Пример #1
0
def check_space(internal, ha_offset_sec=0):
    internal = {
        'ha': internal['ha'] + ha_offset_sec / 3600,
        'de': internal['de'],
    }
    park_internal = altaz_to_internal(
        PARK_ALTAZ,
        get_chirality(),
    )
    try:
        get_path(internal, park_internal)
    except NoPath:
        return False
    return True
Пример #2
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def get_next_command(current_cords, target_cords):
    source = ",".join([str(x) for x in current_cords])
    destination = ",".join([str(x) for x in target_cords])
    path_list = get_path(source, destination)
    commands = []
    if not path_list:
        return stop()
    for path in path_list:
        if 'F' in path:
            print("path val", path)
            value = 100
            # value = int(path.replace('F', '0'))
            commands.append(move_forward(value))
            commands.append(look_left())
            commands.append(look_left())
            commands.append(look_left())

            commands.append(look_straight())

            commands.append(look_right())
            commands.append(look_right())
            commands.append(look_right())

        elif 'B' in path:
            commands.append(move_back())
        elif 'L' in path:
            commands.append(turn_left())
        elif 'R' in path:
            commands.append(turn_right())
    print(commands)
    return commands
Пример #3
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def get_file_path(filepath, filename):
    if filepath == False:
        _path = path.get_path()[1]
    else:
        _path = filepath
    file_list = find_all_file(_path)
    print(file_list[0][2][0])
Пример #4
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 def __init__(self, filename):
     # Der with Ausdruck ist unglaublich praktisch,
     # da Dateien damit automatisch geschlossen werden.
     with open(get_path(filename), 'r') as files:
         self.et = ET.parse(files)
         self.e = self.et.getroot()
     # Ausnahmebehandlung für die spawns.xml
     if filename != "spawns.xml":
         self.b = self.set_subelement()
Пример #5
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 def _loop_calculate_path_target(self):
     self.current['path'] = dagor_path.get_path(
         self.current['internal'],
         self.config['target_internal'],
         force=self.config['force'],
     )
     self.current['path'] = self.update_path(
         self.current['path'], self.current['internal'])
     self.path_target = self.current['path'][1]
Пример #6
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 def move(self):
     bases_to_go_to = filter(lambda b: b.ownerId is not self.country.ownerId, self.all_bases.values())
     print "bases_to_go_to:", bases_to_go_to
     for p in self.my_planes.values():
         print "Plane state:", p.state()
         if p.state() == Plane.State.IDLE or p.state() == Plane.State.AT_AIRPORT:
             print "This plane is idle!"
             res = get_path(p, bases_to_go_to)
             if res:
                 self.game.sendCommand(DropMilitarsCommand(p, res[0], 1))
Пример #7
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    def load_file(self,filename):
        '''Loads simple string table entries from a file.

        The file is a simple text file, lines beginning with ; are ignored.
        Other lines are split at the first space into a command and translation.'''
        f=codecs.open(os.path.join(get_path(),filename),"r","utf-8")
        for l in f.readlines():
            if l[0]==";" or l[0]=="\n": continue
            words=l.split(" ")
            self.table[words[0]]=(" ".join(words[1:])).strip("\r\n")
        f.close()
Пример #8
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def greedy(puzzle, puzzle_goal, heuristic):
    pq = PriorityQueue()
    visited = {}
    ''' Unique value for PQ because if there is equal priority of 2 items 
        PQ will try compare items in PQ and you cant compare classes so it will compare unique values'''
    unique = count()
    start_state = State(puzzle) #First state does not have parent state and last operator
    move_cost = cost(puzzle, puzzle_goal, heuristic) #Calculate cost with chosen heuristic
    pq.put(((move_cost, next(unique)), start_state)) #Insert first state into PQ
    while True:
        if pq.empty():
            print(f"Searched {next(unique)} states.")
            return None, None
        current_state = pq.get()[1] #Get state with lowest cost from PQ
        if is_goal(current_state.puzzle, puzzle_goal):
            print(f"Searched {next(unique)} states.")
            return get_path(current_state)
        hashable_puzzle = tuple([tuple(row) for row in current_state.puzzle])
        if hashable_puzzle not in visited:
            visited[hashable_puzzle] = hashable_puzzle
            empty_box = find_box(current_state.puzzle, 0)

            #Generate new states and add to pq if it is possible to move up, down, left, right
            next_puzzle = []
            if(current_state.last_operator != "down"):
                next_puzzle = up(current_state.puzzle, empty_box)
                if (next_puzzle):
                    next_state = State(next_puzzle, current_state, "up")
                    move_cost = cost(next_puzzle, puzzle_goal, heuristic)
                    pq.put(((move_cost, next(unique)), next_state))

            if (current_state.last_operator != "up"):
                next_puzzle = down(current_state.puzzle, empty_box)
                if (next_puzzle):
                    next_state = State(next_puzzle, current_state, "down")
                    move_cost = cost(next_puzzle, puzzle_goal, heuristic)
                    pq.put(((move_cost, next(unique)), next_state))

            if (current_state.last_operator != "right"):
                next_puzzle = left(current_state.puzzle, empty_box)
                if (next_puzzle):
                    next_state = State(next_puzzle, current_state, "left")
                    move_cost = cost(next_puzzle, puzzle_goal, heuristic)
                    pq.put(((move_cost, next(unique)), next_state))

            if (current_state.last_operator != "left"):
                next_puzzle = right(current_state.puzzle, empty_box)
                if (next_puzzle):
                    next_state = State(next_puzzle, current_state, "right")
                    move_cost = cost(next_puzzle, puzzle_goal, heuristic)
                    pq.put(((move_cost, next(unique)), next_state))
Пример #9
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 def _open_texture(self, files):
     # Verhindert das Texturen mehrfach in den Speicher geladen
     # werden
     if files not in Texture.files:
         Texture.files.append(files)
         self._image = pyglet.image.load(get_path(files))
         Texture.textures.append(self._image)
     else:
         count = 0
         for i in Texture.files:
             if i == files:
                 self._image = Texture.textures[count]
                 break
             count += 1
Пример #10
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    def __init__(self, player):
        self.active = 0
        self.fail = False
        self.default_str = "A_LV.xml"
        self._random_list = collections.deque()
        self.reverse_order_list = collections.deque()

        ort = sorted(os.listdir(get_path("spsh_xml")))
        # Liest alle möglichen Level im Ordner aus
        # und weißt jeden eine Nummer zu
        self.level_dict = {
            k: value
            for k, value in enumerate(ort) if not value.startswith("s")
        }

        self.random_level()
        super(Level, self).__init__("spsh_xml/" + self.default_str)
        self.npc = npc.NpcFactory(self.level_dict[self.active])
        self.player = player
        self.player.set_position(50, 500)
        self.key = misc.Key(400, 300)
Пример #11
0
    def __init__(self, player):
        self.active = 0
        self.fail = False
        self.default_str = "A_LV.xml"
        self._random_list = collections.deque()
        self.reverse_order_list = collections.deque()

        ort = sorted(os.listdir(get_path("spsh_xml")))
        # Liest alle möglichen Level im Ordner aus
        # und weißt jeden eine Nummer zu
        self.level_dict = {
                           k: value for k, value in enumerate(ort)
                           if not value.startswith("s")
                           }

        self.random_level()
        super(Level, self).__init__("spsh_xml/" + self.default_str)
        self.npc = npc.NpcFactory(self.level_dict[self.active])
        self.player = player
        self.player.set_position(50, 500)
        self.key = misc.Key(400, 300)
Пример #12
0
 def update_mob(self, mob, level):
     if mob.state == MobState.WANDERING:
         if mob.target is None or \
                 mob.target == mob.pos:
             if mob.leader and mob.leader.target:
                 mob.target = mob.leader.target
             else:
                 potential_targets = list(
                     pos for pos in fov.calculate_fov(mob.pos, 5, level)
                     if not level[pos].blocked)
                 mob.target = random.choice(potential_targets)
         wander_path = path.get_path(mob.pos, mob.target, level)
         if wander_path:
             mob.move_to(wander_path[0])
             if mob.pos.distance(mob.target) <= 1:
                 mob.state = MobState.IDLE
     elif mob.state == MobState.IDLE:
         if mob.leader is None:
             if random.randint(1, 10) == 1:
                 mob.state = MobState.WANDERING
         else:
             if mob.leader and mob.leader.state != MobState.IDLE:
                 mob.state = mob.leader.state
Пример #13
0
def conquer(game, plane, bases, min_fuel,
        nb_drop=MINIMUM_BASE_GARRISON + MINIMUM_CAPTURE_GARRISON + 0.042 + 4):
    """
    Description of conquer. Pop element from *bases*. Give a copy if you want
    to prevent modification.

    Arguments:
    game        -- Game to use
    plane       -- Plane used to conquer
    bases       -- Conquerable bases
    min_fuel    -- Amount of minimum fuel to release
    nb_drop     -- Number of militar units to drop
    """
    res = get_path(plane, bases, None, 1)
    if res:
        b = res[0]
        if b.id() in context.my_bases:
            b = context.my_bases[b.id()]
            deliver_petrol(game, plane, b, nb_drop,
                    b.fuelInStock() - min_fuel)
        else:
            max_mili = plane.militaryInHold()
            mili = min(nb_drop, max_mili)
            try:
                n = b.militaryGarrison()
            except AttributeError:
                n = 0

            if n != 0:
                mili = max(mili, n)
            mili = min(mili, plane.militaryInHold())
            if not is_near(plane.position(), b.position(), 0.42):
                game.sendCommand(
                        DropMilitarsCommand(plane, b, mili))
            else:
                game.sendCommand(
                        DropMilitarsCommand(plane, b, mili))
 def __update_path(self, i):
     self.path = get_path()
     # TODO (3) make prettier
     # if r < 1/6:
     #     logger.info('Environment: normal short')
     #     self.path.slice(None, 20)
     # elif r < 2/6:
     #     logger.info('Environment: backwards short')
     #     self.path.slice(70, None)
     #     self.path.invert()
     # elif
     if i % 4 is 0:
         logger.info('Environment: normal full')
         pass
     elif i % 4 is 1:
         logger.info('Environment: backwards full')
         self.path.invert()
     elif i % 4 is 2:
         logger.info('Environment: normal turn (left)')
         self.path.slice(30, 60)
     elif i % 4 is 3:
         logger.info('Environment: backwards turn (right)')
         self.path.slice(40, 70)
         self.path.invert()
Пример #15
0
    def __init__(self,
                 cuda_id=0,
                 n_epochs=1000,
                 batch_size=4,
                 num_workers=4,
                 optimizer='adam',
                 lr=1e-2,
                 weight_decay=0,
                 model_name='simple',
                 set_type='angles',
                 is_balance_training=True,
                 is_tiny=False,
                 is_divergent_set=False,
                 root_prefix=None,
                 copy_tmp=None,
                 init_model_path=None,
                 is_snp=False):

        self.is_snp = is_snp
        self.n_epochs = n_epochs

        if torch.cuda.is_available():
            print("THIS IS CUDA!!!!")
            dev_str = "cuda:" + str(cuda_id)
        else:
            dev_str = 'cpu'

        print(dev_str)
        self.device = torch.device(dev_str)

        self.fname, self.results_dir_root = get_path(set_type,
                                                     platform=root_prefix)

        if copy_tmp is not None:
            self.fname = copy_data_to_tmp(self.fname, copy_tmp)

        if self.is_snp:
            return_label = False
            return_snp = True
            criterion = nn.MultiLabelSoftMarginLoss()
        else:
            return_label = True
            return_snp = False
            criterion = nn.CrossEntropyLoss()

        self.gen = SkelTrainer(fname=self.fname,
                               is_balance_training=is_balance_training,
                               is_tiny=is_tiny,
                               is_divergent_set=is_divergent_set,
                               return_label=return_label,
                               return_snp=return_snp)

        self.loader = DataLoader(self.gen,
                                 batch_size=batch_size,
                                 collate_fn=collate_fn,
                                 num_workers=num_workers)

        self.num_classes = self.gen.num_classes

        self.embedding_size = self.gen.embedding_size
        if model_name == 'darknet':
            self.model = Darknet([1, 2, 2, 2, 2], self.num_classes)
        elif model_name == 'simple':
            self.model = CNNClf(self.num_classes)
        elif model_name == 'simple1d':
            self.model = CNNClf1D(self.embedding_size, self.num_classes)
        elif model_name == 'drn111111':
            self.model = drn111111(self.num_classes)
        elif model_name == 'simpledilated':
            self.model = SimpleDilated(self.num_classes)
        elif model_name == 'simpledilated1d':
            self.model = SimpleDilated1D(self.embedding_size, self.num_classes)
        else:
            raise ValueError('Invalid model name {}'.format(model_name))

        if init_model_path:
            assert set_type in init_model_path
            if not os.path.exists(init_model_path):
                init_model_path = os.path.join(self.results_dir_root,
                                               init_model_path)

            state = torch.load(init_model_path, map_location=dev_str)
            self.model.load_state_dict(state['state_dict'])
            model_name = 'R_' + model_name

        self.lr_scheduler = None
        if optimizer == 'adam':
            self.optimizer = torch.optim.Adam(self.model.parameters(),
                                              lr=lr,
                                              weight_decay=weight_decay)
        elif optimizer == 'sgd':
            self.optimizer = torch.optim.SGD(self.model.parameters(),
                                             lr=lr,
                                             momentum=0.9,
                                             weight_decay=weight_decay)
            #self.lr_scheduler = torch.optim.lr_scheduler.ReduceLROnPlateau(self.optimizer, 'min', patience = 10)

        else:
            raise ValueError('Invalid optimizer name {}'.format(optimizer))

        log_dir_root = os.path.join(self.results_dir_root, 'logs')

        add_postifx = ''
        if is_tiny:
            print("It's me, tiny-log!!!")
            log_dir_root = os.path.join(self.results_dir_root, 'tiny_log')
            add_postifx = '_tiny'
        elif is_divergent_set:
            print("Divergent set")
            log_dir_root = os.path.join(self.results_dir_root,
                                        'log_divergent_set')
            add_postifx = '_div'

        if self.is_snp:
            log_dir_root = log_dir_root + '_snp'

        now = datetime.datetime.now()
        bn = now.strftime('%Y%m%d_%H%M%S') + '_' + model_name
        bn += add_postifx

        bn = '{}_{}_{}_lr{}_wd{}_batch{}'.format(set_type, bn, optimizer, lr,
                                                 weight_decay, batch_size)
        print(bn)

        self.log_dir = os.path.join(log_dir_root, bn)
        self.logger = SummaryWriter(log_dir=self.log_dir)
        self.criterion = criterion

        self.model = self.model.to(self.device)
Пример #16
0
from flow import SkelTrainer, DIVERGENT_SET
import tqdm

if __name__ == '__main__':
    set_type = 'angles'
    #set_type = 'AE_emb32_20180613_l1'
    #set_type = 'AE2DWithSkels32_emb32_20180620'

    #model_path = 'logs/angles_20180531_125503_R_simpledilated_sgd_lr0.0001_wd0_batch8'
    #model_path = 'log_divergent_set/AE2DWithSkels32_emb32_20180620_20180622_121637_simpledilated1d_div_adam_lr1e-05_wd0_batch8'
    #model_path = 'log_divergent_set/AE_emb32_20180613_l1_20180620_002605_simpledilated1d_div_adam_lr0.0001_wd0_batch8'

    set_type = 'SWDB_angles'
    model_path = 'logs/SWDB_angles_20180627_184430_simpledilated_sgd_lr0.001_wd0.0001_batch8'

    fname, results_dir_root = get_path(set_type)

    model_path = os.path.join(results_dir_root, model_path,
                              'model_best.pth.tar')

    bn = model_path.split(os.sep)[-2]

    parts = bn[len(set_type) + 1:].split('_')

    model_name = parts[3] if parts[2] == 'R' else parts[2]

    save_path = os.path.join(results_dir_root, 'maps_clf', bn)
    if not os.path.exists(save_path):
        os.makedirs(save_path)

    cuda_id = 2
Пример #17
0
    def __init__(self):
        self.w_width = 864
        self.w_height = 640

        self.start = True
        self.help = False
        self.trans = 1.0
        self.trans_bool = True
        self.pos_menu = 0

        config = pyglet.gl.Config(sample_buffers=1,
                                  samples=4,
                                  double_buffer=True,
                                  debug=False)

        super(GameWindow, self).__init__(self.w_width,
                                         self.w_height,
                                         config=config,
                                         vsync=False)
        if not debug:
            self.set_fullscreen()
        self.set_caption("Dungeon Runner")
        init_gl()
        # Instanzen des Spielers, der Lebensanzeige
        # und der Spielwelt werden erstellt
        self.player = player.Player()
        self.heartbar = misc.Heartbar()
        self.level = world.Level(self.player)
        # Hintergrundbilder des Menüs werden geladen
        self.menu_start = pyglet.image.load(get_path("Start.png"))
        self.menu_help = pyglet.image.load(get_path("Hilfe.png"))
        # Font wird aus der Datei geladen
        pyglet.font.add_file(get_path("font/Cardinal.ttf"))
        cardinal_s70 = pyglet.font.load("Cardinal",
                                        size=70,
                                        bold=False,
                                        italic=False)
        cardinal_s40 = pyglet.font.load("Cardinal",
                                        size=40,
                                        bold=False,
                                        italic=False)
        # Erstellen von Unicode Strings
        text_1 = u"~ Spiel ~"
        text_2 = u"~ Hilfe ~"
        text_3 = u"~ Ende ~"
        text_win = u"Gewonnen!"
        # Setzt die die Strings auf eine bestimmte Größe
        glyph_3 = cardinal_s40.get_glyphs(text_1)
        glyph_4 = cardinal_s40.get_glyphs(text_2)
        glyph_5 = cardinal_s40.get_glyphs(text_3)
        glyph_6 = cardinal_s70.get_glyphs(text_win)
        # Strings werden zu Glypen
        # um durch OpenGL darstellbar zu werden
        self.glyph_str_3 = GlyphString(text_1, glyph_3, self.w_width / 2 - 75,
                                       self.w_height / 2 - 50)  # Start
        self.glyph_str_4 = GlyphString(text_2, glyph_4, self.w_width / 2 - 75,
                                       self.w_height / 2 - 150)  # Hilfe
        self.glyph_str_5 = GlyphString(text_3, glyph_5, self.w_width / 2 - 75,
                                       self.w_height / 2 - 250)
        self.glyph_str_6 = GlyphString(text_win, glyph_6, 290,
                                       self.w_height / 2)
        # Fügt den KeyStateHandler zu den Events hinzu
        self.keys = pyglet.window.key.KeyStateHandler()
        self.push_handlers(self.keys)
        # Setzt die Wiederholungsrate der tick Methode und Animatione
        # fest, sowie die maximale Bildwiederholungsrate
        pyglet.clock.schedule_interval(self.tick, 1 / 60.)
        pyglet.clock.schedule_interval(self.on_animate, 1 / 5.)
        pyglet.clock.set_fps_limit(60.)
Пример #18
0
    def __init__(self):
        self.w_width = 864
        self.w_height = 640

        self.start = True
        self.help = False
        self.trans = 1.0
        self.trans_bool = True
        self.pos_menu = 0

        config = pyglet.gl.Config(sample_buffers=1, samples=4,
                                  double_buffer=True, debug=False)

        super(GameWindow, self).__init__(self.w_width, self.w_height,
                                         config=config, vsync=False)
        if not debug:
            self.set_fullscreen()
        self.set_caption("Dungeon Runner")
        init_gl()
        # Instanzen des Spielers, der Lebensanzeige
        # und der Spielwelt werden erstellt
        self.player = player.Player()
        self.heartbar = misc.Heartbar()
        self.level = world.Level(self.player)
        # Hintergrundbilder des Menüs werden geladen
        self.menu_start = pyglet.image.load(get_path("Start.png"))
        self.menu_help = pyglet.image.load(get_path("Hilfe.png"))
        # Font wird aus der Datei geladen
        pyglet.font.add_file(get_path("font/Cardinal.ttf"))
        cardinal_s70 = pyglet.font.load("Cardinal", size=70,
                                        bold=False, italic=False)
        cardinal_s40 = pyglet.font.load("Cardinal", size=40,
                                        bold=False, italic=False)
        # Erstellen von Unicode Strings
        text_1 = u"~ Spiel ~"
        text_2 = u"~ Hilfe ~"
        text_3 = u"~ Ende ~"
        text_win = u"Gewonnen!"
        # Setzt die die Strings auf eine bestimmte Größe
        glyph_3 = cardinal_s40.get_glyphs(text_1)
        glyph_4 = cardinal_s40.get_glyphs(text_2)
        glyph_5 = cardinal_s40.get_glyphs(text_3)
        glyph_6 = cardinal_s70.get_glyphs(text_win)
        # Strings werden zu Glypen
        # um durch OpenGL darstellbar zu werden
        self.glyph_str_3 = GlyphString(text_1, glyph_3,
                                       self.w_width / 2 - 75,
                                       self.w_height / 2 - 50)  # Start
        self.glyph_str_4 = GlyphString(text_2, glyph_4,
                                       self.w_width / 2 - 75,
                                       self.w_height / 2 - 150)  # Hilfe
        self.glyph_str_5 = GlyphString(text_3, glyph_5,
                                       self.w_width / 2 - 75,
                                       self.w_height / 2 - 250)
        self.glyph_str_6 = GlyphString(text_win, glyph_6,
                                       290, self.w_height / 2)
        # Fügt den KeyStateHandler zu den Events hinzu
        self.keys = pyglet.window.key.KeyStateHandler()
        self.push_handlers(self.keys)
        # Setzt die Wiederholungsrate der tick Methode und Animatione
        # fest, sowie die maximale Bildwiederholungsrate
        pyglet.clock.schedule_interval(self.tick, 1 / 60.)
        pyglet.clock.schedule_interval(self.on_animate, 1 / 5.)
        pyglet.clock.set_fps_limit(60.)