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cells.py
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cells.py
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#TODO:
# - Make terrain work
# - Make ScalarView
# - Add more actions: PASS, LIFT, DROP,etc...
# - derive SelfView with more info than the general AgentView
# - render terrain and energy landscapes
# - fractal terrain generation
# - make rendering "smart"(and/or openGL)
# - Split into several files.
# - Messaging system
# - limit frame rate
# - response objects for outcome of action
# - Desynchronize agents
import sys
import pygame
import math
import random,time
import mind1,mind2
try:
import psyco
psyco.full()
finally:
pass
class Game:
def __init__(self):
self.size = self.width,self.height = (300,300)
self.messages = MessageQueue()
self.disp = Display(self.size,scale=2)
self.time = 0
self.tic = time.time()
self.terr = ScalarMapLayer(self.size)
self.terr.set_random(5)
self.minds = [mind1.AgentMind,mind2.AgentMind]
self.update_fields = [(x,y) for x in range(self.width) for y in range(self.height)]
self.energy_map = ScalarMapLayer(self.size)
self.energy_map.set_random(10)
self.plant_map = ObjectMapLayer(self.size,None)
self.plant_population = []
self.agent_map = ObjectMapLayer(self.size,None)
self.agent_population = []
for x in xrange(7):
pos = (mx,my) = (random.randrange(self.width),random.randrange(self.height))
eff = random.randrange(5,11)
p = Plant(pos,eff)
self.plant_population.append(p)
p = Plant((my,mx),eff)
self.plant_population.append(p)
self.plant_map.insert(self.plant_population)
for x in xrange(2):
(mx,my) = self.plant_population[x].get_pos()
pos = (mx+random.randrange(-1,2),my+random.randrange(-1,2))
self.agent_population.append(Agent(pos,x,self.minds[x]))
self.agent_map.insert(self.agent_population)
def run_plants(self):
for p in self.plant_population:
(x,y) = p.get_pos()
for dx in [-1,0,1]:
for dy in [-1,0,1]:
if self.energy_map.in_range((x+dx,y+dy)):
self.energy_map.change((x+dx,y+dy),p.get_eff())
def add_agent(self,a):
self.agent_population.append(a)
self.agent_map.set(a.get_pos(),a)
def del_agent(self,a):
self.agent_population.remove(a)
self.agent_map.set(a.get_pos(),None)
a.set_alive(False)
del a
def move_agent(self,a,pos):
self.agent_map.set(a.get_pos(),None)
self.agent_map.set(pos,a)
a.set_pos(pos)
def get_next_move(self,(old_x,old_y),(x,y)):
dx = int(math.copysign(1,x-old_x))
if old_x == x: dx = 0
dy = int(math.copysign(1,y-old_y))
if old_y == y: dy = 0
return (old_x+dx,old_y+dy)
def run_agents(self):
views = []
self.update_fields = []
for a in self.agent_population:
self.update_fields.append(a.get_pos())
agent_view = self.agent_map.get_view(a.get_pos(),1)
plant_view = self.plant_map.get_view(a.get_pos(),1)
world_view = WorldView(a,agent_view,plant_view,self.energy_map)
views.append((a,world_view))
#get actions
actions = [(a,a.act(v,self.messages)) for (a,v) in views]
random.shuffle(actions)
#apply agent actions
for (agent,action) in actions:
agent.change_energy(-1)
if(agent.is_alive()):
if (action.get_type() == ActionType.MOVE):
next_pos = self.get_next_move(agent.get_pos(),action.get_data())
if self.agent_map.in_range(next_pos) and not self.agent_map.get(next_pos):
self.move_agent(agent,next_pos)
if (action.get_type() == ActionType.SPAWN):
next_pos = self.get_next_move(agent.get_pos(),action.get_data())
if self.agent_map.in_range(next_pos) and (not self.agent_map.get(next_pos)) and (agent.get_energy()>=50):
a = Agent(next_pos,agent.get_team(),self.minds[agent.get_team()])
self.add_agent(a)
agent.change_energy(-50)
if (action.get_type() == ActionType.EAT):
intake = self.energy_map.get(agent.get_pos())
agent.change_energy(intake)
self.energy_map.change(agent.get_pos(),-intake)
if (action.get_type() == ActionType.ATTACK):
next_pos = self.get_next_move(agent.get_pos(),action.get_data())
if(self.agent_map.get(action.get_data())) and (next_pos == action.get_data()):
energy = self.agent_map.get(next_pos).get_energy() + 25
self.energy_map.change(next_pos,energy)
self.del_agent(self.agent_map.get(next_pos))
if (action.get_type() == ActionType.LIFT):
if (not agent.is_loaded()) and (self.terr.get(agent.get_pos())>0):
agent.set_loaded(True)
self.terr.change(agent.get_pos(),-1)
if (action.get_type() == ActionType.DROP):
if agent.is_loaded():
agent.set_loaded(False)
self.terr.change(agent.get_pos(),1)
#let agents die if their energy is too low
for (agent,action) in actions:
if agent.get_energy() < 0 and agent.is_alive():
self.energy_map.change(agent.get_pos(),25)
self.del_agent(agent)
def tick(self):
self.disp.update(self.terr,self.agent_population,self.plant_population,self.update_fields)
self.disp.flip()
self.run_agents()
self.run_plants()
self.messages.update()
self.time = self.time+1
#pygame.time.wait(int(1000*(time.time()-self.tic)))
self.tic = time.time()
class MapLayer:
def __init__(self,size,val=0):
self.size = self.width, self.height = size
self.values = [val for x in xrange(self.width*self.height) ]
def get(self,(x,y)):
if self.in_range((x,y)):
return self.values[x+y*self.width]
else:
return None
def set(self,(x,y),val):
self.values[x+y*self.width] = val
def in_range(self,(x,y)):
return (0<=x and x<self.width and 0<=y and y < self.height)
class ScalarMapLayer(MapLayer):
def set_random(self,range):
self.values = [random.randrange(range) for x in xrange(self.width*self.height) ]
def change(self,(x,y),val):
self.values[x+y*self.width] += val
class ObjectMapLayer(MapLayer):
def get_view(self,(x,y),r):
ret = []
for x_off in xrange(-r,r+1):
for y_off in xrange(-r,r+1):
a = self.get((x+x_off,y+y_off))
if a and (x_off,y_off)!=(0,0): ret.append(a.get_view())
return ret
def insert(self,list):
for o in list:
self.set(o.get_pos(),o)
class Agent:
def __init__(self,pos,team,AgentMind):
self.pos = self.x,self.y = pos
self.mind = AgentMind()
self.energy = 25
self.alive = True
self.team = team
self.loaded = False
if team == 0:
self.color = (255,0,0)
else:
self.color = (0,0,255)
self.act = self.mind.act
def is_alive(self):
return self.alive
def set_alive(self,alive):
self.alive = alive
def is_loaded(self):
return self.loaded
def set_loaded(self,l):
self.loaded = l
def get_energy(self):
return self.energy
def get_team(self):
return self.team
def change_energy(self,n):
self.energy += n
def get_pos(self):
return self.pos
def set_pos(self,pos):
self.pos = pos
def get_team(self):
return self.team
def get_view(self):
return AgentView(self)
#def act(self,view,m):
# return self.mind.act(view,m)
class ActionType:
SPAWN = 0
MOVE = 1
EAT = 2
ATTACK = 3
LIFT = 4
DROP = 5
class Action:
def __init__(self,type,data=None):
self.type = type
self.data = data
def get_data(self):
return self.data
def get_type(self):
return self.type
class PlantView:
def __init__(self,p):
self.pos = p.get_pos()
self.eff = p.get_eff()
def get_pos(self):
return self.pos
def get_eff(self):
return self.eff
class AgentView:
def __init__(self,agent):
self.pos = agent.get_pos()
self.team = agent.get_team()
def get_pos(self):
return self.pos
def get_team(self):
return self.team
class WorldView:
def __init__(self,me,agent_views,plant_views,energy_map):
self.agent_views = agent_views
self.plant_views = plant_views
self.energy_map = energy_map
self.me = me
def get_me(self):
return self.me
def get_agents(self):
return self.agent_views
def get_plants(self):
return self.plant_views
def get_energy(self):
return self.energy_map
class Display:
black = 0, 0, 0
red = 255, 0, 0
green = 0, 255, 0
yellow = 255,255,0
def __init__(self,size,scale=5):
self.width, self.height = size
self.scale = scale
self.size = (self.width*self.scale,self.height*self.scale)
pygame.init()
self.screen = pygame.display.set_mode(self.size)
def update(self,terr,pop,plants,upfields):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
for f in upfields:
(x,y)=f
x *= self.scale
y *= self.scale
self.screen.fill((min(255,20*terr.get(f)),min(255,10*terr.get(f)),0),pygame.Rect((x,y),(self.scale,self.scale)))
for a in pop:
(x,y)=a.get_pos()
x *= self.scale
y *= self.scale
self.screen.fill(a.color,pygame.Rect((x,y),(self.scale,self.scale)))
for a in plants:
(x,y)=a.get_pos()
x *= self.scale
y *= self.scale
self.screen.fill(self.green,pygame.Rect((x,y),(self.scale,self.scale)))
def flip(self):
pygame.display.flip()
class Plant:
def __init__(self,pos,eff):
self.pos = self.x,self.y = pos
self.eff = eff
def get_pos(self):
return self.pos
def get_eff(self):
return self.eff
def get_view(self):
return PlantView(self)
class MessageQueue:
def __init__(self):
self.inlist = []
self.outlist = []
def update(self):
self.outlist = self.inlist
self.inlist = []
def send_message(self,m):
self.inlist.append(m)
def get_messages(self):
return self.outlist
class Message:
def __init__(self,message):
self.message = message
def get_message(self):
return self.message
if __name__ == "__main__":
game = Game()
while 1:
game.tick()