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For the frontend see github.com/Fabbernat/Polytopia-frontend

Read Me:

Welcome to the polytopia_python repo! Have a look around and familiarise yourself with some of the code that's already here.

You'll notice that there's a game_map.py file -- this is where all of the logic for generating/interacting with the map will be.

The game_simulator.py script is mostly empty so far, and is where the main game logic will eventually go.

The map_renderer.py script is a separate component that you can mostly ignore, and will be responsible for creating a visual representation of the current game state. This won't be necessary for deep learning, and will purely be for debugging and QA purposes.

The settings.py file contains some settings variables that are mostly unused as of now, but the most important of these is the CHANNEL_ATTRIBUTES object, which contains descriptions of what each 'channel' in the game state array will correspond to.


Fabbernat's contribution:

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The "Lakes" map type and some insight to the code in IntelliJ IDEA 👆


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The "Drylands" map type 👆


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The "Continents" map type 👆


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The "Archipelagos" map type 👆


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The "Continents" map type, but BIGGER 👆


  • I made a frontend to this at github.com/Fabbernat/Polytopia-frontend built in ASP.NET
  • I added a COMPLETE terrain generation module
  • I added a score counter Python module and a Java console consoleApp

Java console consoleApp

This is intended to be the main consoleApp at some point and will simulate the core logic of the gameplay like map generation, tech tree and even combat

About

This repo contains a Python simulation of the game Polytopia, intended for use with a reinforcement learning model.

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  • Python 42.2%
  • Java 39.0%
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