def iniciarConjuntoPlayers(numIndividuos, lado, interface, drawNeuralNetwork=False): # Estamos trabalhando com interface gráfica? if interface == True: game_area_ = GAME_AREA else: game_area_ = False playerSet = [] for i in range(numIndividuos): if lado == "direita": player = Player([WIDTH - 150, 100], colors.BLACK, player_type, WIDTH, GAME_AREA_HEIGHT, ARCHITECTURE, game_area_, drawNeuralNetwork) elif lado == "esquerda": player = Player([150, 100], colors.RED, "bot_ball_follow", WIDTH, GAME_AREA_HEIGHT, ARCHITECTURE, game_area_, drawNeuralNetwork) else: print( "Qual lado você quer que o player fique? Corrija esta informação" ) exit() playerSet.append(player) return playerSet
def __init__(self): self.player1 = Player(1, 'rouge') self.player2 = Player(2, 'vert') # Sauvegarde des points powered self.moves = [] self.playable_points = [] self.init_game()
def setUpClass(cls): cls.player = Player("Theo") cls.player2 = Player("Theo") cls.deck = [] cls.suits = ['Clubs', 'Spades', 'Diamonds', 'Hearts'] for suit in cls.suits: for rank in range(1, 14): cls.deck.append((suit, rank))
def __init__(self, number_of_enemies_to_kill=5): self.number_of_enemies_to_kill = number_of_enemies_to_kill self.action_log = ActionLog() player_name = input("Player Name: ").strip() self.player = Player(self.action_log, player_name) # Add additional enemies here self.enemies = [Chicken, Rabbit] self.current_enemy = None
def get_player_data(): player_filename = 'game_summary_by_player.csv' data_dir = os.getcwd() + '/data/external' player_path = os.path.join(data_dir, player_filename) output_path = os.path.join(data_dir, 'player_metadata.csv') player_game_df = pd.read_csv(player_path) players_df = player_game_df[["player_link", "player_name"]].drop_duplicates() if os.path.isfile(player_path): addtl_rows_flg = True player_metadata_df = pd.read_csv(output_path) player_metadata_df = player_metadata_df.drop_duplicates() else: addtl_rows_flg = False player_metadata_df = pd.DataFrame() if addtl_rows_flg == True: existing_players = list(player_metadata_df["player_link"].unique()) players_df = players_df[~players_df["player_link"]. isin(existing_players)] print( "number of players already scraped: {} / length of remaining df: {}" .format(len(existing_players), len(players_df))) output_rows = [] for idx, row in players_df.iterrows(): name = row['player_name'] link = row['player_link'] print("{}: {} - {}".format(idx, name, link)) player = Player(name, link) #print("{}: {} - {}".format(idx, player.name, player.full_player_url)) player_dict = player.get_player_data() dict_to_csv(player_dict, data_dir, 'player_metadata') output_rows.append(player_dict) #output_df = pd.DataFrame(output_rows) #output_path = os.path.join(data_dir, 'player_metadata.csv' ) #output_df = output_df[["player_link", "player_name", "position", "draft_pick" ,"height", "weight", "height", "birthdate", "forty_yd", "combine_bench", "combine_broad_jump", "combine_cone", "combine_shuttle", "combine_vert", "combine_year"]] #output_df.to_csv(output_path, index = False) return
def __setup(self): name = "" while len(name) == 0: name = input("What is your name ? ") print("Who are you?") print("I'm a...") race = 0 while True: print("1) Human") print("2) Elf") print("3) Dwarf") print("4) Halfling") try: race = int(input("? ")) if race < 1 or race > 4: raise ValueError except ValueError: print("Not a valid number!") continue else: break cls = 0 while True: print("1) Fighter") print("2) Rogue") print("3) Mage") print("4) Cleric") try: cls = int(input("? ")) if cls < 1 or cls > 4: raise ValueError except ValueError: print("Not a valid number!") continue else: break self.player = Player(name, "", Dice.roll(6, 3), Dice.roll(6, 3), Dice.roll(6, 3), race, cls) # Starting gold if cls == 1: self.player.currency("Gold", 150) elif cls == 2: self.player.currency("Gold", 125) elif cls == 3: self.player.currency("Gold", 75) elif cls == 4: self.player.currency("Gold", 120) bag = self.__gear["backpack"] self.player.bag.add_item(bag, 1) self.map = Map()
def __createPlayers(self): players = [] playerCount = 3 playerID = 0 while playerCount > 0: player = Player(playerID) players.append(player) playerCount -= 1 playerID += 1 return players
def initSimulation(self): self.initializeFunctions() # Initialize collision handlers self.initializeCollision() # Generate terrain information self.initializeScene() # Generate interactive objects self.player = Player(self, self.posX, self.posY) self.tsunamiTime = 150 # time for tsunami to hit the coast self.tsunami = Water(self) # Initialize screen on text self.put2D()
def get_player_stats_rows(snap_rows, team): game_player_stats = [] for tr in snap_rows: player_name = tr.th.a.string if tr.th.a is not None else None if player_name is None: continue player_link = tr.th.a['href'] position = tr.find("td", {"data-stat": "pos"}).string player_game = Player(player_name, player_link, team, position) player_stats_dict = player_game.get_player_summary() num_snaps, perc_snaps = player_game.get_snaps(tr) player_stats_dict["perc_snaps"] = float(perc_snaps) player_stats_dict["snaps"] = float(num_snaps) pos_stats_flg = player_game.get_pos_stats_flg(tr) if pos_stats_flg == True: positional_player = player_game.player_class(player_game) pos_player_stats = positional_player.get_positional_stats( player_game) player_stats_dict.update(pos_player_stats) game_player_stats.append(player_stats_dict) return game_player_stats
def choose_players(): '''Randomly select two players and return their data in the form of a Player class instance.''' #get existing player ids player_ids = redis_host.keys() max_index = len(player_ids) - 1 # choose two random players i = random.randint(0,max_index) j = random.randint(0,max_index) decoder = json.JSONDecoder() # get the data for the two chosen random players player_1_data_raw = decoder.raw_decode(redis_host.get(str(player_ids[i]))) player_2_data_raw = decoder.raw_decode(redis_host.get(str(player_ids[j]))) player_1_data = json.loads(player_1_data_raw[0]) player_2_data = json.loads(player_2_data_raw[0]) # create data structures for the players for easy access. player_1 = Player(player_1_data) player_2 = Player(player_2_data) return player_1, player_2
def generatePlayerObjectFromFile(filePath, playerNumber): headerRow = True CSV_Data = readListFromCSV(filePath) playerObject = Player(playerNumber) for line in CSV_Data: if headerRow: headerRow = False continue # print(line) (timestamp, episodeNumber, roundData, roundOut, finalScore) = isolateCellsWithRoundDataAggregated(line) roundObjectList = generateRoundObjects(roundData, episodeNumber) playerObject.episodeList.append(Episode(len(roundObjectList), episodeNumber, finalScore, roundObjectList)) return playerObject
def initialize_players(): """ Prompts players for party size and player names. """ system('cls') players = [] playerCount = input('Enter the numbers of players: ') for playerN in range(int(playerCount)): playerName = input(f'Enter the name for player {playerN + 1}: ') players.append(Player(playerName)) print("Let's get started!") return players
class Game: class PlayerDiedException(Exception): pass def __init__(self, number_of_enemies_to_kill=5): self.number_of_enemies_to_kill = number_of_enemies_to_kill self.action_log = ActionLog() player_name = input("Player Name: ").strip() self.player = Player(self.action_log, player_name) # Add additional enemies here self.enemies = [Chicken, Rabbit] self.current_enemy = None def run(self): try: for i in range(self.number_of_enemies_to_kill): self.fight() except self.PlayerDiedException: pass self.action_log.write_action_log_to_file() def fight(self): EnemyClass = self.get_random_enemy() self.current_enemy = EnemyClass(self.action_log) self.current_enemy.display_enemy_encounter_message() self.display_player_and_enemy_info() while self.current_enemy.current_health > 0 and self.player.current_health > 0: self.player.take_turn(self.current_enemy) self.current_enemy.take_turn(self.player) self.display_player_and_enemy_info() if self.player.current_health <= 0: # Adds action to log.txt file self.action_log.add_to_action_list("You died!" + "\n") raise self.PlayerDiedException("You died!") self.player.level_up() self.player.rest() def get_random_enemy(self): return choice(self.enemies) def display_player_and_enemy_info(self): for line in get_player_and_enemy_info_box_lines( self.player, self.current_enemy): print(line) print()
def check(): """Settings""" """=====================================================================""" new_dir = '../../../Data/invivo_converse/' setname = 'test1' filenum = 700 #less than 2400 if setname=='train', else less than 800 """=====================================================================""" startnum = {'train': 0, 'val': 2400, 'test1': 3200, 'test2': 4000}[setname] Dname,Sname,Lname=['Patch','S_est_f','L_est_f'] if setname=='test2'\ else ['patch_180','patch_180','patch_180'] filenum = filenum + startnum player = Player() D = loadmat('%s/D_data/%s/D%d.mat' % (new_dir, setname, filenum))[Dname] S = loadmat('%s/fista/%s/S_fista%d.mat' % (new_dir, setname, filenum))[Sname] L = loadmat('%s/fista/%s/L_fista%d.mat' % (new_dir, setname, filenum))[Lname] D = D.reshape([32, 32, 20]) S = S.reshape([32, 32, 20]) L = L.reshape([32, 32, 20]) player.play([D, S, L])
def what_to_create(self, tile, row, col): if tile == 'P': self.player = Player(self, col, row) if tile == 'W': Wall(self, col, row) if tile == '1': Food(self, col, row) if tile == 'G': Ghost(self, col, row) if tile == '2': PowerUp(self, col, row) if tile == '3': CrossRoad(self, col, row) Ghost(self, col, row)
def play(self): card = Card(0, 0, 100, 175) deck = Deck() dealer = Dealer() player = Player() isGame = False i = 0 while True: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: pass if event.key == pygame.K_s: deck.shuffle() isGame = True if event.key == pygame.K_SPACE: if i < 52: i = i + 1 if event.key == pygame.K_ESCAPE: sys.exit() self.screen.fill((0, 0, 0)) self.screen.blit(self.image, self.rect) deck.deal(self.screen, dealer, player) pygame.display.flip() if dealer.get_hand >= player.get_hand: msg = "Dealer Wins" else: msg = "player wins" if isGame: Tk().wm_withdraw() # to hide the main window messagebox.showinfo("Game", msg) isGame = False
device = 'cpu' if mfile[-3:] == 'pkl': model = ResNet3dC(gpu) state_dict = torch.load(mfile, map_location=device) model.load_state_dict(state_dict) else: model = torch.load(mfile) #Processing with torch.no_grad(): data = np.load(data_dir) Sum, Bubbles = data['arr_0'], data['arr_1'] [Sum] = convert.np2torch([Sum], [form_in]) pred = model(Sum) [predmv, Sum] = convert.torch2np([pred, Sum], [form_out, form_out]) #Display plt.close('all') player = Player() player.play([Sum, predmv, Bubbles], note=note, cmap=cmap) #Save gif if saveGif: mat2gif([Sum, predmv, Bubbles], save_gif_dir, note=note, cmap=cmap, tit=['Input', 'Prediction', 'Ground Truth']) #Save matrix if saveMat: savemat(save_mat_dir, {'D': Sum, 'S': Bubbles, 'Sp': predmv})
list_of_container_objects = Factory.container_factory(items) containers = ContainerManager(list_of_container_objects) list_of_investigatable_objects = Factory.investigatable_factory() investigatables = InvestigatableManager(list_of_investigatable_objects) list_of_character_objects = Factory.character_factory() characters = CharacterManager(list_of_character_objects) list_of_location_objects = Factory.location_factory(characters, items, containers, investigatables) locations = LocationManager(list_of_location_objects) player = Player("Detective Joe Smith") time = Time() narrative = Narrative(time, disp, locations, player, items, characters) from events import add_events add_events(narrative) def main(): #KYLE # for line in logo: # disp.type(line,0.000001) # get_location returns a location object from the name of a location # In this case, we are starting at scotland yard, so we get the scotland yard location starting_location = locations.get_location("Scotland Yard")
cmap='hot' """=========================================================================""" #load model net=ResNet3dC(gpu) #device='cuda:0' if torch.cuda.is_available() else 'cpu' device='cpu' if mfile[-3:]=='pkl': state_dict=torch.load(mfile,map_location=device) #state_dict=delitems(state_dict) net.load_state_dict(state_dict) else: net=torch.load(mfile) #process process_dataset(net,data_dir,setname,patch_dir) #display if display: startnum={'train':0,'val':2400,'test1':3200,'test2':4000}[setname] Dname='Patch' if setname=='test2' else 'patch_180' D=loadmat('%s/D_data/%s/D%d.mat'%(data_dir,setname,startnum))[Dname] Si=loadmat('%s/data0.mat'%(patch_dir))['data'] D=D.reshape([32,32,20]) Si=Si.reshape([32,32,20]) player=Player() player.play([D,Si],tit=['Input','Prediction'], cmap=cmap,note=note,minDB=minDB)
state_dict = torch.load(mfile, map_location=device) #state_dict=delitems(state_dict) net.load_state_dict(state_dict) else: net = torch.load(mfile) #Processing D, Sp = process_patch(net, data_dir, arange) brow, erow, bcol, ecol, bt, et = arange if Sfile[-3:] == 'mat': S = loadmat(Sfile)['vid'][brow:erow, bcol:ecol, bt:et] else: S = np.load(Sfile)['arr_0'][brow:erow, bcol:ecol, bt:et] #Display player = Player() player.play([D, Sp, S], cmap=cmap, note=note, tit=['Input', 'Prediction', 'Fista']) #save as gif if saveGif: mat2gif([D, Sp, S], save_gif_dir, cmap=cmap, note=note, tit=['Input', 'Prediction', 'Fista'], play=False) #save the matrices if saveMat:
#state_dict=delitems(state_dict) net.load_state_dict(state_dict) else: net=torch.load(mfile) print('done.') """=========================================================================""" """ Load data """ """=========================================================================""" print('Loading phase...') print('----------------') #Dataset, converter and player data_dir={'invivo':d_invivo,'sim_pm':d_simpm,'sim':d_sim}[prefix] conter=Converter() player=Player() formshow={'pre':'concat','shape':(32,32,20)} formlist=[] for i in range(6): formlist.append(formshow) minloss=np.inf #validation - MSE calculations are performed on the validation set val_dataset = ImageDataset(round(ValInstances),shape_dset, train=1,data_dir=data_dir) val_loader = data.DataLoader(val_dataset,batch_size=ValBatchSize,shuffle=False) print('Finished loading.\n') """=========================================================================""" """ Compute the MSE as a function of increasing layers """ """========================================================================="""
def begin(self): Program.set_mode(self.screen_size, self.full_screen, False) Program.set_fps(self.fps) pygame.mouse.set_visible(False) self.playlist = Playlist() self.player = Player() self.state = State() #print "State volume: {0}".format(self.state.volume) #print "State channel: {0}".format(self.state.channel) self.encoders_board = EncodersBoard(0x40, 0, 20, self.state.volume, 0, len(self.playlist.playlist) - 1, self.state.channel); self.pt2314 = PT2314() self.pt2314.setVolume(self.state.volume*5) #self.pt2314.setAttenuation(0) self.pt2314.setBass(0) self.pt2314.setTreble(12) self.pt2314.selectChannel(0) self.pt2314.loudnessOn() self.pt2314.muteOff() time.sleep(0.1) self.last_volume = self.state.volume self.last_channel = self.state.channel self.last_played_channel = self.last_channel station_url = self.playlist.playlist[self.state.channel].url self.player.load("radio") self.player.play(self.state.channel) self.scene = AppRadio(self) while True: try: micro = self.get_micro() self.encoders_board.read() self.volume = self.encoders_board.get_value1() if self.volume > 20: self.volume = 20 self.encoders_board.set_value1(self.volume) self.encoders_board.set_max_value1(self.volume) self.encoders_board.write() self.channel = self.encoders_board.get_value2() if self.channel > len(self.playlist.playlist) - 1: self.channel = len(self.playlist.playlist) - 1 self.encoders_board.set_value2(self.channel) self.encoders_board.set_max_value2(self.channel) self.encoders_board.write() self.buttons = self.encoders_board.get_buttons() if self.last_volume != self.volume: self.pt2314.setVolume(self.volume*5) self.last_volume = self.volume self.last_volume_changed_time = micro if self.last_channel != self.channel: self.last_channel = self.channel self.last_channel_changed_time = micro if self.last_buttons != self.buttons and micro - self.last_buttons_changed_time > 100: self.last_buttons = self.buttons self.last_buttons_changed_time = micro self.need_change_buttons = True if self.last_played_channel != self.channel and micro - self.last_channel_changed_time > 1000: self.need_change_song = True if self.state.volume != self.volume and micro - self.last_volume_changed_time > 5000: self.state.volume = self.volume self.need_save_state = True if self.state.channel != self.channel and micro - self.last_channel_changed_time > 5000: self.state.channel = self.channel self.need_save_state = True if micro - self.last_currentsong_time > 1000: self.icy_current_song = self.player.currentsong() #print self.icy_current_song self.last_currentsong_time = micro global ring_bell if ring_bell: #print "Doorbell detected"; ring_bell = False self.player.stop() self.pt2314.setVolume(95) os.system('mplayer ' + Config.bell) time.sleep(0.5) self.pt2314.setVolume(self.volume*5) self.need_change_song = True if self.need_change_song: self.need_change_song = False self.last_played_channel = self.channel time.sleep(0.5) self.player.play(self.channel) if self.need_save_state: self.need_save_state = False self.state.save() if self.need_change_buttons: self.need_change_buttons = False if (self.last_buttons & Config.BTN_POWER): subprocess.call(["poweroff"]) if (self.last_buttons & Config.BTN_ALARM): subprocess.call(["reboot"]) except Exception: pass yield
def begin(self): Program.set_mode(self.screen_size, self.full_screen, False) Program.set_fps(self.fps) pygame.mouse.set_visible(False) self.playlist = Playlist() self.player = Player() self.state = State() #print "State volume: {0}".format(self.state.volume) #print "State channel: {0}".format(self.state.channel) self.encoders_board = EncodersBoard(0x40, 0, 20, self.state.volume, 0, len(self.playlist.playlist) - 1, self.state.channel) self.pt2314 = PT2314() self.pt2314.setVolume(self.state.volume * 5) #self.pt2314.setAttenuation(0) self.pt2314.setBass(0) self.pt2314.setTreble(12) self.pt2314.selectChannel(0) self.pt2314.loudnessOn() self.pt2314.muteOff() time.sleep(0.1) self.last_volume = self.state.volume self.last_channel = self.state.channel self.last_played_channel = self.last_channel station_url = self.playlist.playlist[self.state.channel].url self.player.load("radio") self.player.play(self.state.channel) self.scene = AppRadio(self) while True: try: micro = self.get_micro() self.encoders_board.read() self.volume = self.encoders_board.get_value1() if self.volume > 20: self.volume = 20 self.encoders_board.set_value1(self.volume) self.encoders_board.set_max_value1(self.volume) self.encoders_board.write() self.channel = self.encoders_board.get_value2() if self.channel > len(self.playlist.playlist) - 1: self.channel = len(self.playlist.playlist) - 1 self.encoders_board.set_value2(self.channel) self.encoders_board.set_max_value2(self.channel) self.encoders_board.write() self.buttons = self.encoders_board.get_buttons() if self.last_volume != self.volume: self.pt2314.setVolume(self.volume * 5) self.last_volume = self.volume self.last_volume_changed_time = micro if self.last_channel != self.channel: self.last_channel = self.channel self.last_channel_changed_time = micro if self.last_buttons != self.buttons and micro - self.last_buttons_changed_time > 100: self.last_buttons = self.buttons self.last_buttons_changed_time = micro self.need_change_buttons = True if self.last_played_channel != self.channel and micro - self.last_channel_changed_time > 1000: self.need_change_song = True if self.state.volume != self.volume and micro - self.last_volume_changed_time > 5000: self.state.volume = self.volume self.need_save_state = True if self.state.channel != self.channel and micro - self.last_channel_changed_time > 5000: self.state.channel = self.channel self.need_save_state = True if micro - self.last_currentsong_time > 1000: self.icy_current_song = self.player.currentsong() #print self.icy_current_song self.last_currentsong_time = micro global ring_bell if ring_bell: #print "Doorbell detected"; ring_bell = False self.player.stop() self.pt2314.setVolume(95) os.system('mplayer ' + Config.bell) time.sleep(0.5) self.pt2314.setVolume(self.volume * 5) self.need_change_song = True if self.need_change_song: self.need_change_song = False self.last_played_channel = self.channel time.sleep(0.5) self.player.play(self.channel) if self.need_save_state: self.need_save_state = False self.state.save() if self.need_change_buttons: self.need_change_buttons = False if (self.last_buttons & Config.BTN_POWER): subprocess.call(["poweroff"]) if (self.last_buttons & Config.BTN_ALARM): subprocess.call(["reboot"]) except Exception: pass yield
# length of 9 from classes.Inputs import Inputs from classes.Player import Player from classes.NN import NN from classes.Board import Board import numpy as np import random from random import randint # create 100 players # for every round pair them up and get the victor # those with higher fitness will then breed # and also mutate players = [Player(NN.randWeights(), 0.5) for _ in range(100)] games = [] def comp(x): return x.score for _ in range(200): print(_) random.shuffle(players) games = [ Board(players[2 * i], players[2 * i + 1]) for i in range(len(players) // 2) ]
class Game: """The main game functionality""" __weapons = {} __armour = {} __gear = {} __npc = {} def __init__(self): # Want to have a set "Gold" Item, because currency is the same everywhere self.copper = Item("Copper coin", "", 0.01, 0) self.silver = Item("Silver coin", "", 0.1, 0) self.gold = Item("Gold coin", "", 1, 0) self.platinum = Item("Platinum coin", "", 10, 0) # Same thing with items weapons = parse("weapons.csv") armour = parse("armour.csv") gear = parse("gear.csv") npc = parse("npc.csv") for weapon in weapons: # {'Name': 'Spear', 'Price': 2, 'Slots': 2, 'Roll': [1, 8], 'Range': 6, 'Ranged': 0, 'Quest': 0} self.__weapons[weapon['Name'].lower()] = Weapon(weapon['Name'], weapon['Price'], weapon['Quest'], weapon['Range'], weapon['Roll'], weapon['Slots'], weapon['Ranged']) for armor in armour: # {'Name': 'Tower Shield', 'Price': 30, 'Slots': 1, 'Bonus': 4, 'Class': 3, 'Quest': 0} self.__armour[armor['Name'].lower()] = Armour(armor['Name'], armor['Price'], armor['Bonus'], armor['Slots'], armor['Class'], armor['Quest']) for item in gear: #{'Name': 'Winter Blanket', 'Description': '', 'Value': '0.5', 'Quest': 0, 'Container': 0, 'Capacity': 0} if item['Container'] == 0: self.__gear[item['Name'].lower()] = Gear(item['Name'], item['Description'], item['Value'], 3, item['Quest'], item['Container'], item['Capacity']) else: self.__gear[item['Name'].lower()] = Container(item['Name'], item['Description'], 0, item['Capacity']) for creature in npc: #{'Attack': [4, 8, 2], 'Armor': 14, 'Effect': [1, 2, -2], 'Damage': [1, 2, -2], 'Name': 'Scorpion'} self.__npc[creature['Name'].lower()] = Npc(creature['Name'], creature['Description'], creature['Race'], 1, creature['Damage'], creature['Effect'], creature['Intelligence']) self.map = Map() def run(self): self.__setup() self.__intro() loose_items = {"map":{}} location = self.map.location.inspect() if len(location[2]) > 0: for k, item in enumerate(location[2]): # loose_items["map"]["copper"] = [50, Item Object] if item[1] in loose_items["map"]: loose_items["map"][item[1]][0] += item[0] else: loose_items["map"][item[1]] = [item[0], item[4]] while True: action = input("? ").lower() location = self.map.location.inspect() if "help" in action or action == "h": print("Available commands:") print("") print("Look (at) [something]") print("Look (at) me/self") print("Go [direction]") print("Open [something]") print("Open my [something]") print("Fight [someone]") print("Talk (to) [someone]") print("Take [something]") print("Drop [something]") print("") print("[quit] to Quit") print("") elif action == "quit": break else: action = action.split(" ") target = False if len(action) > 2: if action[1] == "at" or action[1] == "to": target = " ".join(action[2:]) else: target = " ".join(action[1:]) elif len(action) > 1: target = action[1] if "go" in action[0]: movement = self.map.move(action[1]) if movement == False: print("You can't go there") else: # Reset the takeable loose items loose_items = {"map":{}} print("") print(movement[0]) print("") print(movement[1]) location = self.map.location.inspect() if len(location[2]) > 0: for k, item in enumerate(location[2]): # loose_items["map"]["copper"] = [50, Item Object] if item[1] in loose_items["map"]: loose_items["map"][item[1]][0] += item[0] else: loose_items["map"][item[1]] = [item[0], item[4]] elif "look" in action[0]: if len(action) == 1 or (len(action) == 2 and action[1] == "at"): print("") print(location[0]) print("") print(location[1]) print("") if len(location[2]) > 0: print("You can see these items: ") for k, item in enumerate(location[2]): print("%dx %s" % (item[0], item[1])) print("") if len(location[3]) > 0: print("Here are: ") for k, item in enumerate(location[3]): print("%dx level %d %s" % (item[0], item[3], item[1])) elif target == "self" or target == "me": items = self.player.bag.open() print("You have:") for k, item in enumerate(items): print("%dx %s" % (item[0], item[1])) else: item = self.map.location.find(target) if not item: print("That's not here") else: print("%dx %s" % (item[0], item[1])) print(item[2]) elif "open" in action[0]: if "my " in target: t = target.split(" ") items = self.player.bag.open() found = False for k, item in enumerate(items): if t[1] == item[1].lower(): found = True if isinstance(item[3], Container): gear = item[3].open() if not gear: print("It's empty") else: print("Inside you find:") for k, g in enumerate(gear): print("%dx %s" % (g[0], g[1])) print(item[2]) else: print("You can't open tahat") if not found: print("You don't have this") else: item = self.map.location.find(target) if item == False: print("That isn't here") else: result = item[3].open() if not result: print("It's empty") else: print("Inside you find:") for k, item in enumerate(result): print("%dx %s" % (item[0], item[1])) print(item[2]) if target not in loose_items: loose_items[target] = {} # loose_items["chest"]["copper"] = [50, Item Object] if item[1] in loose_items[target]: loose_items[target][item[1]][0] += item[0] else: loose_items[target][item[1]] = [item[0], item[3]] elif "take" in action[0]: item = False for location in loose_items: for name, i in loose_items[location].items(): if name.lower() == target: item = i break bag = self.player.bag.open() bag = bag[0][3] if item == False: print("That isn't here") else: bag.add_item(item[1], item[0]) print("Put %s in your bag" % item[1].name) elif "drop" in action[0]: bag = self.player.bag.open() bag = bag[0][3] item = self.__gear[target] if bag.remove_item(item, 1): print("Dropped %s" % item.name) self.map.location.add_item(item, 1) else: print("Don't have %s to drop" % item.name) elif "fight" in action[0] or "attack" in action[0]: print(target) foe = self.__npc[target] print(foe) print(foe.name) elif "talk" in action[0]: # TODO: ????? print(target) npc = self.__npc[target] print("") def __setup(self): name = "" while len(name) == 0: name = input("What is your name ? ") print("Who are you?") print("I'm a...") race = 0 while True: print("1) Human") print("2) Elf") print("3) Dwarf") print("4) Halfling") try: race = int(input("? ")) if race < 1 or race > 4: raise ValueError except ValueError: print("Not a valid number!") continue else: break cls = 0 while True: print("1) Fighter") print("2) Rogue") print("3) Mage") print("4) Cleric") try: cls = int(input("? ")) if cls < 1 or cls > 4: raise ValueError except ValueError: print("Not a valid number!") continue else: break self.player = Player(name, "", Dice.roll(6, 3), Dice.roll(6, 3), Dice.roll(6, 3), race, cls) # Starting gold if cls == 1: self.player.currency("Gold", 150) elif cls == 2: self.player.currency("Gold", 125) elif cls == 3: self.player.currency("Gold", 75) elif cls == 4: self.player.currency("Gold", 120) bag = self.__gear["backpack"] self.player.bag.add_item(bag, 1) self.map = Map() def __intro(self): chest = Container("Old chest", "A ruggedy old chest, half-buried in the sand", 0, 10) chest.add_item(self.__gear["bell"], 1) self.map.location.add_item(chest, 1) print("Welcome Adventurer!") print("If you need help, just type in [h] or [help].") print("Quit with [quit] and move around with 'Go [direction]'") print("Usable stuff is brought out by '[' and ']'.") location = self.map.location.inspect() print("") print(location[0]) print("") print(location[1])
class Main(Process): playlist = None player = None state = None pt2314 = None channel = 0 volume = 0 buttons = 0 icy_current_song = None last_channel = 0 last_played_channel = 0 last_volume = 0 last_buttons = 0 current_time = 0 last_channel_changed_time = 0 last_volume_changed_time = 0 last_buttons_changed_time = 0 last_currentsong_time = 0 last_mpd_poll = 0 need_save_state = False need_change_song = False need_change_buttons = False screen_size = None fps = None full_screen = False scene = None def __init__(self): self.screen_size = Config.default_screen_size self.fps = Config.fps self.full_screen = Config.full_screen os.environ["SDL_FBDEV"] = Config.fb_dev self.serv = HTTPServer( ("0.0.0.0", 8000), HttpProcessor) thread = threading.Thread(target = self.serv.serve_forever) thread.daemon = True thread.start() super(Main, self).__init__() def begin(self): Program.set_mode(self.screen_size, self.full_screen, False) Program.set_fps(self.fps) pygame.mouse.set_visible(False) self.playlist = Playlist() self.player = Player() self.state = State() #print "State volume: {0}".format(self.state.volume) #print "State channel: {0}".format(self.state.channel) self.encoders_board = EncodersBoard(0x40, 0, 20, self.state.volume, 0, len(self.playlist.playlist) - 1, self.state.channel); self.pt2314 = PT2314() self.pt2314.setVolume(self.state.volume*5) #self.pt2314.setAttenuation(0) self.pt2314.setBass(0) self.pt2314.setTreble(12) self.pt2314.selectChannel(0) self.pt2314.loudnessOn() self.pt2314.muteOff() time.sleep(0.1) self.last_volume = self.state.volume self.last_channel = self.state.channel self.last_played_channel = self.last_channel station_url = self.playlist.playlist[self.state.channel].url self.player.load("radio") self.player.play(self.state.channel) self.scene = AppRadio(self) while True: try: micro = self.get_micro() self.encoders_board.read() self.volume = self.encoders_board.get_value1() if self.volume > 20: self.volume = 20 self.encoders_board.set_value1(self.volume) self.encoders_board.set_max_value1(self.volume) self.encoders_board.write() self.channel = self.encoders_board.get_value2() if self.channel > len(self.playlist.playlist) - 1: self.channel = len(self.playlist.playlist) - 1 self.encoders_board.set_value2(self.channel) self.encoders_board.set_max_value2(self.channel) self.encoders_board.write() self.buttons = self.encoders_board.get_buttons() if self.last_volume != self.volume: self.pt2314.setVolume(self.volume*5) self.last_volume = self.volume self.last_volume_changed_time = micro if self.last_channel != self.channel: self.last_channel = self.channel self.last_channel_changed_time = micro if self.last_buttons != self.buttons and micro - self.last_buttons_changed_time > 100: self.last_buttons = self.buttons self.last_buttons_changed_time = micro self.need_change_buttons = True if self.last_played_channel != self.channel and micro - self.last_channel_changed_time > 1000: self.need_change_song = True if self.state.volume != self.volume and micro - self.last_volume_changed_time > 5000: self.state.volume = self.volume self.need_save_state = True if self.state.channel != self.channel and micro - self.last_channel_changed_time > 5000: self.state.channel = self.channel self.need_save_state = True if micro - self.last_currentsong_time > 1000: self.icy_current_song = self.player.currentsong() #print self.icy_current_song self.last_currentsong_time = micro global ring_bell if ring_bell: #print "Doorbell detected"; ring_bell = False self.player.stop() self.pt2314.setVolume(95) os.system('mplayer ' + Config.bell) time.sleep(0.5) self.pt2314.setVolume(self.volume*5) self.need_change_song = True if self.need_change_song: self.need_change_song = False self.last_played_channel = self.channel time.sleep(0.5) self.player.play(self.channel) if self.need_save_state: self.need_save_state = False self.state.save() if self.need_change_buttons: self.need_change_buttons = False if (self.last_buttons & Config.BTN_POWER): subprocess.call(["poweroff"]) if (self.last_buttons & Config.BTN_ALARM): subprocess.call(["reboot"]) except Exception: pass yield def get_micro(self): return int(round(time.time() * 1000)) def get_current_time(self): return datetime.now().strftime("%H:%M") def unicodify(self, text, min_confidence=0.5): guess = chardet.detect(text) if guess["confidence"] < min_confidence: raise UnicodeDecodeError decoded = text.decode(guess["encoding"]) return decoded def fetch_song_title(self): if self.icy_current_song is not None and self.icy_current_song != '': try: title = self.unicodify(self.icy_current_song) #title = self.icy_current_song return title.upper() except Exception as e: return '' else: return '' def fetch_station_title(self): station = self.playlist.playlist[self.channel] return station.name.upper()
model=UnfoldedNet3dC(params_net) state_dict=torch.load(mfile,map_location=device) model.load_state_dict(state_dict) else: model=torch.load(mfile) #Processing with torch.no_grad(): data=np.load(data_dir) Sum,Bubbles,Tissue=data['arr_0'],data['arr_1'],data['arr_2'] [Sum]=convert.np2torch([Sum],[form_in]) predL,predS=model(Sum) [predL,predS,Sum]=convert.torch2np([predL,predS,Sum],[form_out,form_out,form_out]) #Display plt.close('all') player=Player() player.play([Sum,Bubbles,Tissue,None,predS,predL],note=note,cmap=cmap, tit=['Input','Ground Truth S','Ground Truth L', None,'Prediction S','Prediction L']) #Save gif if saveGif: mat2gif([Sum,Bubbles,Tissue,None,predS,predL],save_gif_dir, note=note,cmap=cmap, tit=['Input','Ground Truth S','Ground Truth L', None,'Prediction S','Prediction L']) #Save matrix if saveMat: savemat(save_mat_dir,{'D':Sum,'S':Bubbles,'L':Tissue, 'Sp':predS,'Lp':predL})
Created on Wed Aug 15 13:48:39 2018 @author: Yi Zhang """ import numpy as np import sys sys.path.append('../') from classes.Player import Player from SimPlatform.ZoneTissue import ZoneTissue from SimPlatform.ZoneBubbles import ZoneBubbles from SimPlatform.Simulator import Simulator from SimPlatform.Functions import Envelope from SimPlatform.Parameters import params_default player=Player() # ============================================================================= # #zTissue=ZoneTissue() # zTissue=ZoneTissue() # # T=30 # shape=params_default['shape'] # Tissue=np.zeros([shape[0],shape[1],T],dtype=np.complex128) # # for i in range(T): # Tissue[:,:,i]=zTissue.image() # zTissue.refresh() # # player.play([Tissue]) # =============================================================================
def __init__(self): self._players = [Player(0), Player(1)] self._current_player = 0 self._board = Board() self._gameUI = GameUI(self._players[0])
#Processing D, Sp, Lp = process_patch(net, data_dir, arange) brow, erow, bcol, ecol, bt, et = arange if Sfile[-3:] == 'mat': S = loadmat(Sfile)['vid'][brow:erow, bcol:ecol, bt:et] else: S = np.load(Sfile)['arr_0'][brow:erow, bcol:ecol, bt:et] if Lfile[-3:] == 'mat': L = loadmat(Lfile)['vid'][brow:erow, bcol:ecol, bt:et] else: L = np.load(Lfile)['arr_0'][brow:erow, bcol:ecol, bt:et] #Display player = Player() player.play( [D, S, L, None, Sp, Lp], cmap=cmap, note=note, tit=['Input', 'Fista S', 'Fista L', None, 'Prediction S', 'Prediction L']) #save as gif if saveGif: mat2gif([D, S, L, None, Sp, Lp], save_gif_dir, cmap=cmap, note=note, tit=[ 'Input', 'Fista S', 'Fista L', None, 'Prediction S', 'Prediction L'
folder='../../../Data/Sim1/' setname='val' numInst=16 Dname,Sname,Lname=['patch_180','patch_180','patch_180']\ if setname!='test2' else ['Patch','S_est_f','L_est_f'] #the start number of .mat file numstart={'train':0, 'val':2400, 'test1':3200, 'test2':4000}[setname] params=params_default shape=(128,128) T=20 params['shape']=shape rIter=int(shape[0]/32) cIter=int(shape[1]/32) player=Player() nIter=int(numInst/shape[0]/shape[1]/T*32*32*20) print('total iterations and instances: %d, %d'%(nIter,numInst)) numf=numstart for i in range(nIter): print('current iteration: %d, file number: %d to %d'%(i,numf,numf+rIter*cIter)) simtor=Simulator(params) Sum,Bubbles,Tissue=simtor.generate(T) for rr in range(rIter): for cc in range(cIter): D=Sum[rr*32:(rr+1)*32,cc*32:(cc+1)*32,0:20] S=Bubbles[rr*32:(rr+1)*32,cc*32:(cc+1)*32,0:20] L=Tissue[rr*32:(rr+1)*32,cc*32:(cc+1)*32,0:20]
from classes.helpers import Address from classes.Map import Map from classes.Column import Column from classes.Player import Player from classes.Game import Game from classes.Entity import HealFloor, Warrior if __name__ == '__main__': a1 = Address("127.0.0.1 ", 3331) w1 = Warrior((0, 0)) p1 = Player(a1, "p1", w1) a2 = Address("127.0.0.1 ", 3332) w2 = Warrior((0, 0)) p2 = Player(a2, "p2", w2) hf1 = HealFloor((2, 1)) columnList = [ [Column((0, 0), 1, []), Column((1, 0), 1, []), Column((2, 0), 1, [])], [Column((0, 1), 1, []), Column((1, 1), 2, []), Column((2, 1), 2, [])], [Column((0, 2), 1, []), Column((1, 2), 2, []), Column((2, 2), 2, [])], ] map = Map(1, (3, 3), columnList)
class Main(Process): playlist = None player = None state = None pt2314 = None channel = 0 volume = 0 buttons = 0 icy_current_song = None last_channel = 0 last_played_channel = 0 last_volume = 0 last_buttons = 0 current_time = 0 last_channel_changed_time = 0 last_volume_changed_time = 0 last_buttons_changed_time = 0 last_currentsong_time = 0 last_mpd_poll = 0 need_save_state = False need_change_song = False need_change_buttons = False screen_size = None fps = None full_screen = False scene = None def __init__(self): self.screen_size = Config.default_screen_size self.fps = Config.fps self.full_screen = Config.full_screen os.environ["SDL_FBDEV"] = Config.fb_dev self.serv = HTTPServer(("0.0.0.0", 8000), HttpProcessor) thread = threading.Thread(target=self.serv.serve_forever) thread.daemon = True thread.start() super(Main, self).__init__() def begin(self): Program.set_mode(self.screen_size, self.full_screen, False) Program.set_fps(self.fps) pygame.mouse.set_visible(False) self.playlist = Playlist() self.player = Player() self.state = State() #print "State volume: {0}".format(self.state.volume) #print "State channel: {0}".format(self.state.channel) self.encoders_board = EncodersBoard(0x40, 0, 20, self.state.volume, 0, len(self.playlist.playlist) - 1, self.state.channel) self.pt2314 = PT2314() self.pt2314.setVolume(self.state.volume * 5) #self.pt2314.setAttenuation(0) self.pt2314.setBass(0) self.pt2314.setTreble(12) self.pt2314.selectChannel(0) self.pt2314.loudnessOn() self.pt2314.muteOff() time.sleep(0.1) self.last_volume = self.state.volume self.last_channel = self.state.channel self.last_played_channel = self.last_channel station_url = self.playlist.playlist[self.state.channel].url self.player.load("radio") self.player.play(self.state.channel) self.scene = AppRadio(self) while True: try: micro = self.get_micro() self.encoders_board.read() self.volume = self.encoders_board.get_value1() if self.volume > 20: self.volume = 20 self.encoders_board.set_value1(self.volume) self.encoders_board.set_max_value1(self.volume) self.encoders_board.write() self.channel = self.encoders_board.get_value2() if self.channel > len(self.playlist.playlist) - 1: self.channel = len(self.playlist.playlist) - 1 self.encoders_board.set_value2(self.channel) self.encoders_board.set_max_value2(self.channel) self.encoders_board.write() self.buttons = self.encoders_board.get_buttons() if self.last_volume != self.volume: self.pt2314.setVolume(self.volume * 5) self.last_volume = self.volume self.last_volume_changed_time = micro if self.last_channel != self.channel: self.last_channel = self.channel self.last_channel_changed_time = micro if self.last_buttons != self.buttons and micro - self.last_buttons_changed_time > 100: self.last_buttons = self.buttons self.last_buttons_changed_time = micro self.need_change_buttons = True if self.last_played_channel != self.channel and micro - self.last_channel_changed_time > 1000: self.need_change_song = True if self.state.volume != self.volume and micro - self.last_volume_changed_time > 5000: self.state.volume = self.volume self.need_save_state = True if self.state.channel != self.channel and micro - self.last_channel_changed_time > 5000: self.state.channel = self.channel self.need_save_state = True if micro - self.last_currentsong_time > 1000: self.icy_current_song = self.player.currentsong() #print self.icy_current_song self.last_currentsong_time = micro global ring_bell if ring_bell: #print "Doorbell detected"; ring_bell = False self.player.stop() self.pt2314.setVolume(95) os.system('mplayer ' + Config.bell) time.sleep(0.5) self.pt2314.setVolume(self.volume * 5) self.need_change_song = True if self.need_change_song: self.need_change_song = False self.last_played_channel = self.channel time.sleep(0.5) self.player.play(self.channel) if self.need_save_state: self.need_save_state = False self.state.save() if self.need_change_buttons: self.need_change_buttons = False if (self.last_buttons & Config.BTN_POWER): subprocess.call(["poweroff"]) if (self.last_buttons & Config.BTN_ALARM): subprocess.call(["reboot"]) except Exception: pass yield def get_micro(self): return int(round(time.time() * 1000)) def get_current_time(self): return datetime.now().strftime("%H:%M") def unicodify(self, text, min_confidence=0.5): guess = chardet.detect(text) if guess["confidence"] < min_confidence: raise UnicodeDecodeError decoded = text.decode(guess["encoding"]) return decoded def fetch_song_title(self): if self.icy_current_song is not None and self.icy_current_song != '': try: title = self.unicodify(self.icy_current_song) #title = self.icy_current_song return title.upper() except Exception as e: return '' else: return '' def fetch_station_title(self): station = self.playlist.playlist[self.channel] return station.name.upper()
from classes.Player import Player from classes.Birth import Birth from classes.Hotel import Hotel from classes.Hotelgast import Hotelgast from classes.Hotelkamer import Hotelkamer bob3 = Birth(12, 2, 1996) bob4 = Birth(12, 2, 200) p1 = Player("bob", "jos", 15, bob3) p2 = Player("h", "ij", 48, bob4) bob = Birth(12, 2, 1996) bob2 = Birth.randomNumber() print(p1) # print(Birth.toonAantal()) # print(bob) # print(bob2) # print(Birth.randomList(5)) # print(bob == bob2) # print(bob == bob3) # print(bob.sameDay(bob4)) # print(bob.sameDay(bob2)) # for i in hotel1.dic().keys():