Exemplo n.º 1
0
class MainWindow(QMainWindow):

    def __init__(self, *args, **kwargs):
        super(MainWindow, self).__init__(*args, **kwargs)
        self.setWindowTitle("Wumpus")

        playfields = load_playfields_from_txt("maps.txt")
        playfields = [augment_shiver_and_breeze(playfield) for playfield in playfields]
        playfield = playfields[2]
        self.game_state = GameState(playfield, 1, 1)
        self.knowledge_base = KnowledgeBase(PLAYFIELD_SIZE)

        self.hud_widget = QWidget()
        hud_layout = QHBoxLayout()
        score_label = QLabel("score:")
        hud_layout.addWidget(score_label)
        self.score_widget = QLabel("0")
        hud_layout.addWidget(self.score_widget)
        self.hud_widget.setLayout(hud_layout)

        self.playfield_widget = PlayfieldWidget(PLAYFIELD_SIZE, "gfx/all/")
        self.game_state.visualize_in(self.playfield_widget)
        self.knowledge_base_widget = PlayfieldWidget(PLAYFIELD_SIZE, "gfx/all/")
        self.knowledge_base.visualize_in(self.knowledge_base_widget)

        self.playfields_container = QWidget()
        playfields_layout = QHBoxLayout()
        playfields_layout.addWidget(self.playfield_widget)
        playfields_layout.addWidget(self.knowledge_base_widget)
        self.playfields_container.setLayout(playfields_layout)

        #self.controller = ManualController(self.game_state, self.knowledge_base, self)
        self.controller = RuleBasedAi(self.game_state, self.knowledge_base, self)
        self.timer = QTimer(self)
        self.timer.timeout.connect(self.controller.make_step)
        self.timer.start(1000)
        #controller_thread = ControllerThread(self.controller)
        #controller_thread.start()
        #controller_thread.run()

        container = QWidget()
        vertical_layout = QVBoxLayout()
        vertical_layout.addWidget(self.hud_widget)
        #vertical_layout.addWidget(self.controller.controls_widget)
        vertical_layout.addWidget(self.playfields_container)
        container.setLayout(vertical_layout)
        self.setCentralWidget(container)

    def update_visualization(self):
        self.game_state.visualize_in(self.playfield_widget)
        self.knowledge_base.visualize_in(self.knowledge_base_widget)
        self.score_widget.setText(str(self.game_state.score))
Exemplo n.º 2
0
def parse_state(state_input):
    try:
        state_json = json.loads(str(state_input))
    except TypeError:
        state_json = state_input
    level = None
    players = []
    adversaries = []
    exit_locked = None

    try:
        if state_json[0][TYPE] != STATE:
            print('Invalid Args: Type is not state')
            return None
        input_json = state_json[0]
        name = state_json[1]
        coord = to_coord(state_json[2])
    except (KeyError, IndexError):
        input_json = state_json

    level_input = input_json[LEVEL]
    players_input = input_json[PLAYERS]
    adversaries_input = input_json[ADVERSARIES]
    exit_locked = input_json[EXIT_LOCKED]

    level = parse_level(level_input)[LEVEL]
    players = [parse_actor(actor_input) for actor_input in players_input]
    adversaries = [parse_actor(actor_input) for actor_input in adversaries_input]
    state = GameState(level, players, adversaries, exit_locked)
    return {STATE: state, NAME: name if name else None, COORD: coord if coord else None}
Exemplo n.º 3
0
 def on_newgame(self):
     ret = self.mainAppWindow.gamestateController.unsaved_changes()
     if not ret == QMessageBox.Cancel:
         dialog = DialogNewGame(gamestate=self.model.gamestate,user_settings=self.model.user_settings)
         if dialog.exec_() == QDialog.Accepted:
             self.model.gamestate = GameState()
             self.mainAppWindow.chessboard_view.gs = self.model.gamestate
             self.mainAppWindow.moves_edit_view.gs = self.model.gamestate
             self.mainAppWindow.moves_edit_view.update()
             # strength is only changed if internal engine is used
             # otherwise the dialog is meaningless
             if(self.model.user_settings.active_engine == self.model.user_settings.engines[0]):
                 self.model.gamestate.strength_level = dialog.slider_elo.value()
             self.model.gamestate.computer_think_time = dialog.think_ms
             self.mainAppWindow.moves_edit_view.on_statechanged()
             self.model.gamestate.initialize_headers()
             self.model.database.index_current_game = None
             self.mainAppWindow.save.setEnabled(True)
             if(dialog.rb_plays_white.isChecked()):
                 self.mainAppWindow.play_white.setChecked(True)
                 self.mainAppWindow.setLabels()
                 self.mainAppWindow.modeMenuController.on_play_as_white()
             else:
                 self.mainAppWindow.play_black.setChecked(True)
                 root = self.model.gamestate.current.root()
                 temp = root.headers["White"]
                 root.headers["White"] = root.headers["Black"]
                 root.headers["Black"] = temp
                 self.mainAppWindow.setLabels()
                 self.mainAppWindow.modeMenuController.on_play_as_black()
Exemplo n.º 4
0
 def apply_player_item_interaction(self, player, item_pos):
     state = self.gamestate
     exit_locked = state.exit_locked
     for room in state.current_level.rooms:
         room_items = [item.pos for item in room.items]
         if item_pos in room_items:
             item = next(item for item in room.items
                         if item.pos == item_pos)
             if item.type == KEY:
                 exit_locked = False
             room.items.remove(item)
             for p in self.players:
                 if p.name == player.name:
                     p.inventory.append(item)
     res = self.rc.validate_item_interaction(player, item_pos, state)
     if res:
         players = self.get_player_actors()
         adversaries = self.get_adversary_actors()
         self.gamestate = GameState(levels=state.levels,
                                    players=players,
                                    adversaries=adversaries,
                                    exit_locked=exit_locked,
                                    current_level=state.current_level,
                                    out_actors=state.out_actors)
     return res
Exemplo n.º 5
0
    def request_adversary_move(self, name, new_pos):
        '''Requests a move from an adversary. If the move is invalid returns False, otherwise it returns a dictionary with information on the move'''
        if len(self.player_turns) == 0:
            if name in self.adv_turns:
                adv = next(adv for adv in self.adversaries if adv.name == name)
                is_client = isinstance(adv, Adversary)
                players = self.get_player_actors()
                a_coords = self.get_adversary_coords(name)
                adv_move = self.rc.validate_adversary_movement(
                    self.get_adversary_actor(name), new_pos,
                    self.gamestate.current_level, players, a_coords)
                if adv_move[VALID_MOVE]:
                    self.adversaries.remove(adv)
                    updated_advs = self.get_adversary_actors()
                    door_pos = self.__handle_door_traversal(
                        new_pos, self.gamestate.current_level)
                    if door_pos: new_pos = door_pos

                    if adv_move[EJECT]:
                        # Remove eliminated player
                        self.gamestate.out_actors.append(adv_move[EJECT])

                    if is_client:
                        adv.adversary_obj.pos = new_pos
                        # print('NEW POS:', new_pos)
                        updated_advs.append(adv.adversary_obj)
                    else:
                        adv.pos = new_pos
                        updated_advs.append(adv)

                    self.adversaries.append(adv)
                    self.gamestate = GameState(
                        levels=self.gamestate.levels,
                        current_level=self.gamestate.current_level,
                        players=players,
                        adversaries=updated_advs,
                        exit_locked=self.gamestate.exit_locked,
                        out_actors=self.gamestate.out_actors)

                self.adv_turns.remove(name)
                if len(self.adv_turns) == 0: self.__reset_turns()
                return adv_move
            else:
                print('name not in adv turns')
                print(self.adv_turns)
                print(name)
                return False
        else:
            print('player turns not empty')
            print(self.player_turns)
            return False
Exemplo n.º 6
0
    def request_player_move(self, name, new_pos):
        '''Request a move from a player. If the move is invalid then returns false, otherwise it returns a dictionary with information of the move'''
        if len(self.player_turns) == len(self.adv_turns) == 0:
            self.__reset_turns()

        player = next(player for player in self.players if player.name == name)
        is_client = isinstance(player, Player)
        if is_client:
            player.pos = player.player_obj.pos

        if player.name in self.player_turns:
            p_coords = self.get_player_coords(player.name)
            adversaries = self.get_adversary_actors()
            player_move = self.rc.validate_player_movement(
                self.get_player_actor(player.name), new_pos,
                self.gamestate.current_level, p_coords, adversaries)
            if player_move[VALID_MOVE] and player_move[INFO].traversable:
                if player_move[EJECT]:
                    # Remove eliminated adversary
                    self.gamestate.out_actors.append(player_move[EJECT])
                self.players.remove(player)
                updated_players = self.get_player_actors()
                # If the new position is a door/waypoint, then move the player to the corresponding location.
                door_pos = self.__handle_door_traversal(
                    new_pos, self.gamestate.current_level)
                if door_pos: new_pos = door_pos

                if is_client:
                    player.player_obj.pos = new_pos
                    updated_players.append(player.player_obj)
                else:
                    player.pos = new_pos
                    updated_players.append(player)

                self.players.append(player)
                self.gamestate = GameState(
                    levels=self.gamestate.levels,
                    current_level=self.gamestate.current_level,
                    players=updated_players,
                    adversaries=adversaries,
                    exit_locked=self.gamestate.exit_locked,
                    out_actors=self.gamestate.out_actors)
                self.player_turns.remove(player.name)

                # If all players have gone update adversaries for their moves
            if len(self.player_turns) == 0:
                update_adversary_players(self.adversaries,
                                         self.get_player_coords())
            return player_move

        return False
Exemplo n.º 7
0
def gamestate1(level2):
    '''Initializes example gamestate'''
    players = []
    adversaries = []
    for i in range(3):
        p = PlayerActor('Bruh ' + str(i))
        p.health = 3
        players.append(p)
        a = AdversaryActor('Evil Bruh ' + str(i))
        a.health = 3
        adversaries.append(a)

    gs_info = create_initial_game_state(level2, players, adversaries)
    gamestate = GameState(level2, gs_info[0], gs_info[1])
    return gamestate
Exemplo n.º 8
0
def get_table(emitter=print):
    """Get an instance of Table"""
    heroes = [
        hero_factory.hero('benji', 'barbarian'),
        hero_factory.hero('austin', 'healer'),
    ]
    # Draws the hero's initial hand
    for _ in range(0, 5):
        for hero in heroes:
            hero.draw_card()

    # Deal boss mat and door deck
    boss = doorcard_factory.create_boss()
    doordeck = doorcard_factory.deal_deck(boss.num_door_cards, len(heroes), boss)

    game = GameState(doordeck, heroes, logging=mylog)
    return Table(game, emitter, mylog)
Exemplo n.º 9
0
    def request_player_moves(self, new_players_locs):
        """
        Updates player info based on player move.
        :param new_players_locs: [Coord]
        :param new_players_healths: [int]
        :return:
        """

        for i in range(len(new_players_locs)):
            if self.rc.validate_player_movement(self.players[i].pos,
                                                new_players_locs[i],
                                                self.gamestate.current_level):
                self.gamestate = GameState(self.gamestate.current_level,
                                           self.players, self.adversaries,
                                           self.gamestate.exit_locked)
        else:
            self.players = self.gamestate.players
Exemplo n.º 10
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    def __init_state(self, levels, start_level=0) -> GameState:
        '''Create and return a GameState from list of levels.'''
        try:
            level = levels[start_level]
            player_objs = self.get_player_actors()
            adv_objs = self.get_adversary_actors()
        except ValueError:
            print('Invalid Starting level')
            return self.gamestate
        except TypeError:
            # Single level case
            level = levels
            player_objs = self.players
            adv_objs = self.adversaries
        except AttributeError:
            adv_objs = [a.adversary_obj for a in self.adversaries]
            player_objs = [a.player_obj for a in self.players]

        gs_info = create_initial_game_state(level, player_objs, adv_objs)
        update_adversary_levels(self.adversaries, level)

        return GameState(levels, gs_info[0], gs_info[1], current_level=level)
Exemplo n.º 11
0
def gamestate1(level1):
    '''Initializes example gamestate'''
    gs_info = create_initial_game_state(level1, 3, 3)
    gamestate = GameState(gs_info[0], gs_info[1])
    return gamestate