def computeFeatures(self, absList, mode=''): """ compute classifier features for each mention-mention pair in each abstract in a given list of abstracts. """ for abs in absList: if abs.entities == None: abs.entities = Entities(abs) if abs.annotatedEntities == None: abs.annotatedEntities = Entities(abs) # compute idf from current abstract list (ignore current one) # TODO: Eventually replace this with idf stats computed from a # a separate corpus documentCounts = {} for i in range(0, len(absList)): abs2 = absList[i] if abs2 != abs: for lemma in abs2.getLemmaSet(): documentCounts[lemma] = 1 + documentCounts.get( lemma, 0) idf = {} nAbs = float(len(absList) - 1) for lemma, counts in documentCounts.items(): idf[lemma] = math.log(nAbs / counts) idf['unknownToken'] = math.log(nAbs) abs.entities.createEntities(self.entityTypes[0], self.sentenceFilter,\ useDetected=self.useDetected) abs.annotatedEntities.createTrueEntities(self.entityTypes[0], self.sentenceFilter) self.computePairFeatures(abs.entities, idf) self.computePairFeatures(abs.annotatedEntities, idf)
def build_map(self, level=1): self.game_map = GameMap(self.message_log, level) self.entities = Entities(self.game_map) self.game_map.make_map(self.player, self.entities) self.entities.insert_entity(self.player) self.fov_recompute = True self.fov_map = initialize_fov(self.game_map)
def __init__(self, data): self.id_speaker = None self.nom = None self.prenom = None self.description = None self.profession = None self.statut = None Entities.__init__(self, data)
def __init__(self, message: telegram.Message, start=0, temp_name=None): self.entities = Entities() self.start = start self.players = list( Player.objects.filter(chat_id=message.chat_id).all()) for player in self.players: if player.user_id == message.from_user.id: self.me = Me(temp_name or player.character_name, player.id, player.full_name) self.variables = {} for variable in player.variable_set.all(): self.variables[variable.name.upper()] = variable.value break self.tags = [] if message.caption: text = message.caption entities = message.caption_entities else: text = message.text entities = message.entities if not text: return assert isinstance(text, str) last_index = 0 for entity in entities: assert isinstance(entity, telegram.MessageEntity) entity_offset = entity.offset entity_length = entity.length entity_end = entity_offset + entity_length if entity.type == entity.MENTION: self.push_text(text[last_index:entity_offset]) mention = text[entity_offset:entity_end] self.push_mention(mention) last_index = entity_end elif entity.type == entity.TEXT_MENTION: self.push_text(text[last_index:entity_offset]) self.push_text_mention(entity.user) last_index = entity_end elif entity.type == entity.HASHTAG: self.push_text(text[last_index:entity_offset]) self.tags.append(text[entity_offset + 1:entity_end]) last_index = entity_end elif entity.type == entity.BOLD: self.push_text(text[last_index:entity_offset]) self.entities.list.append(Bold(text[entity_offset:entity_end])) last_index = entity_end self.push_text(text[last_index:]) if len(self.entities.list) > 0 and isinstance(self.entities.list[0], Span): v = self.entities.list[0].value if start < len(v): self.entities.list[0] = Span(v[start:]) else: self.entities.list.pop(0)
def __init__(self): self.date_time = time.strftime("%Y.%m.%d-%H.%M.%S") self.params = Params() self.environment = Environment() if self.params.inherit_nn: # F self.inherit_nn = Agent() self.inherit_nn.load_network(fname=self.params.inherit_nn) else: self.inherit_nn = None # T if self.params.general_nn: # T if self.params.inherit_nn: # F self.general_nn = self.inherit_nn else: # T self.general_nn = Agent() # first network self.entities = Entities(environment=self.environment, general_nn=self.general_nn) # new NN else: # F self.general_nn = None self.entities = Entities(environment=self.environment, inherit_nn=self.inherit_nn) if self.params.memory_load: self.general_nn.load_memory(fname="out/" + self.params.memory_load) print("memory replay loaded") self.epoch = 1 if self.params.simulate: self.load_scenario() if self.params.window_show: self.window = Window() self.render() if self.params.interactive: self.to_iterate = 0 self.running = True self.clear() self.idle() else: self.loop() # save neural network & experience_replay if self.params.save_model and self.params.general_nn: self.general_nn.save_network( fname=f"out/weights-{self.date_time}.model") self.general_nn.save_memory( fname=f"out/stack-{self.date_time}.memory")
def init_physicals(self): # self._entities = {} self.robot_names = ["dalek", "drWho", "k9", "kachna"] self.num_of_robots = len(self.robot_names) self.setup_collision_callbacks() self.entities = Entities(self.app) self.map = Map2D(self) self.asteroids = Asteroids(self) self.init_robots()
def train(self, absList, modelFilename): """ Train a mention clusterer model given a list of abstracts """ for abstract in absList: if abstract.annotatedEntities == None: abstract.annotatedEntities = Entities(abstract) abstract.annotatedEntities.createTrueEntities( self.entityTypes[0], self.sentenceFilter)
def handle_roll(message: telegram.Message, name: str, entities: Entities, job_queue: JobQueue, chat: Chat, hide=False): _ = partial(get_by_user, user=message.from_user) kind = LogKind.ROLL.value result_text = entities.to_html() if hide: hide_roll = HideRoll(message.chat_id, result_text) hide_roll.set() keyboard = [[ InlineKeyboardButton(_(Text.GM_LOOKUP), callback_data=hide_roll.key()) ]] reply_markup = InlineKeyboardMarkup(keyboard) text = '<b>{}</b> {}'.format(name, _(Text.ROLL_HIDE_DICE)) kind = LogKind.HIDE_DICE.value else: text = '{} 🎲 {}'.format(name, result_text) reply_markup = None if not chat.recording: text = '[{}] '.format(_(Text.NOT_RECORDING)) + text sent = message.chat.send_message(text, reply_markup=reply_markup, parse_mode='HTML') user = message.from_user assert isinstance(user, telegram.User) if chat.recording: Log.objects.create( user_id=user.id, message_id=sent.message_id, chat=chat, content=result_text, entities=entities.to_object(), user_fullname=user.full_name, character_name=name, gm=is_gm(message.chat_id, user.id), kind=kind, created=message.date, ) context = dict(chat_id=message.chat_id, message_id_list=[message.message_id]) job_queue.run_once(delay_delete_messages, 10, context)
def __init__(self, money, health, morale): # Initialize renderer first because it starts SDL self.renderer = Renderer() self.textures = Textures() self.textures.load(self.renderer.sdl_renderer) self.user_interface = UserInterface(self.textures) self.controller = Controller() self.entities = Entities() self.entities.init_player(0, 0, self.textures.get(TextureType.PLAYER), money, health, morale) world_creator = WorldCreator(2) self.entities.map_rectangle = world_creator.create( self.entities, self.textures)
def save_post(self, author, content, date, parent): try: with pny.db_session: Entities.Post(content=content, topic=parent.topic_id, author='' if author is None else str(author), date=date) except BaseException as e: self.logger.error("Save post: " + str(e)) self.logger.error("Content: " + content + " parent_id: " + str(parent.topic_id))
def save_category(self, title, link, parent, forum): try: with pny.db_session: return Entities.Category(title=title, link=link, forum=forum.forum_id, parent_category=None if parent is None else parent.category_id) except KeyError as e: self.logger.error(str(e)) self.logger.error("For element: " + str(title))
def save_topic(self, author, date, link, parent, title): try: with pny.db_session: return Entities.Topic( title=title, link=link, author='' if author is None else str(author), date=date, category=parent.category_id) except BaseException as e: self.logger.error(str(e)) self.logger.error("Title: " + title + " link: " + link + " author: " + author)
def clusterMentions(self, abstract): """ cluster mentions that refer to same entity in a given abstract. create list of entities using hierarchical aglomerative clustering """ # cluster DETECTED mentions if abstract.entities == None: abstract.entities = Entities(abstract) abstract.entities.createEntities(self.entityTypes[0], self.sentenceFilter,\ useDetected=True, useIds=False, mergeExactOnly=True) if abstract.annotatedEntities == None: abstract.annotatedEntities = Entities(abstract) abstract.annotatedEntities.createTrueEntities(self.entityTypes[0], self.sentenceFilter) # discard groups that are likely to be false positives # if self.entityTypes[0] == 'group': # gList = self.filterGroupClusters(abstract.entities.lists[self.entityTypes[0]]) # abstract.entities.lists[self.entityTypes[0]] = gList # assign ids to each of the mention clusters currentId = 0 for mTemplate in abstract.entities.lists[self.entityTypes[0]]: mTemplate.setId(str(currentId)) currentId += 1
def handle_loop_roll(message: telegram.Message, command: str, name: str, text: str, chat: Chat, **__): """ Tales from the Loop """ def _(t: Text): return get_by_user(t, user=message.from_user) hide = command[-1] == 'h' text = text.strip() roll_match = LOOP_ROLL_REGEX.match(text) if not roll_match: return error_message(message, _(Text.LOOP_SYNTAX_ERROR)) number = int(roll_match.group(1)) if number == 0: return error_message(message, _(Text.LOOP_ZERO_DICE)) result_list = [secrets.randbelow(6) + 1 for _i in range(number)] description = text[roll_match.end():] entities = Entities([LoopResult(result_list), Span(description)]) handle_roll(message, name, entities, chat, hide)
def handle_normal_roll(message: telegram.Message, command: str, name: str, start: int, chat: Chat, **_): rpg_message = RpgMessage(message, start) hide = command[-1] == 'h' entities = rpg_message.entities.list roll_counter = 0 next_entities = [] try: for entity in entities: if isinstance(entity, Span): result_entities = dice.roll_entities(entity.value, chat.default_dice_face) local_roll_counter = 0 for result_entity in result_entities: if isinstance(result_entity, RollResult): local_roll_counter += 1 if local_roll_counter > 0: next_entities.extend(result_entities) roll_counter += local_roll_counter else: next_entities.append(entity) else: next_entities.append(entity) if roll_counter == 0: default_roll_entities = dice.roll_entities('1d', chat.default_dice_face) default_roll_entities.extend(next_entities) next_entities = default_roll_entities except dice.RollError as e: error_text = Text.ERROR if len(e.args) > 0: error_kind = e.args[0] try: error_text = Text[error_kind.value] except KeyError: pass return error_message(message, get_by_user(error_text, message.from_user)) handle_roll(message, name, Entities(next_entities), chat, hide)
class Game: # Parameters: starting values for money, health, and morale def __init__(self, money, health, morale): # Initialize renderer first because it starts SDL self.renderer = Renderer() self.textures = Textures() self.textures.load(self.renderer.sdl_renderer) self.user_interface = UserInterface(self.textures) self.controller = Controller() self.entities = Entities() self.entities.init_player(0, 0, self.textures.get(TextureType.PLAYER), money, health, morale) world_creator = WorldCreator(2) self.entities.map_rectangle = world_creator.create( self.entities, self.textures) def run(self): running = True # For average FPS calculation frames = 0 last_frame = sdl2.SDL_GetTicks() # Display splash screen while sdl2.SDL_GetTicks() < last_frame\ + Renderer.splash_screen_display_time: self.renderer.render_splash_screen(self.textures) # Game loop: while running: # 1. Handle input from the user interface screen_dimensions = [ self.renderer.screen_width, self.renderer.screen_height ] running = self.user_interface.handle_input(self.controller, screen_dimensions) # 2. Update entities from the controller self.controller.update_entities(self.entities) self.controller.generate_NPCs(self.entities, self.textures) # if not self.controller.check_player_meters(self.entities): if self.controller.current_health <= 0 or self.controller.current_morale <= 0: # Display splash screen last_frame = sdl2.SDL_GetTicks() while sdl2.SDL_GetTicks() < last_frame\ + Renderer.splash_screen_display_time: self.renderer.render_lose_screen(self.textures) running = False # 3. Update screen from the renderer self.renderer.render(self.entities, self.textures, self.user_interface, screen_dimensions) # For debugging: # Average FPS for performance profiling, prints every 5 seconds frames += 1 if sdl2.SDL_GetTicks() - last_frame > 5000: print('Average FPS: ' + str(frames / 5.0)) frames = 0 last_frame = sdl2.SDL_GetTicks() self.close() def get_renderer(self): """Returns the game renderer that was instantiated by the game class so that it can be used in other components that need to borrow from it. """ return self.renderer def get_textures(self): """Returns the game textures that were instantiated by the game class so that they can be used by other components. """ return self.textures # Closes the game renderer def close(self): self.textures.unload() self.renderer.close()
def test_build_vector(self): docs = Entities.build_vector('rkprtr6jlhf2jv') self.assertEqual(len(docs), 10)
def handle_coc_roll(message: telegram.Message, command: str, name: str, text: str, chat: Chat, **__): """ Call of Cthulhu """ def _(t: Text): return get_by_user(t, user=message.from_user) def roll() -> int: return secrets.randbelow(100) + 1 hide = command[-1] == 'h' text = text.strip() numbers = re.findall(r'\d{1,2}', text) # have not modifier rolled_list = [roll()] rolled = rolled_list[0] modifier_name = None # have not target value if len(numbers) == 0: handle_roll(message, name, Entities([Span(text), RollResult(str(rolled), rolled)]), chat, hide) return skill_number = int(numbers[0]) # have modifier modifier_matched = re.search('[-+]', command) if modifier_matched: modifier = modifier_matched.group(0) extra = 1 if len(numbers) > 1: extra = int(numbers[0]) skill_number = int(numbers[1]) for _i in range(extra): rolled_list.append(roll()) if modifier == '+': rolled = min(rolled_list) modifier_name = _(Text.COC_BONUS_DIE) elif modifier == '-': rolled = max(rolled_list) modifier_name = _(Text.COC_PENALTY_DIE) half_skill_number = skill_number // 2 skill_number_divide_5 = skill_number // 5 if rolled == 1: level = _(Text.COC_CRITICAL) elif rolled <= skill_number_divide_5: level = _(Text.COC_EXTREME_SUCCESS) elif rolled <= half_skill_number: level = _(Text.COC_HARD_SUCCESS) elif rolled <= skill_number: level = _(Text.COC_REGULAR_SUCCESS) elif rolled == 100: level = _(Text.COC_FUMBLE) elif rolled >= 95 and skill_number < 50: level = _(Text.COC_FUMBLE) else: level = _(Text.COC_FAIL) entities = [ Span(text), Span(' → '), CocResult(rolled, level, modifier_name, rolled_list) ] handle_roll(message, name, Entities(entities), chat, hide)
import pyrr from OpenGL.GL import * from core import Audio, GUI, DisplayManager, RenderEngine from core.Camera import Camera from entities import Entities from islands import IslandGenerator window = DisplayManager.Window() cam = Camera(window) masterRenderer = RenderEngine.MasterRenderer() entities = [] ellipsoid = Entities.Ellipsoid() entities.append(ellipsoid) tree = Entities.Tree() entities.append(tree) tree.position = pyrr.Vector3([0, 0, -10]) island = IslandGenerator.generateMeshForIsland(0, 0) print(island) # LIGHTING lights = [] light1 = RenderEngine.Light(pyrr.Vector3([0, 5, -5]), [1, 1, 1], [0.5, 0.5, 0.5]) lights.append(light1)
def predict_sequence_ner(NER_pipeline, sequence): result = NER_pipeline(sequence) entities = Entities(result) return entities
from merge import Merge from writer import Write if __name__ == "__main__": parser = argparse.ArgumentParser(description="prepare_for_neuronet") parser.add_argument('--input', help='Input directory of bunches (annotation files)') args = parser.parse_args() input_dir = args.input input_dir, output_dir = Utils.init_paths_neuroner(input_dir) annotators = ['eugenia', 'victoria', 'isabel', 'carmen'] variable_dict, variable_hash_dict, section_dict = Entities.get_final_annotators_entities( input_dir, output_dir, t_number=False) merged_variables, _ = Merge.merge_entities(variable_dict) merged_sections, _ = Merge.merge_entities(section_dict) merged_variables_hash = Merge.merge_hash(variable_hash_dict) section_variable = Merge.merge_variables_sections(merged_variables, merged_sections) Write.accepted_variables_neuroner(section_variable, merged_variables_hash, output_dir) print("Done")
def entities(self, text): logging.debug('entities: text - ' + text) e = Entities(enNlpModel, text) res = json.dumps(e.to_json(), sort_keys=True) logging.debug('entities: result - ' + res) return res
def save_forum(self, link): with pny.db_session: forum = Entities.Forum(link=link) return forum
def __init__(self, data): self.id_conference = None self.titre = None self.resume = None self.date = None Entities.__init__(self, data)
class RpgMessage: me = None variables = {} segments: List[Entity] entities: Entities def __init__(self, message: telegram.Message, start=0, temp_name=None): self.entities = Entities() self.start = start self.players = list( Player.objects.filter(chat_id=message.chat_id).all()) for player in self.players: if player.user_id == message.from_user.id: self.me = Me(temp_name or player.character_name, player.id, player.full_name) self.variables = {} for variable in player.variable_set.all(): self.variables[variable.name.upper()] = variable.value break self.tags = [] if message.caption: text = message.caption entities = message.caption_entities else: text = message.text entities = message.entities if not text: return assert isinstance(text, str) last_index = 0 for entity in entities: assert isinstance(entity, telegram.MessageEntity) entity_offset = entity.offset entity_length = entity.length entity_end = entity_offset + entity_length if entity.type == entity.MENTION: self.push_text(text[last_index:entity_offset]) mention = text[entity_offset:entity_end] self.push_mention(mention) last_index = entity_end elif entity.type == entity.TEXT_MENTION: self.push_text(text[last_index:entity_offset]) self.push_text_mention(entity.user) last_index = entity_end elif entity.type == entity.HASHTAG: self.push_text(text[last_index:entity_offset]) self.tags.append(text[entity_offset + 1:entity_end]) last_index = entity_end elif entity.type == entity.BOLD: self.push_text(text[last_index:entity_offset]) self.entities.list.append(Bold(text[entity_offset:entity_end])) last_index = entity_end self.push_text(text[last_index:]) if len(self.entities.list) > 0 and isinstance(self.entities.list[0], Span): v = self.entities.list[0].value if start < len(v): self.entities.list[0] = Span(v[start:]) else: self.entities.list.pop(0) def replace_variable(self, matched): return self.variables.get(matched.group(1).upper(), matched.group(0)) def resolve_variable(self, text: str): counter = 16 text = VARIABLE_REGEX.sub(self.replace_variable, text, count=counter) extra_resolve_level = 3 for _ in range(extra_resolve_level): if len(text) > 256: break text = VARIABLE_REGEX.sub(self.replace_variable, text, count=counter) return text def push_text(self, text: str): def push(x: str): if not x: return resolved = self.resolve_variable(x) self.entities.list.append(Span(resolved)) last_index = 0 for match in ME_REGEX.finditer(text): push(text[last_index:match.start()]) self.entities.list.append(self.me) last_index = match.end() push(text[last_index:]) def push_mention(self, mention: str): username = mention[1:] # skip @ for player in self.players: if player.username == username: character = Character(player.character_name, player.id, player.full_name) return self.entities.list.append(character) return self.entities.list.append(Span(mention)) def push_text_mention(self, user): for player in self.players: if player.user_id == user.id: character = Character(player.character_name, player.id, player.full_name) self.entities.list.append(character) return def has_me(self) -> bool: for segment in self.entities.list: if isinstance(segment, Me): return True return False def is_empty(self) -> bool: return len(self.entities.list) == 0 def telegram_html_text(self) -> str: text = self.entities.telegram_html() if self.tags: tags = ' '.join(['#{}'.format(tag) for tag in self.tags]) return '{} {}'.format(text, tags) else: return text
class Engine(): def __init__(self): # Set up the game window #libtcod.console_set_custom_font('spritesheet.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) libtcod.console_set_custom_font( 'Winterwing_Curses.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_ASCII_INROW) libtcod.console_init_root(game_constants.screen_width, game_constants.screen_height, 'Ascetic of the Cabal', True, libtcod.RENDERER_SDL2, vsync=True) # Establish the primary console as well as the detail panel self.con = libtcod.console.Console(game_constants.screen_width, game_constants.screen_height) self.panel = libtcod.console.Console(game_constants.screen_width, game_constants.panel_height) # Create references for the player input self.key = libtcod.Key() self.mouse = libtcod.Mouse() self.initialize_game() # Initializes a lot of run-specific items. Kept outside of init because it has to be re-run on a restart def initialize_game(self): # Create and initialize the Message Log self.message_log = MessageLog() #Initialize the player self.player = self.initialize_player() # Create a game map and fill it with enemies self.build_map() self.player_target = None # Establish the Game State self.game_map.compute_dijkstra_map([self.player], 'player', True) self.game_map.compute_dijkstra_map( self.entities.get_sublist(lambda x: x.name != "Ascetic"), "enemies") self.game_state = GameStates.PLAYERS_TURN self.previous_game_state = GameStates.PLAYERS_TURN self.game_running = True # Creates the player object, with all associated defaults # This can and probably should be moved to another file def initialize_player(self): player_components = { "Fighter": Fighter(hp=300, defense=2, power=5, factions=[Factions.PLAYER]), "Inventory": Inventory(26), "Devotee": Devotee(100), "StatusContainer": StatusContainer() } player = Entity(int(game_constants.screen_width / 2), int(game_constants.screen_height / 2), '@', libtcod.white, "Ascetic", True, RenderOrder.ACTOR, message_log=self.message_log, state=AIStates.INANIMATE, components=player_components) player.get_component("Inventory").equip_item( generate_starting_pistol(self.message_log)) return player # Generates a game map and initializes the FOV map of it def build_map(self, level=1): self.game_map = GameMap(self.message_log, level) self.entities = Entities(self.game_map) self.game_map.make_map(self.player, self.entities) self.entities.insert_entity(self.player) self.fov_recompute = True self.fov_map = initialize_fov(self.game_map) # Literally 0 recollection what this does def grade_map_down(self): self.game_map.grade_down() def cull_dead(self): # Finds every entity in the game world with 0 or less health and kills them # Returns true if it kills the player, otherwise false player_killed = False dead_entities = self.entities.get_sublist( lambda x: x.has_component("Fighter") and not x.get_component( "Fighter").isAlive() and x.char != '%') if dead_entities: for dead_entity in dead_entities: drop = dead_entity.get_component("Fighter").die() if drop: self.entities.insert_entity(drop) if dead_entity == self.player: player_killed = True return player_killed def send_invalid_action_message(self): self.message_log.add_message(Message("Can't do that here"), libtcod.red) # Initializes the game's start menu, and captures any player input on that menu and passes it to the appropriate handler def start_screen(self): show_main_menu = True while show_main_menu: libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, self.key, self.mouse) main_menu(self.con, game_constants.main_menu_background_image) libtcod.console_flush() action = handle_keys(self.key, GameStates.MAIN_MENU) game_type = action.get('game_start') exit_game = action.get('action') == 'exit' if exit_game: return False elif game_type == 'from_scratch': return True elif game_type == 'from_save': self.player, self.entities, self.game_map, self.message_log, self.game_state = load_game( ) self.fov_map = initialize_fov(self.game_map) self.entities.set_log_all(self.message_log) return True def main(self): # Game Loop while self.game_running: # Check input streams for an event libtcod.sys_check_for_event( libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, self.key, self.mouse) # If we need to recompute fov, do so if self.fov_recompute: recompute_fov(self.fov_map, self.player.x, self.player.y) # Render the game world according to current FOV, mark FOV recompute as complete, and flush to console render_all(self.con, self.panel, self.entities, self.player, self.game_map, self.fov_map, self.fov_recompute, self.message_log, self.mouse, self.game_state, self.player_target) self.fov_recompute = False libtcod.console_flush() # Interpret the input into a game action input = handle_keys(self.key, self.game_state) action = input.get('action') inventory_item = input.get( 'inventory_item') if 'inventory_item' in input else None dialogue_option = input.get( 'dialogue_option') if 'dialogue_option' in input else None shop_option = input.get( 'shop_option') if 'shop_option' in input else None unequip_item = input.get('slot') if 'slot' in input else None # If players turned and it's their turn to move if action == 'move' and self.game_state == GameStates.PLAYERS_TURN: # Calculate where they should move dx, dy = input.get('move') destination_x = self.player.x + dx destination_y = self.player.y + dy # TODO: This is where you hid the noclip check. Fix this for release #if not self.game_map.is_blocked(destination_x, destination_y): if True: # If they're not about to walk into a wall, check for enemies at the destination potential_collision_list = self.entities.get_sublist( lambda ent: ent.x == destination_x and ent.y == destination_y and ent.blocks) target = potential_collision_list[ 0] if potential_collision_list else None if target and target.state == AIStates.HOSTILE: # If there are enemies, attack them self.player.get_component("Fighter").attack(target) self.game_state = GameStates.ENEMY_TURN elif target and target.state == AIStates.FRIENDLY: self.previous_game_state = self.game_state self.player_target = target self.game_state = GameStates.DIALOGUE else: # If there are not enemies, move and mark FOV for recomputation self.player.move(dx, dy, self.game_map) self.fov_recompute = True self.game_map.compute_dijkstra_map([self.player], 'player', True) self.game_state = GameStates.ENEMY_TURN # If the player grabs something, check if there is an object at their feet, and either have them pick it up (if it's an Item) or add it to their wallet (if it's money) elif action == 'grab' and self.game_state == GameStates.PLAYERS_TURN: for item in self.entities.get_sublist( lambda entity: (entity.has_component("Item") or entity. has_component("Money")) and entity.x == self.player.x and entity.y == self.player.y): if item.has_component("Money"): self.player.get_component("Fighter").pick_up_money( item) else: self.player.get_component("Inventory").add_item(item) self.entities.remove_entity(item) self.game_state = GameStates.ENEMY_TURN # Open up the inventory menu elif action == 'inventory' and inventory_item is None: self.previous_game_state = self.game_state self.game_state = GameStates.INVENTORY_OPEN # Open up the equipped menu elif action == 'equipped': self.previous_game_state = self.game_state self.game_state = GameStates.EQUIPPED_OPEN elif action == 'unequip' and self.game_state == GameStates.EQUIPPED_OPEN: self.player.get_component("Inventory").unequip_slot( unequip_item) # if the player has selected an inventory item to use, get the item object, and equip it if it's vgear, or use it if it's a consumable (like a potion) elif inventory_item is not None and self.previous_game_state != GameStates.PLAYER_DEAD and inventory_item < len( self.player.get_component("Inventory").items): item_entity = self.player.get_component( "Inventory").items[inventory_item] if ItemType(item_entity.get_component( "Item").item_type) != ItemType.NONE: self.player.get_component("Inventory").equip_item( item_entity) else: print("In the else") if item_entity.get_component("Item").use(self.player): self.player.get_component("Inventory").remove_item( item_entity) # if the player is in dialogue, provide the dialogue option to the target's Character object elif dialogue_option is not None: dialogue_response = self.player_target.get_component( "Character").talk(dialogue_option) if dialogue_response.shop: self.game_state = GameStates.SHOPPING # if the player attempts to go down some stairs, make sure they're on stairs, then build a new map and clear the console elif action == 'go_down' and self.game_state == GameStates.PLAYERS_TURN: stairs_candidates = self.entities.get_sublist( lambda entity: entity.x == self.player.x and entity.y == self.player.y and entity.has_component("Stairs")) if stairs_candidates: self.build_map( stairs_candidates[0].get_component("Stairs").floor) libtcod.console_clear(self.con) # Save the game elif action == 'save': save_game(self.player, self.entities, self.game_map, self.message_log, self.game_state) # if the player draws their gun, change to a player shoot state and await gunfire elif self.game_state == GameStates.PLAYERS_TURN and action == 'gun': if (self.player.get_component("Inventory").slot_filled( "RANGED")): self.previous_game_state = self.game_state self.game_state = GameStates.PLAYER_SHOOT self.message_log.add_message( Message( "Taking aim. Click on your target, or e to holster" )) else: self.message_log.add_message( Message("No ranged weapon equipped!")) # if the player already has their gun drawn and presses the draw button, holster it instead elif self.game_state == GameStates.PLAYER_SHOOT and action == 'holster': self.game_state = self.previous_game_state self.message_log.add_message(Message("Holstered your weapon")) # if the player has their gun drawn and clicks on a target, check if there is line of sight # and if so, shoot the target. This sets the AI to hostile if it isn't already (this should be handled by Fighter) elif self.game_state == GameStates.PLAYER_SHOOT and self.mouse.lbutton_pressed: target = get_shoot_target(self.mouse, self.entities, self.fov_map) if (target): line_of_sight = draw_line((self.player.x, self.player.y), (target.x, target.y)) if not [ space for space in line_of_sight if self.game_map.is_blocked(space[0], space[1]) ]: self.player.get_component("Fighter").ranged_attack( target) target.state = AIStates.HOSTILE self.game_state = GameStates.ENEMY_TURN else: self.message_log.add_message( Message("You don't have a clear line of sight!")) # if the player right clicks something, get open up the inspect menu for that target elif self.mouse.rbutton_pressed and self.game_state != GameStates.INSPECT_OPEN: target = get_shoot_target(self.mouse, self.entities, self.fov_map, False) if (target): self.player_target = target self.previous_game_state = self.game_state self.game_state = GameStates.INSPECT_OPEN # If the player is buying something, they make the purchase elif action == 'buy' and shop_option is not None: target.get_component("Shop").purchase(shop_option, self.player) elif action == 'status': self.previous_game_state = self.game_state self.game_state = GameStates.STATUS # Exit the game if action == 'exit' and (self.game_state in [ GameStates.INVENTORY_OPEN, GameStates.DIALOGUE, GameStates.EQUIPPED_OPEN, GameStates.SHOPPING, GameStates.INSPECT_OPEN, GameStates.STATUS ]): self.game_state = self.previous_game_state elif action == 'exit': return True # Set the game to fullscreen if action == 'fullscreen': libtcod.console_set_fullscreen( not libtcod.console_is_fullscreen()) # cull_dead returns true if the player is dead, so this conditional calls it to cull the dead, and then # checks if the game is over if self.cull_dead(): self.game_state = GameStates.PLAYER_DEAD # when it's the AI's turn, find every entity that has AI and move it (if it's hostile) if self.game_state == GameStates.ENEMY_TURN: for entity in self.entities.get_entity_set(): if entity.has_component( "AI") and entity.state == AIStates.HOSTILE: entity.get_component("AI").take_turn( self.player, self.fov_map, self.game_map, self.entities) if self.cull_dead(): self.game_state = GameStates.PLAYER_DEAD if entity.has_component("StatusContainer"): entity.get_component("StatusContainer").tick_clocks() for status in entity.get_component( "StatusContainer").get_statuses(): status_mapping[status](entity, self.entities, self.game_map) if self.game_state != GameStates.PLAYER_DEAD: self.player.get_component("StatusContainer").tick_clocks() for status in self.player.get_component( "StatusContainer").get_statuses(): status_mapping[status](self.player, self.entities, self.game_map) self.game_map.compute_dijkstra_map( self.entities.get_sublist( lambda x: x.name != "Ascetic"), "enemies") self.game_state = GameStates.PLAYERS_TURN # TODO: need a check somewhere around here to tick condition clocks, and then to apply conditions if action == 'restart': libtcod.console_clear(self.con) self.initialize_game()
class Controler(): """ Controler class """ def __init__(self): self.date_time = time.strftime("%Y.%m.%d-%H.%M.%S") self.params = Params() self.environment = Environment() if self.params.inherit_nn: # F self.inherit_nn = Agent() self.inherit_nn.load_network(fname=self.params.inherit_nn) else: self.inherit_nn = None # T if self.params.general_nn: # T if self.params.inherit_nn: # F self.general_nn = self.inherit_nn else: # T self.general_nn = Agent() # first network self.entities = Entities(environment=self.environment, general_nn=self.general_nn) # new NN else: # F self.general_nn = None self.entities = Entities(environment=self.environment, inherit_nn=self.inherit_nn) if self.params.memory_load: self.general_nn.load_memory(fname="out/" + self.params.memory_load) print("memory replay loaded") self.epoch = 1 if self.params.simulate: self.load_scenario() if self.params.window_show: self.window = Window() self.render() if self.params.interactive: self.to_iterate = 0 self.running = True self.clear() self.idle() else: self.loop() # save neural network & experience_replay if self.params.save_model and self.params.general_nn: self.general_nn.save_network( fname=f"out/weights-{self.date_time}.model") self.general_nn.save_memory( fname=f"out/stack-{self.date_time}.memory") def load_scenario(self): """ Simulate a scenario """ self.entities.clear() # 3 creatures fixed positions in random order creation rnd = numpy.random.permutation(3) pos_x = numpy.array([3, 2, 3]) pos_y = numpy.array([3, 3, 2]) strength = numpy.array([0.9, 0.5, 0.1]) for i in rnd.argsort(): self.entities.spawn_creature(pos_x=pos_x[i], pos_y=pos_y[i], strength=strength[i]) def clear(self): """ The clear code for terminal """ print("\033c") def render(self): """ Render """ self.window.render(self.environment.grass, self.entities.creatures, self.epoch) def refresh(self, sleep=0): """ Update screen """ if self.window.handle_event(): self.render() time.sleep(sleep) def next_epoch(self): """ Next Iteration """ if self.params.simulate: self.load_scenario() self.environment.grow_grass(reset=self.params.simulate) self.environment.epoch = self.epoch # move creatures self.entities.iterate() while len(self.entities.creatures) < self.params.min_n_creatures: self.entities.spawn_creature() ## verify that general_nn is acting if self.params.window_show: self.render() self.epoch += 1 def console(self): """ – """ self.clear() print(f'Epoch: {self.epoch}') print(f'Creatures: {len(self.entities.creatures)}') print("Type 'help' for a list of commands.") def help(self): """ – """ self.clear() print('iter -i [indefinately] -c [counter] -s [stop]') print('exit') print('') print('Type enter to return to idle.') def iterate(self, args): """ – """ if len(args) == 1: self.clear() print('Please enter appropriate parameters') if args[1] == '-i': self.to_iterate = -1 elif args[1] == '-c': if len(args) == 3: self.to_iterate = int(args[2]) print(f'Added {args[2]} iteratios to queue. ') self.console() elif args[1] == '-s': self.to_iterate = 0 self.console() def idle(self): """ Updates window for input while not iterating """ self.console() while self.running: if self.params.window_show and not self.entities.random_policy: self.refresh(sleep=0.1) # wait until initial random end if select.select([ sys.stdin, ], [], [], 0.0)[0]: args = input().split() if len(args) == 0: self.console() else: if args[0] == 'help': self.help() elif args[0] == 'iter': self.iterate(args) elif args[0] == 'exit': self.clear() self.running = False else: self.clear() print('Command not understood.') termios.tcflush(sys.stdin, termios.TCIOFLUSH) if self.to_iterate == -1: self.next_epoch() if self.params.verbose: print(f"epoch: {self.epoch}") elif self.to_iterate > 0: self.next_epoch() self.to_iterate -= 1 if self.params.window_show: if self.window.quit_command: self.to_iterate = 0 self.running = False self.window.close_window() def loop(self): """ Loops epochs. """ if self.params.verbose: print(f"Running for {self.params.max_epochs} epochs") for _ in range(self.params.max_epochs): if self.params.window_show: self.refresh(sleep=.1) if self.window.quit_command: self.window.close_window() break self.next_epoch() if self.params.verbose and self.epoch % 1000 == 0: print(f"Epoch: {self.epoch}")
class TestGame(Widget): def init_collision_ids(self): self.ultrasound_count = 10 # self.collide_control = CollideControl(self.ultrasound_count) # self.collision_ids = self.collide_control.collision_ids self.collision_ids = { "wall": 1, "obstacle_rect": 2, "obstacle": 3, "asteroid": 5, "ultrasound_detectable": 0, "ultrasound": [50 + i for i in range(self.ultrasound_count)], "robot": 100, # let it be free after robot for num of robot create "candy": 42, } detected_names = ["wall", "obstacle", "obstacle_rect", "robot"] self.collision_ids["ultrasound_detectable"] = list( {self.collision_ids[name] for name in detected_names}) print("ultrasound_detectable") print(self.collision_ids["ultrasound_detectable"]) # ignore touch of user self.ignore_groups = [] self.ignore_groups.extend(self.collision_ids["ultrasound"]) # [ self.ignore_groups.append(self.collision_ids[key]) for key in ['robot']] def __init__(self, **kwargs): self.init_collision_ids() super(TestGame, self).__init__(**kwargs) self.gameworld.init_gameworld( [ "cymunk_physics", "poly_renderer", "rotate_poly_renderer", "rotate_renderer", #'steering_system' "rotate", "position", "cymunk_touch", ], callback=self.init_game, ) def info(self, text): self.app.info_text += "\n" + str(text) def init_game(self): # called automatically? probably self.pp = pprint.PrettyPrinter(indent=4) self.pprint = self.pp.pprint self.field_size = 800, 600 self.to_draw_obstacles = 0 self.robot = None self.robots = None self.setup_states() self.set_state() self.init_loaders() print("init_physicals") self.init_physicals() # self.init_space_constraints() self.init_properties_updater() self.init_control_logic() def init_control_logic(self): self.init_chase_candy_updater() def init_loaders(self): self.fl = FileLoader(self) def init_physicals(self): # self._entities = {} self.robot_names = ["dalek", "drWho", "k9", "kachna"] self.num_of_robots = len(self.robot_names) self.setup_collision_callbacks() self.entities = Entities(self.app) self.map = Map2D(self) self.asteroids = Asteroids(self) self.init_robots() def init_robots(self): self.robots = [ self.get_robot(name, i) for i, name in enumerate(self.robot_names) ] self.candy = Candy(self) def unused_load_robot_svg(self, robot): self.fl.load_svg(robot.path, self.gameworld) def add_robot(self): i = len(self.robots) name = f"robot_{i}" robot = self.get_robot(name, i) self.robots.append(robot) def get_robot(self, name, i): drive = "mecanum" us_count = 3 return Robot( root=self, drive=drive, robot_name=name, us_id_offset=i * us_count, robot_number=i, ) def toggle_robot_control(self, state): self.robot_controlled = state if not state: return for r in self.robots: r.add_state("INIT") r.reset_ultrasounds() def init_chase_candy_updater(self): for r in self.robots: r.chase_candy(self.candy) self.robot_controlled = False Clock.schedule_once(self.chase_candy_update) def chase_candy_update(self, dt): if self.robot_controlled: for r in self.robots: r.goto_target() Clock.schedule_once(self.chase_candy_update, 0.05) def draw_asteroids(self): self.asteroids.draw_asteroids() def setup_collision_callbacks(self): """Setup the correct collisions for the cymunk physics system manager. use the physics_system.add_collision_handler to define between which collision_ids the collision should happen and between which not Following handler functions are passed - begin_func - called once on collision begin - separate_func - called once on collision end """ physics_system = self.gameworld.system_manager["cymunk_physics"] def ignore_collision(na, nb): """Returns false to indicate ignoring the collision.""" return False # collide_remove_first # add robots us_detectable = self.collision_ids["ultrasound_detectable"] rob_collision_ids = [ self.collision_ids["robot"] + ct for ct in range(self.num_of_robots) ] us_detectable.extend(rob_collision_ids) self.begin_ultrasound_callback = {} # ignore_collision of ultrasound triangle with 0-1024 collision_ids # to enable the triangles to clip through other objects # ! this should be done on robot / on ultrasound creation for us_id in self.collision_ids["ultrasound"]: for index_id in range(1024): physics_system.add_collision_handler( index_id, us_id, begin_func=ignore_collision, separate_func=ignore_collision, ) # add ultrasound triangles object detection via collision # ! this should be done on robot / on ultrasound creation for us_id in self.collision_ids["ultrasound"]: for detectable in us_detectable: print("us_id", us_id) physics_system.add_collision_handler( detectable, us_id, begin_func=self.return_begin_ultrasound_callback( us_id, True), separate_func=self.return_begin_ultrasound_callback( us_id, False), ) for r_ct in rob_collision_ids: from pudb.remote import set_trace set_trace(term_size=(238, 54), host="0.0.0.0", port=6900) # noqa physics_system.add_collision_handler( self.collision_ids["candy"], r_ct, begin_func=self.begin_candy_callback, separate_func=self.begin_candy_callback, ) def candy_caught(self, robot_ent_id): print("candy eaten! by robot:", robot_ent_id) self.candy.reset_position() self.to_draw_obstacles = 2 def begin_candy_callback(self, space, arbiter): # self.r robot_ent_id = arbiter.shapes[1].body.data # us[us_id] = rob self.candy_caught(robot_ent_id) return False def get_robot_from_us_id(self, us_id): for r in self.robots: if r.is_this_us_mine(us_id): return r return None def get_robot_from_ent_id(self, robot_id): for r in self.robots: if r.ent == robot_id: return r return None def return_begin_ultrasound_callback(self, us_id, state): # this adds the segmentation fault on exit - but currently I am not able to simulate ultrasounds any other way than # returning def begin_ultrasound_callback(self, space, arbiter): # ent0_id = arbiter.shapes[0].body.data #detectable_object # ent1_id = arbiter.shapes[1].body.data #robot space.enable_contact_graph = True # print(space.bodies) ent0 = arbiter.shapes[0] e_id = ent0.body.data # a = ent0.body # print(len(arbiter.shapes)) con = arbiter.contacts # print(a) # print(dir(a)) # print(a.contact) rob_ent = arbiter.shapes[1].body.data if con is not None: r = self.get_robot_from_ent_id(rob_ent) # r = self.get_robot_from_us_id(us_id) r.ultrasound_detection(us_id, ent0, state) ent = self.gameworld.entities[e_id] cat = [ cat for cat, id_list in self.entities.items() if e_id in id_list ] # print('detect', cat, e_id) return False ind = 2 * us_id + int(state) self.begin_ultrasound_callback[ind] = types.MethodType( begin_ultrasound_callback, self) return self.begin_ultrasound_callback[ind] # return begin_ultrasound_callback def add_entity(self, ent, category): # add to entity counter print("added entity", category) if category not in self.entities.keys(): self.entities[category] = [] self.entities.add_item(category, ent) def set_robots_rand(self): for r in self.robots: r.set_random_position() def kick_robots(self): for r in self.robots: self.kick_robot(r) def kick_robot(self, r): rob_ent = r.ent print(rob_ent) rob_body = self.gameworld.entities[rob_ent].cymunk_physics.body im = (10000, 10000) seq = [-1, 1] imp = (choice(seq) * randint(*im), choice(seq) * randint(*im)) rob_body.apply_impulse(imp) print("impulse", imp) def init_entity( self, component_dict, component_order, category="default_category", object_info=None, ): if object_info is not None: category = object_info.get("category", category) else: object_info = {} ent = self.gameworld.init_entity(component_dict, component_order) # add to counter self.add_entity(ent, category) object_info.update({"ent": ent}) entity_info = object_info # print('@'*42) # self.pprint(entity_info) # print(Robot.cats, category in Robot.cats) # add to specific subobjects # if self.robot is not None: # self.robot.add_entity(entity_info) # if category == 'robot': # print('added robot') return ent def destroy_all_entities(self): self.destroy_entities() def destroy_entities(self, cat_list=None, skip_cat_list=None): for ent_cat, ent_list in self.entities.items(): delete = False if cat_list is None and skip_cat_list is None: delete = True else: if cat_list is None: if ent_cat not in skip_cat_list: delete = True else: if ent_cat in cat_list: delete = True if delete: prinf("Clearing entities of " + ent_cat) for ent in ent_list: self.destroy_created_entity(ent, 0) self.entities[ent_cat].clear() for r in self.robots: r.reset_ultrasounds() def destroy_created_entity(self, ent_id, dt): self.gameworld.remove_entity(ent_id) # def draw_some_stuff(self): # self.load_svg('objects.svg', self.gameworld) # self.load_svg('map.svg', self.gameworld) # self.map.draw_stuff() # self.load_svg('map.svg', self.gameworld) def draw_obstacles(self): self.map.draw_obstacles(5) def draw_rect_obstacles(self): self.map.draw_rect_obstacles(5) def update(self, dt): self.gameworld.update(dt) def setup_states(self): self.gameworld.add_state( state_name="main", systems_added=["poly_renderer"], systems_removed=[], systems_paused=[], systems_unpaused=["poly_renderer"], screenmanager_screen="main", ) def set_state(self): self.gameworld.state = "main" def init_properties_updater(self): Clock.schedule_once(self.update_properties) def update_properties(self, dt): self.app.ultrasound_status = "\n".join( [r.ultrasound_status() for r in self.robots]) self.app.robot_states = "\n\n".join( [str(r.states) for r in self.robots]) # self.app.robot_score = # self.r.reset_ultrasounds() if self.to_draw_obstacles > 0: self.map.draw_obstacles(self.to_draw_obstacles) self.to_draw_obstacles = 0 Clock.schedule_once(self.update_properties, 0.05)
from merge import Merge from writer import Write if __name__ == "__main__": parser = argparse.ArgumentParser(description="re_annotation") parser.add_argument('--bunch', help='Which set is going to compare') args = parser.parse_args() bunch = args.bunch input_dir, output_dir = Utils.init_paths() annotators = Utils.annators_name(input_dir) variable_dict, variable_hash_dict, section_dict= Entities.get_annotators_entities(bunch, annotators, input_dir, t_number=False) merged_variables, owner_file = Merge.merge_entities(variable_dict) merged_variables = Entities.sorted_entities(merged_variables) merged_sections, _ = Merge.merge_entities(section_dict) merged_variables_hash = Merge.merge_hash(variable_hash_dict) ctakes_dir = input_dir.replace("input", "ctakes_output") ctakes_variables, ctakes_variables_hash, ctakes_sections = Entities.get_ctakes_entities(bunch, ctakes_dir, t_number=False) merged_variables, merged_variables_hash, merged_sections = Merge.merge_ctakes_annotators(merged_variables, merged_variables_hash,
def __init__(self, world): self.world = world self.entities = Entities(self) self.grid = Grid(self) self.sign_waypoints = SignWayPoints(self)