class brain(Agent): """The driver Agent of the program, manages all other agents. The consciousness of NEO""" def __init__(self, environment): """default constructor""" super(brain, self).__init__("brain", environment) self.CURRENT_STATE = BEHAVIOR_STATE.SCANNING self.facing_direction = "RIGHT" self.finished = False self.position = 100 self.eyes = Eyes() self.hands = Hands() self.memory = Memory() self.mouth = Mouth() def scan_room(self): self.eyes.scan_area() self.mouth.report_visible_objects() self.finished = True def report_understanding(self): self.mouth.list_categories() def run_learning_program(self): if self.CURRENT_STATE == BEHAVIOR_STATE.SCANNING: self.scan_room() self.report_understanding() elif self.CURRENT_STATE == BEHAVIOR_STATE.APPROACHING: pass elif self.CURRENT_STATE == BEHAVIOR_STATE.INSPECTING: pass else: self.CURRENT_STATE = BEHAVIOR_STATE.FINISHED
def __init__(self, environment): """default constructor""" super(brain, self).__init__("brain", environment) self.CURRENT_STATE = BEHAVIOR_STATE.SCANNING self.facing_direction = "RIGHT" self.finished = False self.position = 100 self.eyes = Eyes() self.hands = Hands() self.memory = Memory() self.mouth = Mouth()
def __init__(self, environment): """default constructor""" super(brain, self).__init__("brain", environment) self.CURRENT_STATE = BEHAVIOR_STATE.SCANNING self.facing_direction = "RIGHT" self.finished = False self.position = 100 self.sql_statement = None self.list_of_objects = None self.current_object_name = None self.uninspected_objects = [] self.eyes = Eyes() self.hands = Hands() self.memory = Memory() self.mouth = Mouth() self.legs = Legs()
def __init__(self, environment=None): """sets up details about the red rectangle as well as variables for A.I. behavior""" super(NEO, self).__init__("neo", environment) # the bot object represents NEO's physical body # it performs the tasks as directed by the body part classes below self.bot = Bot() # set the bot's image and angle self.bot.image = pygame.Surface([16, 16]) self.bot.image = pygame.transform.scale(pygame.image.load('Neo.png'), (25, 25)) self.original_image = self.bot.image.copy() self.angle = 90 # set the starting position self.bot.rect.x = NEO_STARTING_X self.bot.rect.y = NEO_STARTING_Y # place the coordinates of our rectangle in a tuple to update the game manager self.red_coordinate = (self.bot.rect.x, self.bot.rect.y) self.rect = self.bot.rect # these different body part classes help modularize the various functions NEO performs self.eyes = Eyes() self.hands = Hands() self.legs = Legs() self.memory = Memory() self.mouth = Mouth() # self.ears = Ears() self.wernicke_area = Wernicke_Area() # these coordinates tell the agent how far away the object is self.object_coordinates = None self.distance_from_object = 0 self.current_position = 0 self.path_course = [] self.path_found = False self.next_node_coordinates = None # variables for A.I. behavior self.inspecting = False self.detected_objects = pygame.sprite.Group() self.current_behavior = BEHAVIOR_STATE.SCANNING self.pathfinder = Pathfinder()
class brain(Agent): """The driver Agent of the program, manages all other agents. The consciousness of NEO""" def __init__(self, environment): """default constructor""" super(brain, self).__init__("brain", environment) self.CURRENT_STATE = BEHAVIOR_STATE.SCANNING self.facing_direction = "RIGHT" self.finished = False self.position = 100 self.sql_statement = None self.list_of_objects = None self.current_object_name = None self.uninspected_objects = [] self.eyes = Eyes() self.hands = Hands() self.memory = Memory() self.mouth = Mouth() self.legs = Legs() def determine_object_name(self): self.current_object_name = self.uninspected_objects[0].name self.uninspected_objects.pop(0) def find_objects(self, query): self.sql_statement = "SELECT OBJECT_NAME FROM OBJECTS WHERE OBJECT_COLOR = '" + query + "';" self.memory.recall_objects() self.list_of_objects = self.ask("memory", "short_term_memory") self.mouth.list_similar_objects() def scan_room(self): self.eyes.scan_area() self.mouth.report_visible_objects() def run_learning_program(self): if self.CURRENT_STATE == BEHAVIOR_STATE.SCANNING: self.scan_room() self.uninspected_objects = self.ask("eyes", "visible_object_list") self.CURRENT_STATE = BEHAVIOR_STATE.APPROACHING elif self.CURRENT_STATE == BEHAVIOR_STATE.APPROACHING: while self.position != self.uninspected_objects[0].position: self.legs.walk() self.position = self.ask("legs", "position") self.mouth.state_current_position() self.CURRENT_STATE = BEHAVIOR_STATE.INSPECTING elif self.CURRENT_STATE == BEHAVIOR_STATE.INSPECTING: self.hands.pick_up_object() self.eyes.look_at_object() self.determine_object_name() self.memory.memorize() if self.uninspected_objects: self.CURRENT_STATE = BEHAVIOR_STATE.APPROACHING else: self.finished = True else: self.CURRENT_STATE = BEHAVIOR_STATE.FINISHED self.finished = True
class NEO(Agent): """Controls the behaviors of the NEO bot NEO has four main tasks: 1. scan the room for new objects, 2. approach discovered objects, 3. inspect objects and gather info about their attributes, 4. accept queries from the user to test its memory of objects. NEO performs these tasks by using the various body part classes located in the neo_body directory. This NEO class essentially serves as the 'brain' class and passes commands to all other body parts as needed. NEO and every body part class are subclasses of the Agent class, which allows them to safely share info with each other using Agent Oriented Programming methods. This allows us to easily add new parts or replace parts altogether.""" def __init__(self, environment=None): """sets up details about the red rectangle as well as variables for A.I. behavior""" super(NEO, self).__init__("neo", environment) # the bot object represents NEO's physical body # it performs the tasks as directed by the body part classes below self.bot = Bot() # set the bot's image and angle self.bot.image = pygame.Surface([16, 16]) self.bot.image = pygame.transform.scale(pygame.image.load('Neo.png'), (25, 25)) self.original_image = self.bot.image.copy() self.angle = 90 # set the starting position self.bot.rect.x = NEO_STARTING_X self.bot.rect.y = NEO_STARTING_Y # place the coordinates of our rectangle in a tuple to update the game manager self.red_coordinate = (self.bot.rect.x, self.bot.rect.y) self.rect = self.bot.rect # these different body part classes help modularize the various functions NEO performs self.eyes = Eyes() self.hands = Hands() self.legs = Legs() self.memory = Memory() self.mouth = Mouth() # self.ears = Ears() self.wernicke_area = Wernicke_Area() # these coordinates tell the agent how far away the object is self.object_coordinates = None self.distance_from_object = 0 self.current_position = 0 self.path_course = [] self.path_found = False self.next_node_coordinates = None # variables for A.I. behavior self.inspecting = False self.detected_objects = pygame.sprite.Group() self.current_behavior = BEHAVIOR_STATE.SCANNING self.pathfinder = Pathfinder() def act_out_decision(self): pass def check_distance_from_object(self): self.update_coordinates() self.distance_from_object = \ abs(self.object_coordinates[0] - self.red_coordinate[0]) + abs(self.object_coordinates[1] - self.red_coordinate[1]) def determine_behavior(self): if not self.detected_objects: self.current_behavior = BEHAVIOR_STATE.SCANNING elif self.inspecting: self.current_behavior = BEHAVIOR_STATE.INSPECTING elif self.detected_objects and not self.path_found: self.current_behavior = BEHAVIOR_STATE.PATH_FINDING elif self.path_found: self.current_behavior = BEHAVIOR_STATE.APPROACHING def determine_object_position(self): """"used to determine which direction the red player should turn to face object""" if self.red_coordinate[0] + MARGIN >= self.object_coordinates[ 0] >= MARGIN - self.red_coordinate[0]: # red player is above blue player if self.red_coordinate[1] < self.object_coordinates[1] - MARGIN: self.current_position = PilotCurrentPosition.ABOVE # red player is below blue player elif self.red_coordinate[1] > self.object_coordinates[1] + MARGIN: self.current_position = PilotCurrentPosition.BELOW # red player is right of blue elif self.red_coordinate[0] > self.object_coordinates[0]: self.current_position = PilotCurrentPosition.RIGHT # red player is left of blue elif self.red_coordinate[0] < self.object_coordinates[0]: self.current_position = PilotCurrentPosition.LEFT def find_next_node(self): """finds the closest node in our path and removes nodes once they are reached""" if not (1 <= abs(self.rect.centerx - self.next_node_coordinates[0]) or 1 <= abs(self.rect.centery - self.next_node_coordinates[1])): self.path_course.pop(0) if self.path_course: self.next_node_coordinates = (self.path_course[0].x, self.path_course[0].y) def is_healthy(self): return self.hit_points > 50 def make_decision(self): self.determine_behavior() if self.current_behavior == BEHAVIOR_STATE.SCANNING: self.legs.rotate() self.angle = self.ask("legs", "angle") self.eyes.scan_room() _thread.start_new_thread(self.mouth.speak, ("Scanning Room", )) elif self.current_behavior == BEHAVIOR_STATE.PATH_FINDING: self.path_course = self.pathfinder.find_path( self.object_coordinates) self.path_found = True self.next_node_coordinates = (self.path_course[0].x, self.path_course[0].y) elif self.current_behavior == BEHAVIOR_STATE.APPROACHING: if not self.path_course: self.path_found = False self.inspecting = True return self.find_next_node() self.move_to_next_node() elif self.current_behavior == BEHAVIOR_STATE.INSPECTING: if not self.mouth.inspection_message_spoken: self.mouth.stopSentence() _thread.start_new_thread(self.mouth.speak, ("Inspecting Object", )) self.mouth.inspection_message_spoken = True pass def move_to_next_node(self): """tells the bot which direction to move to reach the next node in its path""" if self.next_node_coordinates[0] < self.rect.centerx: self.bot.move(-2, 0) elif self.next_node_coordinates[0] > self.rect.centerx: self.bot.move(2, 0) # up and down if self.next_node_coordinates[1] < self.rect.centery: self.bot.move(0, -2) elif self.next_node_coordinates[1] > self.rect.centery: self.bot.move(0, 2) def rotate(self): self.angle += .5 key = pygame.key.get_pressed() if key[pygame.K_LEFT]: self.angle += 4 if key[pygame.K_RIGHT]: self.angle -= 4 # self.angle += 2 self.angle %= 360 self.bot.angle_facing = self.angle self.bot.update_dx_dy() rect_center = self.bot.image.get_rect() self.bot.image = pygame.transform.rotozoom(self.original_image, self.angle, 1) rot_rect = rect_center.copy() rot_rect.center = self.bot.image.get_rect().center self.bot.image = self.bot.image.subsurface(rot_rect).copy() def setup_bot_map(self): self.bot.wall_list = self.environment.get_object("wall_list") def shoot(self): if self.bot.reloaded(): bullet_list = self.environment.get_object("bullet_list") if self.current_position == PilotCurrentPosition.LEFT: bullet_list.add(self.bot.shoot_right()) elif self.current_position == PilotCurrentPosition.RIGHT: bullet_list.add(self.bot.shoot_left()) elif self.current_position == PilotCurrentPosition.ABOVE: bullet_list.add(self.bot.shoot_down()) elif self.current_position == PilotCurrentPosition.BELOW: bullet_list.add(self.bot.shoot_up()) def update_coordinates(self): self.red_coordinate = (self.rect.x, self.rect.y) self.object_coordinates = self.ask("blue_player_pilot", "blue_coordinate")