectangular areas of each voronoi cells
        areas_rect = []

        # list of central points of each voronoi cells
        central_points = []

        # list of number of fingers correponding to alphabets
        which_finger = []

        # list of coordinates of vertices of each voronoi regions
        voronoi_edges = []

        # for each cells from a to spacebar, calculate area of cells
        for i in range(Solution.num_alphabet):
            index_region = vor.point_region[i]
            index_vertices = vor.regions[index_region]

            # coordinate of each vertices
            x_coord = []
            y_coord = []

            # calculate areas
            for j in index_vertices:
                x_coord.append(vor.vertices[j][0])
                y_coord.append(vor.vertices[j][1])

            areas.append(poly_area(x_coord, y_coord))

            # calculate vertices of voronoi region
            edge_vertices = []
            for j in index_vertices:
                edge_vertices.append(vor.vertices[j])
            voronoi_edges.append(edge_vertices)

            # calculate min and max of x, y coord
            min_x = min(x_coord)
            max_x = max(x_coord)
            min_y = min(y_coord)
            max_y = max(y_coord)

            # calculate rectangular areas
            rect_width = abs(max_x - min_x)
            rect_height = abs(max_y - min_y)

            areas_rect.append(rect_width * rect_height)

            # calculate central point of each voronoi cells
            cent_x = (min_x + max_x) / 2
            cent_y = (min_y + max_y) / 2

            central_points.append([cent_x, cent_y])

            # calculate which finger will push the key
            which_finger.append(Solution.field.which_finger([cent_x, cent_y]))

        # add attributes
        self.areas = areas
        self.areas_rect = areas_rect
        self.central_points = central_points
        self.which_finger = which_finger
        self.voronoi_edges = voronoi_edges

        self.vor = vor

    # get coordinate of key by name
    # ex)
    #   sol.get_loc_by_name('a')
    def get_loc_by_name(self, keyname):
        return self.positions[ord(keyname) - 97]

    # get coordinate of key
    def get_loc(self, index):
        return self.positions[index]

    # plot voronoi diagram
    def plot(self):
        # labels for labeling points
        labels = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
        labels = 'qwertyuiop!asdfghjkl@#zxcvbnm$%^'

        # plot
        voronoi_plot_2d(self.vor, show_vertices=False, show_points=False)

        colors = [
            '#ffb3b3', '#ffd9b3', '#ffffb3', '#d9ffb3', '#b3ffff', '#b3d9ff',
            '#b3b3ff', '#d9b3ff'
        ]

        for i in range(Solution.num_alphabet):
            index_region = self.vor.point_region[i]
            index_vertices = self.vor.regions[index_region]
            polygon = [self.vor.vertices[j] for j in index_vertices]
            #plt.fill(*zip(*polygon), colors[self.which_finger[i]])

        # draw points and labels
        plt.scatter(self.positions[:, 0],
                    self.positions[:, 1],
                    s=10,
                    zorder=100)
        for i, txt in enumerate(labels):
            plt.annotate(txt,
                         (self.positions[:, 0][i], self.positions[:, 1][i]))

        # config plt
        plt.xlim(0, CONFIG['keyboard_width'])
        plt.ylim(0, CONFIG['keyboard_height'])
        plt.gca().set_aspect('equal', adjustable='box')
        plt.show()
コード例 #36
0
    white = Field(10, 20)
    for x in range(10):
        for y in range(20):
            white.set_pixel(x, y, [255, 255, 255])

    bg = numpy.array(background.field)
    fg = numpy.array(foreground.field)
    multi = numpy.multiply(bg, fg)
    multi = numpy.divide(multi, white.field)
    combined = Field(10, 20)
    combined.field = multi.astype(int).tolist()
    return combined


if __name__ == "__main__":
    back = Field(10, 20)

    fore = Field(10, 20)
    rainbowclock = Field(10, 20)
    rgb_field_painter = RGB_Field_Painter()
    clock = Clock(fore, Field(32, 8), rgb_field_painter, Led_Matrix_Painter())
    COLORS = 60
    r = rainbowcolors(COLORS)
    currentrainbowstart = 0
    while True:
        currentrainbowstart += 1
        currentrainbowstart %= COLORS - 20
        for x in range(10):
            for y in range(20):
                back.set_pixel(x, y, r[y + currentrainbowstart])
        clock.draw_clock([255, 255, 255])
コード例 #37
0
from intcomp import IntComp
from intcomp import Status
from field import Field
from field import coord

filename = "11day-input.txt"
output_file = "output.txt"

if os.path.exists(output_file):
    os.remove(output_file)

if len(sys.argv) > 1:
    filename = sys.argv[1]

comp = IntComp(filename)
hull = Field()

status = Status.INPUT_REQUIRED
pos = coord(0, 0)
rot = 0  #0 = up, increasing clockwise
count = set()

# Day 11.2
hull.set_val(1, pos)

while status == Status.INPUT_REQUIRED:

    paint = hull.get_val(pos)
    outs = comp.execute_tape(paint)

    status = outs[0]
コード例 #38
0
ファイル: group.py プロジェクト: sivadax/tryton
 def load_fields(self, fields):
     for name, attr in fields.iteritems():
         field = Field.get_field(attr['type'])
         attr['name'] = name
         self.fields[name] = field(attr)
コード例 #39
0
ファイル: f2c.py プロジェクト: rochSmets/myPywi
#
# .. set index for begining & end of film
times, groups = run.getTimeGroups(time)
times.sort()
#
for index, time in enumerate(times) :

    text = ['$N_e \mathrm{~@~} t = \mathrm{~}$'+'${:6.1f}$'.format(time)]
    print('time : '+str(time)+' / '+str(times[-1]))
    data = run.getN(time, 'a')
    flux = run.getA(time, 'z', 'fftw')
    filename = basename+str(index)

    # .. load the data for image
    im0 = Field(limit = limit,
                data = data,
                domain = domain,
                shifts = shifts)
    #
    # .. load the data for contours
    im1 = Field(limit = limit,
                data = flux,
                domain = domain,
                stride = None,
                section = None,
                shifts = shifts,
                labels = None)
    #
    # .. draw the plot
    plo = Colp(coloraxis = im0.axis,
               colordata = im0.data,
               bounds = bounds,
コード例 #40
0
ファイル: game.py プロジェクト: RuslanKalashnikov/Tic-tac-toe
    def start_game(self):
        while True:
            print()
            print("Chose the game mode: ")
            print("[1] 1 Player vs Bot")
            print("[2] 2 Players")
            print()
            command = input("Enter command: ")

            if command.isdigit() and command == "1":
                while True:
                    print("Enter size of grid (between 3 to 10): ")
                    print()
                    size = input("Enter size: ")

                    if size.isdigit() and 3 <= int(size) <= 10:
                        break
                    else:
                        print("Please enter correct size!")

                field = Field(int(size))
                player = Player("X")
                bot = Bot("O")
                checker = Checker(field.grid)

                first_player = randint(0, 1)

                if first_player == 0:
                    field.display()

                    not_finished = True
                    while not_finished:
                        y, x = player.make_move(field.grid)
                        field.fill_cell(player.symbol, x, y)
                        field.display()
                        flag = checker.do_win_the_game(player)
                        if flag:
                            print("You won the game!")
                            not_finished = False

                        no_empty = checker.no_empty_cell()
                        if no_empty:
                            print("It's a draw!")
                            break

                        if not flag:
                            y, x = bot.make_move(field.grid)
                            field.fill_cell(bot.symbol, x, y)
                            field.display()
                            flag = checker.do_win_the_game(bot)
                            if flag:
                                print("Bot won the game!")
                                break

                            no_empty = checker.no_empty_cell()
                            if no_empty:
                                print("It's a draw!")
                                break

                else:
                    field.display()
                    not_finished = True
                    while not_finished:
                        y, x = bot.make_move(field.grid)
                        field.fill_cell(bot.symbol, x, y)
                        field.display()
                        flag = checker.do_win_the_game(bot)
                        if flag:
                            print("Bot won the game!")
                            not_finished = False

                        no_empty = checker.no_empty_cell()
                        if no_empty:
                            print("It's a draw!")
                            break

                        if not flag:
                            y, x = player.make_move(field.grid)
                            field.fill_cell(player.symbol, x, y)
                            field.display()
                            flag = checker.do_win_the_game(player)
                            if flag:
                                print("You won the game!")
                                break

                            no_empty = checker.no_empty_cell()
                            if no_empty:
                                print("It's a draw!")
                                break

            elif command.isdigit() and command == "2":
                while True:
                    print("Enter size of grid (between 3 to 10): ")
                    print()
                    size = input("Enter size: ")

                    if size.isdigit() and 3 <= int(size) <= 10:
                        break
                    else:
                        print("Please enter correct size!")

                field = Field(int(size))
                player_1 = Player("X")
                player_2 = Player("O")
                checker = Checker(field.grid)

                first_player = randint(0, 1)

                if first_player == 0:
                    field.display()

                    not_finished = True
                    while not_finished:
                        print("Player #1 turn:")
                        y, x = player_1.make_move(field.grid)
                        field.fill_cell(player_1.symbol, x, y)
                        flag = checker.do_win_the_game(player_1)
                        if flag:
                            print("Player #1 won the game!")
                            not_finished = False

                        no_empty = checker.no_empty_cell()
                        if no_empty:
                            print("It's a draw!")
                            break

                        if not flag:
                            print("Player #2 turn:")
                            y, x = player_2.make_move(field.grid)
                            field.fill_cell(player_2.symbol, x, y)
                            field.display()
                            flag = checker.do_win_the_game(player_2)
                            if flag:
                                print("Player #2 won the game!")
                                break

                            no_empty = checker.no_empty_cell()
                            if no_empty:
                                print("It's a draw!")
                                break

                else:
                    field.display()
                    not_finished = True
                    while not_finished:
                        print("Player #2 turn:")
                        y, x = player_2.make_move(field.grid)
                        field.fill_cell(player_2.symbol, x, y)
                        field.display()
                        flag = checker.do_win_the_game(player_2)
                        if flag:
                            print("Player #2 won the game!")
                            not_finished = False

                        no_empty = checker.no_empty_cell()
                        if no_empty:
                            print("It's a draw!")
                            break

                        if not flag:
                            print("Player #1 turn:")
                            y, x = player_1.make_move(field.grid)
                            field.fill_cell(player_1.symbol, x, y)
                            field.display()
                            flag = checker.do_win_the_game(player_1)
                            if flag:
                                print("Player #1 won the game!")
                                break

                            no_empty = checker.no_empty_cell()
                            if no_empty:
                                print("It's a draw!")
                                break

            else:
                print("Please enter correct command!")

            while True:
                print()
                print("Do you want to play again?")
                print("[1] YES")
                print("[2] EXIT")

                command = input("Enter command: ")

                if command.isdigit() and command == "1":
                    break
                elif command == "2":
                    exit(1)
                else:
                    print("Please enter correct command!")
コード例 #41
0
__author__ = 'Thomas Scheinecker'

from field import Field
from base_entity import BaseEntity

fieldSize = eval(input('Field size: '))
entryPoint = eval(input('Entry point: '))
basePoint = eval(input('Base point: '))
path = eval(input('Path: '))

print(
    "fieldSize: {fieldSize}; entryPoint {entryPoint}; basePoint; path {path}".
    format(**locals()))

base = BaseEntity(100, 0, "BASE", "Your base", basePoint, 2, 3, 5, (2, 2))

print(base)

field = Field(path, fieldSize, entryPoint, base)

print(field)
コード例 #42
0
 def test_fieldtype_query_string_generation(self):
     expected_query_string = '[field_name] text'
     field = Field('text', name='field_name')
     self.assertEqual(field.query_string, expected_query_string)
コード例 #43
0
ファイル: goalie.py プロジェクト: team-aisaac/consai2
def interpose(ball_info, robot_info, control_target):

    # ボールが動いていると判断するしきい値[m/s]
    MOVE_BALL_VELOCITY_THRESHOLD = 0.5
    # ロボットがボールを持っていると判断するしきい値[m]
    DIST_ROBOT_TO_BALL_THRESHOLD = 0.2
    # ゴールライン上ではなく一定距離[m]前を守るための変数
    MARGIN_DIST_X = 0.1

    # ゴールの位置(自陣のゴールのx座標は絶対負になる)
    OUR_GOAL_POSE = Field.goal_pose('our', 'center')
    OUR_GOAL_UPPER = Field.goal_pose('our', 'upper')
    OUR_GOAL_LOWER = Field.goal_pose('our', 'lower')

    # ボールの位置
    ball_pose = ball_info.pose

    # 敵のロボットの情報
    robot_info_their = robot_info['their']
    # 敵ロボットとボールの距離
    dist = []
    for their_info in robot_info_their:

        if their_info.disappeared is False:
            dist.append(tool.distance_2_poses(their_info.pose, ball_pose))
        else:
            dist.append(100)

    # 一番近い敵ロボットのID
    min_dist_id = dist.index(min(dist))

    # 一番近い敵ロボットの座標
    robot_pose = robot_info_their[min_dist_id].pose

    # ボールの速度
    ball_velocity_x = ball_info.velocity.x
    ball_velocity_y = ball_info.velocity.y
    ball_velocity = math.hypot(ball_velocity_x, ball_velocity_y)

    # ボールの進む角度
    angle_ball = math.atan2(ball_velocity_y, ball_velocity_x)
    # ボールの進む変化量を計算(方向を考慮した単位量)
    var_ball_velocity_x = math.cos(angle_ball)
    var_ball_velocity_y = math.sin(angle_ball)

    # ボールの次の予測位置を取得
    ball_pose_next = Pose2D(ball_pose.x + var_ball_velocity_x,
                            ball_pose.y + var_ball_velocity_y, 0)

    # 敵ロボットとボールの距離が近い場合は敵の向いている直線を使う
    if dist[min_dist_id] < DIST_ROBOT_TO_BALL_THRESHOLD and robot_pose.x < 0:
        slope = math.tan(robot_pose.theta)
        intercept = robot_pose.y - slope * robot_pose.x

    # ボールの速度がある場合かつ近づいてくる場合はボールの向かう直線を使う
    elif MOVE_BALL_VELOCITY_THRESHOLD < ball_velocity and ball_velocity_x < 0:
        slope, intercept = _get_line_parameters(ball_pose, ball_pose_next)

    # その他はゴール中心とボールを結ぶ直線を使う
    else:
        slope, intercept = _get_line_parameters(ball_pose, OUR_GOAL_POSE)

    # ゴーリの新しい座標
    goalie_pose_x = OUR_GOAL_POSE.x + MARGIN_DIST_X
    goalie_pose_y = slope * goalie_pose_x + intercept

    # ゴールから飛び出さないようる上下限を設ける
    if OUR_GOAL_UPPER.y < goalie_pose_y:
        goalie_pose_y = OUR_GOAL_UPPER.y
    elif goalie_pose_y < OUR_GOAL_LOWER.y:
        goalie_pose_y = OUR_GOAL_LOWER.y

    # ゴーリの新しい座標
    new_goalie_pose = Pose2D(goalie_pose_x, goalie_pose_y, 0)

    # ---------------------------------------------------------
    remake_path = False
    # pathが設定されてなければpathを新規作成
    if control_target.path is None or len(control_target.path) == 0:
        remake_path = True
    # 現在のpathゴール姿勢と、新しいpathゴール姿勢を比較し、path再生成の必要を判断する
    if remake_path is False:
        current_goalie_pose = control_target.path[-1]

        if not tool.is_close(current_goalie_pose, new_goalie_pose,
                             Pose2D(0.1, 0.1, math.radians(10))):
            remake_path = True

    # remake_path is Trueならpathを再生成する
    # pathを再生成すると衝突回避用に作られた経路もリセットされる
    if remake_path:
        control_target.path = []
        control_target.path.append(new_goalie_pose)

    return control_target
コード例 #44
0
            F2.rowconfigure(i, weight=1)
        F2.grid(sticky='NEWS')
        return F2

    def new(self):
        self.field.generateNew()
        self.drawField()

    def drawField(self):
        for (r, c), lab in self.field.get().items():
            real_lab = str(lab)
            if lab == 16:
                real_lab = ""
            B = tk.Button(self.cellFrame,
                          text=real_lab,
                          command=lambda x=(r, c): self.moveCell(x))
            B.grid(row=r, column=c, sticky='NEWS')
        self.cellFrame.grid(sticky='NEWS')

    def moveCell(self, c):
        self.field.move(c)
        self.drawField()
        if self.field.isWin():
            mb.showinfo("Поздравление", "Вы победили!")
            self.new()


f = Field()
app = Application(f)
app.mainloop()
コード例 #45
0
    def __init__(self, conf):
        Field.__init__(self, conf)

        for fieldConf in conf['fields']:
            field = Helper.createField(fieldConf['type'], fieldConf)
            self.fields.append(field)
コード例 #46
0
 def __init__(self, dictobj):
     self.Typename = dictobj["Typename"]
     self.FieldsAsDicts = dictobj["Fields"]
     self.FieldsList = [
         Field(dictionary) for dictionary in self.FieldsAsDicts
     ]
コード例 #47
0
from field import Field
from player import Player
from render import create_image, render_map

player = Player(6, 6, 3.14159 / 4, 3.14159 / 3)
field = Field()

# show image
img = create_image(field, player)
img.show()

map = render_map(field, player)
map.show()
コード例 #48
0
ファイル: game.py プロジェクト: tarasrumezhak/battleship
    def start():
        print("Welcome to the game Battlefirst_ship")

        name1 = input("Write the name of the first player: ")
        name2 = input("Write the name of the second player: ")

        player1 = Player(name1)
        player2 = Player(name2)

        def place_ship(field, length):
            x = random.randint(1, 11)
            y = random.randint(1, 11)
            horizontal = random.choice([True, False])

            return Ship((x, y), horizontal, length)

        # first_ship_4 = Ship((1,1), True, 4)
        # first_ship_3_1 = Ship((6,1), False, 3)
        # first_ship_3_2 = Ship((2,3), True, 3)
        # first_ship_2_1 = Ship((8,2), True, 2)
        # first_ship_2_2 = Ship((2,5), False, 2)
        # first_ship_2_3 = Ship((4,5), False, 2)
        # first_ship_1_1 = Ship((3,8), True, 1)
        # first_ship_1_2 = Ship((7,6), True, 1)
        # first_ship_1_3 = Ship((8,8), True, 1)
        # first_ship_1_4 = Ship((5,9), True, 1)
        #
        # second_ship_4 = Ship((7,7), False, 4)
        # second_ship_3_1 = Ship((2,2), True, 3)
        # second_ship_3_2 = Ship((8,5), True, 3)
        # second_ship_2_1 = Ship((6,2), True, 2)
        # second_ship_2_2 = Ship((9,1), False, 2)
        # second_ship_2_3 = Ship((3,4), False, 2)
        # second_ship_1_1 = Ship((3,7), True, 1)
        # second_ship_1_2 = Ship((5,4), True, 1)
        # second_ship_1_3 = Ship((2,9), True, 1)
        # second_ship_1_4 = Ship((9,8), True, 1)
        #
        #
        #
        # first_ships = [first_ship_2_1, first_ship_2_2, first_ship_2_3, first_ship_3_1, first_ship_3_2, first_ship_4,
        #                first_ship_1_1, first_ship_1_2, first_ship_1_3, first_ship_1_4]
        # second_ships = [second_ship_1_1, second_ship_1_2, second_ship_1_3, second_ship_1_4, second_ship_2_1, second_ship_2_2,
        #                 second_ship_2_3, second_ship_3_1, second_ship_3_2, second_ship_4]

        current_player = player1

        field1 = Field([])

        field2 = Field([])

        def place_ship(field, length):
            x = random.randint(1, 10)
            y = random.randint(1, 10)
            horizontal = random.choice([True, False])
            ship = Ship((x, y), horizontal, length)
            # print(ship.coords)
            x_coords = []
            y_coords = []
            for (x_1, y_1) in ship.coords:
                # print(x_1, y_1)
                x_coords.append(x_1)
                y_coords.append(y_1)
            # print(x_coords)
            for i in x_coords:
                if i > 10:
                    return place_ship(field, length)
            for j in y_coords:
                if j > 10:
                    return place_ship(field, length)
            for (x1, y1) in ship.coords:
                # print("Hello", x1, y1)
                if field.water[x1 - 1][y1 -
                                       1] == "+" or field.water[x1 -
                                                                1][y1 -
                                                                   1] == "*":
                    return place_ship(field, length)
            field._Field__ships.append(ship)
            field.set_ships()

        place_ship(field1, 4)
        place_ship(field1, 3)
        place_ship(field1, 3)
        place_ship(field1, 2)
        place_ship(field1, 2)
        place_ship(field1, 2)
        place_ship(field1, 1)
        place_ship(field1, 1)
        place_ship(field1, 1)
        place_ship(field1, 1)

        place_ship(field2, 4)
        place_ship(field2, 3)
        place_ship(field2, 3)
        place_ship(field2, 2)
        place_ship(field2, 2)
        place_ship(field2, 2)
        place_ship(field2, 1)
        place_ship(field2, 1)
        place_ship(field2, 1)
        place_ship(field2, 1)

        def output1(name, field):
            print("Field of player {}".format(name))
            print("   a b c d e f g h i j".upper())
            for digit, line in enumerate(field.water, 1):
                print("{:<3}".format(digit) + " ".join(line).replace("*", "~"))

        def hiden_output(name, field):
            print("Field of player {}".format(name))
            print("   a b c d e f g h i j".upper())
            for digit, line in enumerate(field.field_without_ships(), 1):
                print("{:<3}".format(digit) + " ".join(line))

        running = True
        while running:
            if current_player == player1:
                output1(name1, field1)

                hiden_output(name2, field2)

                hits_count = field2.combo
                field2.shoot_at(player1.read_position())
                current_hits = field2.combo

                hiden_output(name2, field2)

            else:
                output1(name2, field2)

                hiden_output(name1, field1)

                hits_count = field1.combo
                field1.shoot_at(player1.read_position())
                current_hits = field1.combo
                hiden_output(name1, field1)
            if current_hits > hits_count:
                current_player = current_player
            else:
                if input("Next player? (y/n): ") == "y":
                    if current_player == player1:
                        current_player = player2
                    else:
                        current_player = player1
                    print("\n\n===========================\n\n")
                    print("\n\n===========================\n\n")

            if field1.combo == 20:
                print("{} wins!".format(name2))
                running = False
            elif field2.combo == 20:
                print("{} wins!".format(name1))
                running = False
コード例 #49
0
def start_game():
    """Запуск игры"""
    game_start.play()
    base, player, level_x, level_y = generate_level(load_level(map_name))
    pygame.time.set_timer(pygame.USEREVENT, 2000)
    enemy_shoot = pygame.USEREVENT + 0
    spawn_enemies = pygame.USEREVENT + 1
    random_rotate_enemies = pygame.USEREVENT + 2
    spawn_bonus = pygame.USEREVENT + 3
    bg_music_on = pygame.USEREVENT + 4
    pygame.time.set_timer(enemy_shoot, 2000)
    pygame.time.set_timer(spawn_enemies, 4000)
    pygame.time.set_timer(random_rotate_enemies, 5000)
    pygame.time.set_timer(spawn_bonus, 20000)
    pygame.time.set_timer(bg_music_on, 4200, True)
    spawn_enemy = SpawnEnemy(spawn_points)
    field = Field(width, height)
    field.render(player, screen)
    last_shoot = 0
    volume1 = 0.2
    volume2 = 0.1

    while True:
        now = pygame.time.get_ticks()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                terminate()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    if now - last_shoot > player.shoot_delay:
                        last_shoot = now
                        x, y = player.get_position()
                        fire.play()
                        bullet = Bullet(x, y, player.last_direction, player)
                elif event.key == 61:
                    volume1 += 0.1
                    volume2 += 0.1
                    for sound in sounds:
                        if sound != bg:
                            sound.set_volume(volume1)
                        else:
                            sound.set_volume(volume2)
                elif event.key == 45:
                    volume1 -= 0.1
                    volume2 -= 0.1
                    for sound in sounds:
                        if sound != bg:
                            sound.set_volume(volume1)
                        else:
                            sound.set_volume(volume2)
            elif event.type == enemy_shoot:
                for enemy in enemies:
                    if not enemy.died:
                        x, y = enemy.get_position()
                        bullet = Bullet(x, y, enemy.last_direction, enemy)
                    else:
                        enemies.remove(enemy)
            elif event.type == spawn_enemies:
                spawn_enemy.spawn()
            elif event.type == random_rotate_enemies:
                for enemy in enemies:
                    enemy.collision = True
            elif event.type == spawn_bonus:
                if len(bonuses) != 0:
                    bonuses[0].kill()
                    bonuses.clear()
                bonus = Bonus()
                bonuses.append(bonus)
            elif event.type == bg_music_on:
                bg.play(-1)
        statistic(player.hp, player.kills, player.damage, player.shoot_delay)
        spawn_enemy.level_up()
        all_sprites.draw(screen)
        all_sprites.update()
        pygame.display.flip()
        clock.tick(FPS)
        if now > 300000:
            end_screen(True)
        if player.died or not base.game:
            player.freeze()
            end_screen(False)
コード例 #50
0
 def _callback_geometry(self, msg):
     Field.update(msg)
コード例 #51
0
ファイル: main.py プロジェクト: SomeAnonimCoder/raycasterv2
    import keyboard
    keyboard.is_pressed("a")
except:
    print("no keyboard library or no sudo! Showing demo")
    keyboard = None

HEIGHT = 480
WIDTH = 640

root = Tk()
root.geometry('{}x{}'.format(WIDTH, HEIGHT))
canvas = Canvas(root, width=WIDTH, height=HEIGHT)
canvas.pack(fill=BOTH)

player = Player(1.5, 1.5, 3.14159 / 4, 3.14159 / 3)
myMap = Field()
k = 0
while 1:
    k += 1
    if (keyboard):
        #moving or exiting if some keys pressed
        if is_pressed(keyboard.is_pressed("ESC")):
            print(k)
            sys.exit(-1)
        if is_pressed('w'):
            player.x -= 0.05 * cos(player.v_dir)
            player.y -= 0.05 * sin(player.v_dir)
        if is_pressed("s"):
            player.x += 0.05 * cos(player.v_dir)
            player.y += 0.05 * sin(player.v_dir)
        if is_pressed("d"):
コード例 #52
0
class Game:
    def __init__(self, player_no=0):
        self.field = Field()
        self.queue = MinoQueue()
        self.score = Score()
        self.__holding = Holding()
        self.layout = Layout(self.field, self.queue, self.score,
                             self.__holding, player_no)
        self.mino = self.queue.get_next()
        self.state = GameState.PLAYING
        self.__reset_counter()
        self.player_no = player_no

    def update(self):
        removed_lines = self.field.remove_complete_lines()
        if len(removed_lines) > 0:
            self.score.count_removed(removed_lines)
            return

        if self.__is_game_over():
            pyxel.stop(0)
            self.state = GameState.GAME_OVER
            self.layout.reduce_drawable_line()
            return

        self.advance_counter -= self.reduce_count
        if self.advance_counter <= 0:
            self.__advance()

    def draw(self):
        self.layout.draw(self.mino)

    def move(self, direction):
        if self.mino.can_move(self.field, direction):
            pyxel.play(1, 3)
            self.mino.move(direction)

    def rotate(self, direction):
        if self.mino.can_rotate(self.field, direction):
            pyxel.play(1, 5)
            self.mino.rotate(direction)

    def drop(self):
        while self.mino.can_move(self.field, MoveDirection.DOWN):
            self.mino.move(MoveDirection.DOWN)
        self.__put_on()

    def hold(self):
        if self.__holding.can_hold():
            self.mino = self.__holding.hold(self.mino)
            if self.mino == None:
                self.mino = self.queue.get_next()

    def __is_game_over(self):
        if not self.mino.is_initial_position(): return False
        if self.mino.can_move(self.field, C.MoveDirection.DOWN): return False

        return True

    def __advance(self):
        if self.mino.can_move(self.field, MoveDirection.DOWN):
            self.mino.move(MoveDirection.DOWN)
            self.__reset_counter()
        else:
            self.__put_on()

    def __put_on(self):
        self.field.store(self.mino.blocks, self.mino.position)
        pyxel.play(1, 4)
        self.mino = self.queue.get_next()
        self.advance_counter += 1
        self.__holding.unlock()

    def __reset_counter(self):
        self.advance_counter = C.ADVANCE_COUNTER
        self.reduce_count = C.REDUCE_COUNT
コード例 #53
0
class DummyModel(Model):
    field_a = Field('text')
    field_b = Field('text')
コード例 #54
0
    def __init__(self, ast):
        # reset ids and lists of meta-classes: Field, Method, and Clazz

        fields_reset()
        methods_reset()
        classes_reset()
        self._frozen = False

        # class declarations in this template
        self._classes = []  # [ Clazz... ]
        # event involved in this template
        self._events = {}  # [ event_kind0 : 0, ... ]
        self._evt_annotated = False
        # aux types for observer patterns
        self._obs_auxs = {}  # { Aux...1 : [ C1, D1 ], ... }
        # aux types for accessor patterns
        self._acc_auxs = []  # [ Aux...1, ... ]
        # aux types for singleton pattern
        self._sng_auxs = []  # [ Aux...1, ... ]

        # primitive classes
        cls_obj = Clazz(pkg=u"java.lang", name=C.J.OBJ)
        cls_obj.sup = None  # Object is the root
        self._classes.append(cls_obj)

        find_obs = lambda anno: anno.by_name(C.A.OBS)
        annos = []
        pkg = None
        mods = []
        events = []
        for _ast in ast.getChildren():
            tag = _ast.getText()
            if tag in [C.T.CLS, C.T.ITF, C.T.ENUM]:
                clazz = parse_class(_ast)
                clazz.annos = annos
                if pkg:
                    for cls in util.flatten_classes([clazz], "inners"):
                        cls.pkg = pkg
                clazz.mods = mods
                self._classes.append(clazz)

                # collect event kinds
                for cls in util.flatten_classes([clazz], "inners"):
                    # 1) class itself is sort of event
                    if cls.is_event:
                        events.append(repr(cls))
                    # 2) might be annotated with explicit event sorts
                    elif util.exists(find_obs, annos):
                        _anno = util.find(find_obs, annos)
                        events.extend(_anno.events)
                        self._evt_annotated = True

                annos = []
                pkg = None
                mods = []

            elif tag == C.T.ANNO:
                annos.append(parse_anno(_ast))
            elif tag == C.T.PKG:
                p_node = util.mk_v_node_w_children(_ast.getChildren())
                pkg = util.implode_id(p_node)
            else:  # modifiers
                mods.append(tag)
        ## parsing done
        ## post manipulations go below

        logging.debug("# class(es): {}".format(len(classes())))
        logging.debug("# method(s): {}".format(len(methods())))
        logging.debug("# field(s): {}".format(len(fields())))

        self.consist()

        # remove duplicates in events
        events = util.rm_dup(events)
        if events:
            logging.debug("event(s) in the template: {}: {}".format(
                len(events), events))
            # numbering the event kinds
            for i, event in enumerate(events):
                self._events[event] = i

        # if there exists java.util.EventObject (i.e., cmd == "gui")
        # no additional class is required to represent events
        evt_obj = class_lookup(C.GUI.EVT)
        if evt_obj:
            # artificial field to record subtype events' kinds
            fld = Field(clazz=evt_obj,
                        mods=[C.mod.PB],
                        typ=C.J.i,
                        name=u"kind")
            evt_obj.flds.append(fld)

        else:
            # if there exists android.os.Message (i.e., cmd == "android")
            # no additional class is required, too
            msg = class_lookup(C.ADR.MSG)
            if msg:
                pass

                # o.w. introduce artificial class Event that implodes all event kinds
                # class Event { int kind; E_kind$n$ evt$n$; }
            elif events:
                cls_e = merge_layer(u"Event", map(class_lookup, events))
                cls_e.add_default_init()
                self._classes.append(cls_e)
                add_artifacts([u"Event"])
コード例 #55
0
ファイル: center_back.py プロジェクト: SSL-Roots/consai2
def center_back(my_pose, ball_info, control_target, my_role, defense_num):
    # ゴール前ディフェンスは、ペナルティエリアに沿って守備を行う
    # ボールとゴールを結ぶ直線と、ペナルティエリアのラインの交点を基準に移動
    # ボールの位置によって、ライン左、ライン正面、ライン右のどのラインの前に移動するか変わる

    # ペナルティエリアからどれだけ離れるか
    MARGIN_LINE = 0.2
    # 2台でディフェンスする時のお互いの距離
    MARGIN_ROBOT = 0
    # ライン左からライン正面に移動する時等に、
    # 一時的にスピードアップするための数値
    MARGIN_FOR_SPEED = 0.5

    # ディフェンスが2台以上いる時はMARGIN_ROBOTを変更
    if defense_num > 1:
        if my_role == role.ROLE_ID["ROLE_CENTER_BACK_1"]:
            MARGIN_ROBOT = 0.15
        else:
            MARGIN_ROBOT = -0.15

    # ボール位置
    ball_pose = ball_info.pose

    # ボールの位置判定用フラグ
    ball_is_center = False
    ball_is_left = False
    ball_is_right = False
    # 自分の位置判定用フラグ
    my_pose_is_left = False
    my_pose_is_right = False
    # 移動すべき場所判定用フラグ
    target_is_center = False
    target_is_left = False
    target_is_right = False

    # Field情報からペナルティエリアの情報を取得
    # ペナルティエリアの左角
    left_penalty_corner = Field.penalty_pose('our', 'upper_front')
    # ペナルティエリアの右角
    right_penalty_corner = Field.penalty_pose('our', 'lower_front')
    # ペナルティエリアの左側のゴールラインとの交点
    left_penalty_goalside = Field.penalty_pose('our', 'upper_back')
    # ペナルティエリアの右側のゴールラインとの交点
    right_penalty_goalside = Field.penalty_pose('our', 'lower_back')
    # ゴールの中心
    goal_center = Field.goal_pose('our', 'center')

    # ゴール中心からペナルティエリア左角への角度
    angle_to_left_penalty_corner = tool.get_angle(goal_center,
                                                  left_penalty_corner)
    # ゴール中心からペナルティエリア右角への角度
    angle_to_right_penalty_corner = tool.get_angle(goal_center,
                                                   right_penalty_corner)
    # 自分からボールへの角度(ボールの方向を向くため)
    angle_to_ball = tool.get_angle(my_pose, ball_pose)

    # ゴールを背にした左角を中心とした座標軸へ変換
    trans_left = tool.Trans(left_penalty_corner, angle_to_left_penalty_corner)
    tr_left_ball_pose = trans_left.transform(ball_pose)

    # ゴールを背にした右角を中心とした座標軸へ変換
    trans_right = tool.Trans(right_penalty_corner,
                             angle_to_right_penalty_corner)
    tr_right_ball_pose = trans_right.transform(ball_pose)

    # ボールの位置を判定
    if tr_left_ball_pose.y > 0:
        ball_is_left = True
    elif tr_right_ball_pose.y < 0:
        ball_is_right = True
    else:
        ball_is_center = True

    # ---------------------------------------------------------
    # キックとドリブルはOFF
    control_target.kick_power = 0.0
    control_target.dribble_power = 0.0

    # ボールは真ん中にある
    if ball_is_center:
        # ペナルティエリアの左角と右角の線分(正面の線)と、ゴール中心とボールの線分の交点
        target_pose = tool.get_intersection(left_penalty_corner,
                                            right_penalty_corner, goal_center,
                                            ball_pose)
        if target_pose is not None:
            # ペナルティエリアに侵入しないように+MARGIN_LINE
            target_pose.x += MARGIN_LINE
            # ロボットが正面の線より後ろにいる
            if my_pose.x < left_penalty_corner.x:
                # ダッシュで正面に移動
                target_pose.x += MARGIN_FOR_SPEED
                # ペナルティエリアを沿って移動
                if my_pose.y > 0:
                    target_pose.y = left_penalty_corner.y + MARGIN_LINE
                else:
                    target_pose.y = right_penalty_corner.y - MARGIN_LINE
            else:
                target_pose.y += MARGIN_ROBOT
        else:
            target_pose = Pose2D()
    # ボールは左側にある
    elif ball_is_left:
        # ペナルティエリアの左側の線分と、ゴール中心とボールの線分の交点
        target_pose = tool.get_intersection(left_penalty_corner,
                                            left_penalty_goalside, goal_center,
                                            ball_pose)
        if target_pose is not None:
            # ペナルティエリアに侵入しないように+MARGIN_LINE
            target_pose.y += MARGIN_LINE
            # ロボットが左側にいない
            if my_pose.y < left_penalty_corner.y:
                # 左側にいないかつ後ろにいる場合は右側を沿う
                if my_pose.x < left_penalty_corner.x and my_pose.y < 0:
                    target_pose.x = left_penalty_corner.x + MARGIN_FOR_SPEED
                    target_pose.y = right_penalty_corner.y - MARGIN_LINE
                # 左側にダッシュで移動
                else:
                    target_pose.x = left_penalty_corner.x + MARGIN_LINE
                    target_pose.y += MARGIN_FOR_SPEED
            else:
                target_pose.x -= MARGIN_ROBOT
        else:
            target_pose = Pose2D()
    # ボールは右側にある
    elif ball_is_right:
        target_pose = tool.get_intersection(right_penalty_corner,
                                            right_penalty_goalside,
                                            goal_center, ball_pose)
        if target_pose is not None:
            # ペナルティエリアに侵入しないように-MARGIN_LINE
            target_pose.y -= MARGIN_LINE
            # ロボットが右側にいない
            if my_pose.y > right_penalty_corner.y:
                # 右側にいないかつ後ろにいる場合は左側を沿う
                if my_pose.x < left_penalty_corner.x and my_pose.y > 0:
                    target_pose.x = left_penalty_corner.x + MARGIN_FOR_SPEED
                    target_pose.y = left_penalty_corner.y + MARGIN_LINE
                # 右側にダッシュで移動
                else:
                    target_pose.x = right_penalty_corner.x + MARGIN_LINE
                    target_pose.y -= MARGIN_FOR_SPEED
            else:
                target_pose.x += MARGIN_ROBOT
        else:
            target_pose = Pose2D()
    # フィールドから出ないように
    if target_pose.x < goal_center.x:
        target_pose.x = goal_center.x
    # 向きはボールの方向
    target_pose.theta = angle_to_ball

    control_target.path = []
    control_target.path.append(target_pose)

    return control_target
コード例 #56
0
    def get_action(self, referee, obstacle_avoidance, ball_info, robot_info=None, defense_num=0):
        self._control_target.control_enable = True
        remake_path = False # 経路再生成のフラグ TODO:remake_pathを活用する
        avoid_obstacle = True # 障害物回避の経路追加フラグ
        avoid_ball = False # ボール回避の経路追加フラグ
        zone_enable = False

        # パラメータ初期化
        self._control_target.dribble_power = 0.0
        self._control_target.kick_power = 0.0

        if referee.can_move_robot is False or ball_info.disappeared:
            # 移動禁止 or ボールの消失で制御を停止する
            rospy.logdebug("HALT")
            self._control_target, remake_path= normal.stop(self._control_target)
            avoid_obstacle = False # 障害物回避しない

        elif referee.is_inplay:
            rospy.logdebug("IN-PLAY")
            zone_enable = True

            if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                if tool.is_in_defense_area(ball_info.pose, 'our'):
                    self._control_target = offense.outside_shoot(
                            self._my_pose, ball_info, self._control_target)
                else:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                avoid_obstacle = False # 障害物回避しない
            elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                if tool.is_in_defense_area(ball_info.pose, 'our'):
                    # ボールが自チームのディフェンスエリアにある場合は行動を変える
                    self._control_target = normal.move_to(
                            self._control_target, Pose2D(0,0,0), ball_info, look_ball=True)
                elif tool.is_in_defense_area(ball_info.pose, 'their'):
                    # ボールが相手チームのディフェンスエリアにある場合は行動を変える
                    self._control_target = normal.keep_x(
                            self._control_target, 
                            Field.penalty_pose('their', 'upper_front').x - 1.0,
                            ball_info)
                else:
                    self._control_target = offense.inplay_shoot(
                            self._my_pose, ball_info, self._control_target)
            else:
                self._control_target = assign.assign(
                        self._my_role, ball_info, self._control_target, 
                        self._my_pose, defense_num, robot_info, zone_enable)

        else:
            if referee.referee_id == ref.REFEREE_ID["STOP"]:
                rospy.logdebug("STOP")
                
                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target = offense.interpose(ball_info,
                            self._control_target, dist_from_target=0.7)
                    avoid_ball = True
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_KICKOFF_PREPARATION"]:
                rospy.logdebug("OUR_KICKOFF_PREPARATION")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_shoot(
                            self._my_pose, ball_info, self._control_target,
                            kick_enable=False)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_KICKOFF_START"]:
                rospy.logdebug("OUR_KICKOFF_START")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_shoot(
                            self._my_pose, ball_info, self._control_target,
                            kick_enable=True)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_PENALTY_PREPARATION"]:
                rospy.logdebug("OUR_PENALTY_PREPARATION")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_shoot(
                            self._my_pose, ball_info, self._control_target,
                            kick_enable=False)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_PENALTY_START"]:
                rospy.logdebug("OUR_PENALTY_START")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_shoot(
                            self._my_pose, ball_info, self._control_target,
                            kick_enable=True, penalty=True)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_DIRECT_FREE"]:
                rospy.logdebug("OUR_DIRECT_FREE")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_pass(
                            self._my_pose, ball_info, self._control_target,
                            Pose2D(Field.field('length')*0.25, 0, 0),
                            receive_enable=True, receiver_role_exist=Observer.role_is_exist(role.ROLE_ID["ROLE_ZONE_1"]),
                            robot_info=robot_info, direct=True)
                elif self._my_role == role.ROLE_ID["ROLE_ZONE_1"]:
                    self._control_target = normal.move_to(
                            self._control_target, Pose2D(Field.field('length')*0.25,0,0), ball_info, look_ball=True)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_INDIRECT_FREE"]:
                rospy.logdebug("OUR_INDIRECT_FREE")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = offense.setplay_pass(
                            self._my_pose, ball_info, self._control_target,
                            Pose2D(Field.field('length')*0.25, 0, 0),
                            receive_enable=True, receiver_role_exist=Observer.role_is_exist(role.ROLE_ID["ROLE_ZONE_1"]),
                            robot_info=robot_info)
                elif self._my_role == role.ROLE_ID["ROLE_ZONE_1"]:
                    self._control_target = normal.move_to(
                            self._control_target, Pose2D(Field.field('length')*0.25,0,0), ball_info, look_ball=True)
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["OUR_TIMEOUT"]:
                rospy.logdebug("OUR_TIMEOUT")
                # 自チームのタイムアウトではロボットを停止させる

                self._control_target, remake_path= normal.stop(self._control_target)
                avoid_obstacle = False # 障害物回避しない
            elif referee.referee_id == ref.REFEREE_ID["OUR_BALL_PLACEMENT"]:
                rospy.logdebug("OUR_BALL_PLACEMENT")
                replace_pose = referee.placement_position
                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target, avoid_ball = ball_placement.basic_ball_placement(self._control_target, replace_pose, ball_info, robot_info, self._MY_ID, 'atk', [Field.field('length'), Field.field('width')])
                elif self._my_role == role.ROLE_ID["ROLE_CENTER_BACK_1"]:
                    self._control_target, avoid_ball = ball_placement.basic_ball_placement(self._control_target, replace_pose, ball_info, robot_info, self._MY_ID, 'recv', [Field.field('length'), Field.field('width')])
                else:
                    self._control_target, avoid_ball = ball_placement.avoid_ball_place_line(
                            self._my_pose, ball_info, replace_pose, self._control_target)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_KICKOFF_PREPARATION"] \
                    or referee.referee_id == ref.REFEREE_ID["THEIR_KICKOFF_START"]:
                rospy.logdebug("THEIR_KICKOFF")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target = offense.interpose(ball_info,
                            self._control_target, dist_from_target=0.6)
                    avoid_ball = True
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_PENALTY_PREPARATION"] \
                    or referee.referee_id == ref.REFEREE_ID["THEIR_PENALTY_START"]:
                rospy.logdebug("THEIR_PENALTY")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                else:
                    self._control_target, remake_path = normal.make_line(
                            self._my_role, ball_info, self._control_target,
                            start_x=-Field.field("length")*0.5, 
                            start_y=Field.field("width")*0.4, 
                            add_x=0.4, add_y=0)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_DIRECT_FREE"]:
                rospy.logdebug("THEIR_DIRECT")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target = offense.interpose(ball_info,
                            self._control_target, dist_from_target=0.6)
                    avoid_ball = True
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info,zone_enable=True)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_INDIRECT_FREE"]:
                rospy.logdebug("THEIR_INDIRECT")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target = offense.interpose(ball_info,
                            self._control_target, dist_from_target=0.6)
                    avoid_ball = True
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info, zone_enable=True)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_TIMEOUT"]:
                rospy.logdebug("THEIR_TIMEOUT")

                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    self._control_target = offense.interpose(ball_info,
                            self._control_target, dist_from_target=0.6)
                    avoid_ball = True
                else:
                    self._control_target = assign.assign(
                            self._my_role, ball_info, self._control_target, 
                            self._my_pose, defense_num, robot_info)
            elif referee.referee_id == ref.REFEREE_ID["THEIR_BALL_PLACEMENT"]:
                rospy.logdebug("THEIR_BALL_PLACEMENT")
                replace_pose = referee.placement_position
                if self._my_role == role.ROLE_ID["ROLE_GOALIE"]:
                    self._control_target = goalie.interpose(
                            ball_info, robot_info, self._control_target)
                    avoid_obstacle = False # 障害物回避しない
                # elif self._my_role == role.ROLE_ID["ROLE_ATTACKER"]:
                    # self._control_target = offense.interpose(ball_info,
                            # self._control_target, dist_from_target=0.6)
                    # avoid_ball = True
                else:
                    self._control_target, avoid_ball = ball_placement.avoid_ball_place_line(
                            self._my_pose, ball_info, replace_pose, self._control_target,
                            force_avoid=True)
                    # self._control_target = assign.assign(
                            # self._my_role, ball_info, self._control_target, 
                            # self._my_pose, defense_num, robot_info)

        # 障害物回避の経路作成
        if avoid_obstacle:
            self._control_target.path = obstacle_avoidance.add_path(
                    self._control_target.path, self._my_pose, avoid_ball)

        return self._control_target
コード例 #57
0
import time
import traceback
import transforms3d
import random
import numpy as np
import csv

from scipy.spatial import ConvexHull

from types import SimpleNamespace

# start the webots supervisor
supervisor = Supervisor()
time_step = int(supervisor.getBasicTimeStep())

field = Field("kid")
children = supervisor.getRoot().getField('children')
children.importMFNodeFromString(-1, f'RobocupSoccerField {{ size "kid" }}')
children.importMFNodeFromString(
    -1, f'DEF BALL RobocupSoccerBall {{ translation 0 0 0.1 size 1 }}')
children.importMFNodeFromString(
    -1,
    f'DEF PLAYER RoboCup_GankenKun {{translation -0.3 0 0.450 rotation 0 0 1 0 controller "play_motion" controllerArgs "./kick_motion0.csv"}}'
)
player = supervisor.getFromDef('PLAYER')
ball = supervisor.getFromDef('BALL')
player_translation = supervisor.getFromDef('PLAYER').getField('translation')
player_rotation = supervisor.getFromDef('PLAYER').getField('rotation')
player_controller = supervisor.getFromDef('PLAYER').getField('controller')
ball_translation = supervisor.getFromDef('BALL').getField('translation')
ball_rotation = supervisor.getFromDef('BALL').getField('rotation')
コード例 #58
0
ファイル: __main__.py プロジェクト: rlmoua92/BasicYGO
def main():
    bewd = Monster(
        "Blue-Eyes White Dragon", "This legendary dragon is a "
        "powerful engine of destruction. Virtually invincible, very few have "
        "faced this awesome creature and lived to tell the tale.", 8, 3000,
        2500)
    dm = Monster("Dark Magician", "The ultimate wizard in terms of attack and "
                 "defense.", 7, 2500, 2100)
    rebd = Monster("Red-Eyes Black Dragon", "", 7, 2400, 2000)
    bls = Monster("Black Luster Soldier", "", 8, 3000, 2500)
    ss = Monster("Summoned Skull", "", 6, 2500, 1200)
    dmg = Monster("Dark Magician Girl", "", 6, 2000, 1700)
    fgd = Monster("Five Headed Dragon", "", 12, 5000, 5000)
    cg = Monster("Celtic Guardian", "", 4, 1400, 1200)
    cod = Monster("Curse of Dragon", "", 5, 2000, 1500)
    gtfk = Monster("Gaia the Fierce Knight", "", 7, 2300, 2100)
    obelisk = Monster("Obelisk the Tormentor", "", 12, 4000, 4000)
    slifer = Monster("Slifer the Sky Dragon", "", 12, 4000, 4000)
    ra = Monster("The Winged Dragon of Ra", "", 12, 4000, 4000)
    kuriboh = Monster("Kuriboh", "", 1, 300, 200)
    cardlist = [
        bewd, dm, rebd, bls, ss, dmg, fgd, cg, cod, gtfk, obelisk, slifer, ra,
        kuriboh
    ]
    deck_list1 = DeckList()
    for monster in cardlist:
        for i in range(3):
            deck_list1.add_card(monster)
    deck_list2 = DeckList()
    for monster in cardlist:
        for i in range(3):
            deck_list2.add_card(monster)

    # These variables initialize the classes need to set up the Duel.
    deck1 = Deck(deck_list1)
    deck2 = Deck(deck_list2)
    hand1 = []
    hand2 = []
    field1 = Field()
    field2 = Field()
    gy1 = []
    gy2 = []
    lp1 = 8000
    lp2 = 8000
    turn_count = 0
    phase = "DP"
    turn_player_idx = 0
    player1 = Player(1, hand1, gy1, deck1, field1, lp1)
    player2 = Player(2, hand2, gy2, deck2, field2, lp2)
    players = [player1, player2]
    winner = None

    # These functions start the Duel using the variables defined above.
    # Both decks are shuffled and both players draw 5 cards.
    deck1.shuffle()
    deck2.shuffle()
    player1.draw(5)
    player2.draw(5)
    print("DUEL START")

    # This while loop contols the actions that the players can take in the
    # Duel. It will not close until the Duel is over (i.e. a Player's
    # LifePoints hit 0, a Player can't draw any more cards, etc...)
    while player1.get_lp() > 0 and player2.get_lp() > 0 and not winner:
        # This section prints out the visualtion of the current state of
        # of the Duel (i.e. Turn Count, Each Player's Hand, Field, LP, etc...)
        print("\n\n=====================================================")
        print("TURN: {}".format(turn_count + 1))
        turn_player = players[turn_player_idx]
        opposite_player_idx = abs(turn_player_idx - 1)
        opposite_player = players[abs(turn_player_idx - 1)]

        # This section handles the logic of the Draw Phase.
        # If the player can draw a card, they draw it. If not the game is over
        # and the opponent wins. Also, in this phase all action locks are
        # reset. (i.e. Monsters not being able to Attack or change their
        # Positions)
        phase = "DP"
        if turn_player.can_draw():
            print("Player {player_id_1} draws a card".format(
                player_id_1=turn_player.get_id()))
            turn_player.draw(1)
        else:
            print("Player {player_id_1} cannot draw.".format(
                player_id_1=turn_player.get_id(),
                player_id_2=opposite_player.get_id()))
            winner = opposite_player.get_id()
        for monster in turn_player.get_field().monster_zones:
            if monster != None:
                monster.unlock_attack()
                monster.unlock_position()
        turn_player.set_can_summon(True)

        # This section adds the intial actions the Player can take during
        # the Main Phase. After choosing from the selections the user enters
        # the actions while loop and choose from those choices until their
        # turn is over.
        phase = "MP"
        possible_moves = []
        if turn_player.get_can_summon():
            possible_moves.append("Summon")
            possible_moves.append("Set")
        if turn_player.can_change_pos():
            possible_moves.append("Change Battle Position")
        if turn_player.can_battle() and turn_count > 0:
            possible_moves.append("Go to Battle Phase")
        possible_moves.append("End Turn")

        # This loop tells the Player what actions they can currently take.
        # It uses an input prompt so the Player can select an action.
        while possible_moves:
            print("OPPONENT'S FIELD:")
            print("{} LP".format(opposite_player.get_lp()))
            print("HAND: {}".format(["x"] * len(opposite_player.get_hand())))
            print("DECK: {}".format(len(opposite_player.get_deck())))
            print(opposite_player.get_field().hidden())
            print("YOUR FIELD:")
            print("{} LP".format(turn_player.get_lp()))
            print("DECK: {}".format(len(turn_player.get_deck())))
            print(turn_player.get_field())
            print("HAND: {}".format(turn_player.get_hand()))
            print("You can do the following moves:")
            for i in range(len(possible_moves)):
                print("[{idx}] {action}".format(idx=i,
                                                action=possible_moves[i]))
            choice = try_int_input("What would you like to do: ")
            while choice >= len(possible_moves) or choice < 0:
                choice = try_int_input("Please enter a valid choice: ")

            # This section handles the logic for actions the Player can take
            # during their Main Phase.
            # Summon: If able, summon a monster from your hand in Face-up
            # Attack Position.
            # Set: If able, set a monster from your hand in Face-down Defense
            # Position.
            # Change Battle Position: If able, change the Position of a
            # monster you control. (i.e. Attack to Defense, Face-down Defense
            # to Face-up Attack, etc...)
            # Go to Battle Phase: Go to Battle Phase.
            if (possible_moves[choice] == "Summon"
                    or possible_moves[choice] == "Set"):
                possible_monsters = []
                possible_monsters = turn_player.get_hand()
                for i in range(len(possible_monsters)):
                    print("[{idx}] {monster} "
                          "[{attack} ATK / {defense} DEF]".format(
                              idx=i,
                              monster=possible_monsters[i].get_name(),
                              attack=possible_monsters[i].get_atk(),
                              defense=possible_monsters[i].get_def()))
                monster_choice = try_int_input(
                    "Which card would you like to {}: ".format(
                        possible_moves[choice]))
                while (monster_choice >= len(possible_monsters)
                       or monster_choice < 0):
                    monster_choice = try_int_input(
                        "Please enter a valid choice: ")
                open_idx = turn_player.get_field().get_open_zones()[0]
                summon_monster = turn_player.get_hand().pop(monster_choice)
                if possible_moves[choice] == "Summon":
                    turn_player.get_field().summon(summon_monster, open_idx)
                    turn_player.set_can_summon(False)
                    print("{monster} has been Summoned".format(
                        monster=summon_monster.get_name()))
                if possible_moves[choice] == "Set":
                    turn_player.get_field().set(summon_monster, open_idx)
                    turn_player.set_can_summon(False)
                    print("{monster} has been Set".format(
                        monster=summon_monster.get_name()))
            elif possible_moves[choice] == "Change Battle Position":
                possible_monsters = []
                possible_monsters = turn_player.get_field()\
                                    .get_can_change_pos()
                monster_zones = turn_player.get_field().monster_zones
                for i in range(len(possible_monsters)):
                    print("[{idx}] {monster} [{attack} ATK / {defense} DEF]"\
                          .format(
                              idx=i,
                              monster=monster_zones[possible_monsters[i]]\
                                      .get_name(),
                              attack=monster_zones[possible_monsters[i]]\
                                      .get_atk(),
                              defense=monster_zones[possible_monsters[i]]\
                                      .get_def()))
                monster_choice = try_int_input(
                    "Which card would you like to change position: ")
                while (monster_choice >= len(possible_monsters)
                       or monster_choice < 0):
                    monster_choice = try_int_input(
                        "Please enter a valid choice: ")
                pos_change_monster = \
                    monster_zones[possible_monsters[monster_choice]]
                pos_change_monster.change_pos()
            elif possible_moves[choice] == "Go to Battle Phase":
                phase = "BP"

            # This section handles the logic for actions the Player can take
            # during their Battle Phase.
            # Attack: If able, the Player's monster can either attack the
            # opponent's monster or the opponent directly if they have no
            # monsters.
            elif possible_moves[choice] == "Attack":
                possible_monsters = []
                possible_monsters = turn_player.get_field().get_can_attack()
                monster_zones = turn_player.get_field().monster_zones
                for i in range(len(possible_monsters)):
                    print("[{idx}] {monster} {stat} {pos}".format(
                        idx=i,
                        monster=monster_zones[possible_monsters[i]].get_name(),
                        stat=monster_zones[possible_monsters[i]].get_stat(),
                        pos=monster_zones[
                            possible_monsters[i]].get_position()))
                monster_choice = try_int_input(
                    "Which card would you like to attack with: ")
                while (monster_choice >= len(possible_monsters)
                       or monster_choice < 0):
                    monster_choice = try_int_input(
                        "Please enter a valid choice: ")
                attacker = monster_zones[possible_monsters[monster_choice]]
                attacker_idx = possible_monsters[monster_choice]
                possible_targets = []
                possible_targets = opposite_player.get_field().get_monsters()
                opp_monster_zones = opposite_player.get_field().monster_zones
                if len(possible_targets):
                    for i in range(len(possible_targets)):
                        print("[{idx}] {monster} {stat} {pos}".format(
                            idx=i,
                            monster=(
                                "???" if opp_monster_zones[possible_targets[i]]\
                                         .get_is_set()
                                else opp_monster_zones[possible_targets[i]]\
                                     .get_name()
                            ),
                            stat=(
                                "SET" if opp_monster_zones[possible_targets[i]]\
                                         .get_is_set()
                                else opp_monster_zones[possible_targets[i]]\
                                     .get_stat()
                            ),
                            pos=(
                                opp_monster_zones[possible_targets[i]].\
                                get_position()
                            )
                        ))
                    target_choice = try_int_input(
                        "Which card would you like to attack: ")
                    while (target_choice >= len(possible_targets)
                           or target_choice < 0):
                        target_choice = try_int_input(
                            "Please enter a valid choice: ")
                    target = opp_monster_zones[possible_targets[target_choice]]
                    target_idx = possible_targets[target_choice]
                    battle_result = battle(attacker, target)
                    print(
                        "{attacker} [{attacker_stat} ATTACK] "
                        "ATTACKS {target} [{target_stat} {target_pos}]"\
                        .format(
                            attacker=attacker.get_name(),
                            attacker_stat=attacker.get_atk(),
                            target=target.get_name(),
                            target_stat=target.get_stat(),
                            target_pos=target.get_position()
                        )
                    )
                    # The following sections handle the logic of battle and
                    # its result. Depending on the result of battle a monster
                    # may be destroyed, LifePoints may be lost, etc...

                    # This section handles the logic for the battle scenario
                    # in which the attacker wins against an Attack Position
                    # target.
                    if battle_result[0] and battle_result[1] > 0:
                        print(
                            "{attacker} WINS. {target} DESTROYED"\
                            .format(
                                attacker=attacker.get_name(),
                                target=target.get_name()
                            )
                        )
                        opposite_player.get_gy().append(opposite_player\
                                                        .get_field()\
                                                        .remove(attacker_idx)
                        )
                        opposite_player.change_lp(-1 * battle_result[1])
                        attacker.lock_attack()

                    # This section handles the logic for the battle scenario
                    # in which the attacker loses against an Attack Position
                    # target.
                    elif battle_result[0] and battle_result[1] < 0:
                        print(
                            "{target} WINS. {attacker} DESTROYED"\
                            .format(
                                attacker=attacker.get_name(),
                                target=target.get_name()
                            )
                        )
                        turn_player.get_gy().append(turn_player.get_field()\
                                                    .remove(target_idx)
                        )
                        turn_player.change_lp(battle_result[1])

                    # This section handles the logic for the battle scenario
                    # in which the attacker ties with an Attack Position
                    # target.
                    elif battle_result[0] and battle_result[1] == 0:
                        print(
                            "BATTLE TIE. {attacker} and {target} DESTROYED"\
                            .format(
                                attacker=attacker.get_name(),
                                target=target.get_name()
                            )
                        )
                        turn_player.get_gy().append(turn_player.get_field()\
                                                    .remove(attacker_idx)
                        )
                        opposite_player.get_gy().append(opposite_player\
                                                        .get_field()\
                                                        .remove(target_idx)
                        )

                    # This section handles the logic for the battle scenario
                    # in which the attacker loses to a Defense Position
                    # target.
                    elif not battle_result[0] and battle_result[1] < 0:
                        print(
                            "{attacker} LOSES. {target} NOT DESTROYED"\
                            .format(
                                attacker=attacker.get_name(),
                                target=target.get_name()
                            )
                        )
                        turn_player.change_lp(battle_result[1])
                        attacker.lock_attack()
                        if target.get_is_set():
                            target.flip()

                    # This section handles the logic for the battle scenario
                    # in which the attacker wins against a Defense Position
                    # target.
                    elif not battle_result[0] and battle_result[1] > 0:
                        print(
                            "{attacker} WINS. {target} DESTROYED"\
                            .format(
                                attacker=attacker.get_name(),
                                target=target.get_name()
                            )
                        )
                        opposite_player.get_gy().append(opposite_player\
                                                        .get_field()\
                                                        .remove(target_idx)
                        )
                        attacker.lock_attack()

                    # This section handles the logic for the battle scenario
                    # in which the attacker ties with a Defense Position
                    # target.
                    else:
                        print("NO MONSTERS DESTROYED")
                        if target.get_is_set():
                            target.flip()
                        attacker.lock_attack()
                else:
                    # This section handles the logic for the battle scenario
                    # in which the opponent has no monsters and the attacker
                    # attacks directly.
                    print(
                        "{attacker} attacks Player {player} directly"\
                        .format(
                            attacker=attacker.get_name(),
                            player=opposite_player.get_id()
                        )
                    )
                    damage = -1 * attacker.get_atk()
                    opposite_player.change_lp(damage)
                    attacker.lock_attack()
                # This section checks if either Players' LifePoints are 0
                # after battle. If one of the Players' LifePoints is 0 the
                # Duel ends and the other Player wins.
                if turn_player.get_lp() <= 0:
                    turn_player.set_lp(0)
                    winner = opposite_player.get_id()
                    break
                elif opposite_player.get_lp() <= 0:
                    opposite_player.set_lp(0)
                    winner = turn_player.get_id()
                    break

            # This section handles the logic for actions the Player can take
            # at any Phase in the Duel.
            # End Turn: Go to End Phase and start opponent's turn.
            elif possible_moves[choice] == "End Turn":
                phase = "EP"

            # This section clears the Player's possible actions and then adds
            # new possible actions based on the game state.
            # i.e. Game Phase, Turn Count, actions already taken, etc...
            possible_moves = []
            if phase == "MP":
                if turn_player.get_can_summon():
                    possible_moves.append("Summon")
                    possible_moves.append("Set")
                if turn_player.can_change_pos():
                    possible_moves.append("Change Battle Position")
                if turn_player.can_battle() and turn_count > 0:
                    possible_moves.append("Go to Battle Phase")
                possible_moves.append("End Turn")
            elif phase == "BP":
                if turn_player.can_battle():
                    possible_moves.append("Attack")
                possible_moves.append("End Turn")
            elif phase == "EP":
                # This section handles the logic of the End Phase.
                # If players have more than 6 cards they must discard down to
                # 6. The turn count is incremented and then the turn player
                # is changed the opposite player.
                while len(turn_player.get_hand()) > 6:
                    current_hand = turn_player.get_hand()
                    for i in range(len(current_hand)):
                        print(
                            "[{idx}] {card} [{attack} ATK / {defense} DEF]"\
                            .format(
                                idx=i,
                                card=current_hand[i].get_name(),
                                attack=current_hand[i].get_atk(),
                                defense=current_hand[i].get_def()
                            )
                        )
                    choice = try_int_input(
                        "Too many cards in your hand. You have {}, you can "
                        "only have up to 6. Which card will you discard: ".\
                        format(len(current_hand))
                    )
                    while choice > len(current_hand) or choice < 0:
                        choice = try_int_input("Please enter a valid choice: ")
                    current_hand.pop(choice)
                turn_count += 1
                turn_player_idx = opposite_player_idx
            else:
                print("You shouldn't be here.")

    # After the Duel loop ends, the name of the winner is printed.
    print("PLAYER {} WINS!".format(winner))
コード例 #59
0
def defense_zone(my_pose, ball_info, control_target, my_role, defense_num,
                 their_robot_info, zone_enable):
    # ゴールディフェンスに割り当てる台数
    GOAL_DEFENSE_NUM = 2
    # 現在のディフェンス数 - ゴールディフェンス数 = ゾーンディフェンスに割り当てられる台数
    ZONE_DEFENSE_NUM = defense_num - GOAL_DEFENSE_NUM
    # ゾーンディフェンスが始まるROLE_ID
    ZONE_START_ROLE_ID = role.ROLE_ID["ROLE_ZONE_1"]
    # ゾーンオフェンス用の待機場所
    ZONE_OFFENCE_POSE = Pose2D(Field.field('length') * 0.25, 0, 0)

    # センターライン用のマージン
    MARGIN_CENTER = 0.6
    # ちょっと前進用のマージン
    MARGIN_LITTLE_FORWARD = 1.0

    # ドリブルパワー
    DRIBBLE_POWER = 0.6

    # ボール位置
    ball_pose = ball_info.pose

    # Field情報からペナルティエリアの情報を取得
    # フィールド幅
    field_width = Field.field('width')
    # フィールド幅の半分
    half_field_width = float(field_width) / 2
    # フィールド幅の1/4
    quarter_field_width = float(field_width) / 4
    # フィールド長さ
    field_length = Field.field('length')
    # フィールド長さの1/4 → 自陣側の長さの半分
    half_our_field_length = -float(field_length) / 4
    # ゴール中心
    goal_center = Field.goal_pose('our', 'center')

    # ペナルティエリアの角
    left_penalty_corner = Field.penalty_pose('our', 'upper_front')
    right_penalty_corner = Field.penalty_pose('our', 'lower_front')

    # 自分からボールへの角度(ボールの方向を向くため)
    angle_to_ball = tool.get_angle(my_pose, ball_pose)
    # ゴール中心からボールへの角度
    angle_to_ball_from_goal = tool.get_angle(goal_center, ball_pose)

    # ゾーンディフェンス用のID
    zone_id = None
    # 移動目標点の初期化
    target_pose = Pose2D()

    # ---------------------------------------------------------
    # キックとドリブルはOFF
    control_target.kick_power = 0.0
    control_target.dribble_power = 0.0

    # ゾーンオフェンス判定用フラグ
    my_role_is_offence = False

    # ボールが相手フィールドにあるとき
    # ゾーンから1台ゾーンオフェンスに出す
    # 相手キックオフ時などに前に出ないように
    # マージンを持って相手フィールド側かを判断している
    if ZONE_DEFENSE_NUM > 1 and ball_pose.x > MARGIN_CENTER:
        # 1台ディフェンスが減る
        ZONE_DEFENSE_NUM -= 1
        # ゾーンディフェンスが始まるROLE_IDをずらす
        ZONE_START_ROLE_ID = role.ROLE_ID["ROLE_ZONE_2"]
        # ROLE_ZONE_1をゾーンオフェンスとして出す
        if my_role is role.ROLE_ID["ROLE_ZONE_1"]:
            my_role_is_offence = True

    # 私はゾーンオフェンスです
    if my_role_is_offence:
        zone_id = 0
        target_pose = ZONE_OFFENCE_POSE
        # 基本的にアタッカーがボールを取りに行くので
        # ボールが無い方向に移動してこぼれ球が取れるようにする
        if ball_pose.y > 0:
            target_pose.y = -quarter_field_width
        else:
            target_pose.y = quarter_field_width
        # ボールを向く
        target_pose.theta = angle_to_ball

    # ゾーンオフェンス以外
    if ZONE_DEFENSE_NUM > 0 and not my_role_is_offence:
        step = float(field_width) / (ZONE_DEFENSE_NUM * 2)
        # ゾーンディフェンスの数でフィールド幅を等分した配列を作る
        split_field = [
            i * step - half_field_width
            for i in range(0, (ZONE_DEFENSE_NUM * 2 + 1))
        ]
        # ゾーンディフェンスの数でフィールド幅を等分した時の
        # それぞれのゾーンの中心の配列を作る
        split_field_center = [i * step - half_field_width for i in range(0,(ZONE_DEFENSE_NUM * 2)) \
                if i % 2 != 0]

        # 参照エラー対策のtry
        try:
            # ゾーンIDの計算
            # ロボットが8台生きていてゾーンオフェンスがいなければ
            # ゾーンIDは0~3
            zone_id = my_role - ZONE_START_ROLE_ID
            # ゾーンの中心を目標位置とする
            target_pose.y = split_field_center[zone_id]

            # 自分のゾーンに入っている敵チェック
            # their_robot_infoのposeを抜き出してそれぞれチェック
            # 敵が自陣側にいる、かつ、自分のゾーンの幅の中にいる、を確認
            # 当てはまらない場合配列は空っぽ
            invader_pose = [i.pose for i in their_robot_info \
                    if split_field[zone_id * 2] < i.pose.y < split_field[(zone_id + 1) * 2] and \
                    i.pose.x < 0]

            # ボールが自分のゾーンの中に入っている, かつzone_enable
            if(zone_enable and \
                    ball_pose.x < 0 and \
                    split_field[zone_id * 2] < ball_pose.y < split_field[(zone_id + 1) * 2]):
                trans = tool.Trans(ball_pose, angle_to_ball_from_goal)
                target_pose = trans.inverted_transform(Pose2D(-0.9, 0, 0))
            # 自分のゾーンにボールはないけど敵がいる場合は割り込む
            elif zone_enable and invader_pose != []:
                # 敵とボールの間に割り込む
                angle_to_ball_from_invader = tool.get_angle(
                    invader_pose[0], ball_pose)
                trans = tool.Trans(invader_pose[0], angle_to_ball_from_invader)
                target_pose = trans.inverted_transform(Pose2D(0.5, 0, 0))
            else:
                # ボールが敵陣の時はディフェンスちょっと前進
                if ball_pose.x > MARGIN_CENTER:
                    target_pose.x = half_our_field_length + MARGIN_LITTLE_FORWARD
                else:
                    target_pose.x = half_our_field_length

        except IndexError:
            target_pose = my_pose
        target_pose.theta = angle_to_ball

    # ボールが来てたらボールを受け取る
    if zone_id != None:
        receive_ball_result, receive_target_pose = defense.update_receive_ball(
            ball_info, my_pose, zone_id)
        if receive_ball_result:
            # ドリブラー回す
            control_target.dribble_power = DRIBBLE_POWER
            target_pose = receive_target_pose
        else:
            # ボールに近づいてたら離れる
            target_pose = defense.get_avoid_ball_pose(ball_pose, target_pose)

    # ペナルティエリアには入らない
    if((left_penalty_corner.y + 0.2 > target_pose.y > right_penalty_corner.y - 0.2) and \
                target_pose.x < left_penalty_corner.x + 0.3):
        target_pose.x = half_our_field_length

    control_target.path = []
    control_target.path.append(target_pose)

    return control_target
コード例 #60
0
ファイル: pyglet-gui.py プロジェクト: innif/GameOfLife
        h, w, _ = array.shape
        array = np.flip(array, 0)
        img = pyglet.image.ImageData(width=w,
                                     height=h,
                                     format="RGB",
                                     data=bytes(array))
        text = img.get_texture()
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_NEAREST)
        text.width = int(size[0])
        text.height = int(size[1])
        return text


t = Template('GLIDER', figures.gliderDiagonalNE)
f = Field((160, 90))
f.fillRandom()
f.placeTemplate(t, (2, 2))


def update(dt):
    f.update()


g = GUI(f)
pyglet.clock.schedule_interval(update, 1.0 / 100.0)
g.run()

#-------
#-------
#--#----