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CoPanzers - Script Dem Panzers

Attempt at a (programmable) shoot'em up game based on an entity-component-system, requires Python3, PySDL2 and ecs.

Running

Grab PySDL2 and ecs from PyPI (pip install ecs PySDL2).

Then ./bin/tanks demo should create a window with a bit of stuff going on. There will be two turret shooting at things and a tank driving around doing nothing in particular. You may have to squint a bit to recognize them as I may have been a bit laz… abstract when designing the textures.

So the twist is that this behaviour is not hardcoded into the demo but controlled by (more or less) simple python coroutines. They are found in presets/ai/, feel free to play around with them once I have explained how they work.

You can also have a number routines battle each other with ./bin/tanks match path/script1.py path/script2.py ….

Scripts

I'll just assume you know about python's function generators for now. The cool thing about generators is that they allow us to start/stop execution at almost arbitrary points in functions.

The only constraints on you script files are:

  1. they contain valid python (this is why you want to watch whose scripts you run, nothing stops a script from running shutil.rmtree ("~"))

  2. they have a generator function called main which takes two arguments (which I'll explain later)

  3. they yield functions taking no arguments which return either True or False

The general process followed by the game is this:

  1. it calls main with an object representing the tank your script controls and an object that has some info about the battlefield (for now the total elapsed time and its size, aptly named .time and .size, thereby instantiating the generator

  2. each tick of the game the function last yielded by your generator is executed (lambda: True in the first tick), if it returns True execution in your generator is resumed, if not the game will just retry in the next tick

  3. your generator runs until you yield the next function, during that period the game does nothing else, i.e. between yields everything is static, but also that malicious scripts can halt the whole game

  4. goto 2.

So with that in mind let's look over presets/ai/demo_tank.py to get some of the details straight.

  • Line 19-21:

    As I said previously the first argument is an interface to your tank. This is a reference so the exact value of e.g. tank.position will change over time, but only when your generator is currently not executing.

  • Line 23-25

    It's getting a little bit more interesting now. We're setting the tank to full speed and rotate by -90°, i.e. to the top. After that we yield a function that will return False until the tank moved up so the y coordinate of its position is smaller 50. Keep in mind that for some stupid reason the origin is in the top left corner in computer graphics. This is the important step, until now our generator ran undisturbed and the value of tank.position didn't change (since it was the only thing running), now that we yielded the function the rest of the game will continue to run and 'wake' us when the condition encoded in the function is true.

  • Line 27-38:

    Now those are some minor variations of the former theme, just to drive the point home.

  • Line 40:

    Just something to ease debugging of your scripts, check this if you're familiar with python logging module.

  • Line 43:

    This is just to show you that you can still encapsulate behaviour like you can with functions, just that you use sub generators and the yield from syntax now. game.time as mentioned earlier is just a float telling you how much time has passed.

  • Line 49:

    So there is stuff mounted on you tank. Some more on that in the next example and next section. For now it's first its weapon and then its radar. You can always check it with [print (m ["Class"]) for m in tank.mounts], though. Check next section with details on both.

  • Line 52:

    This will iterate over all entities visible on your radar, but there's a catch. The loop will only go over entities that were visible at the time the loop started. If you yield in the loop, as we do here, this might not be everything there is to see. I don't have an easy fix for this though, so meh™.

  • Line 53-54:

    Positions are vectors, so you can add and subtract them and some more, check the next section for some details.

  • Line 54:

    Interfaces of all types are comparable to each other will compare equal if they refer to the same entity, we use this here to not target ourselves.

  • Line 56

    It's getting a bit complicated here to show that the function we return don't have to be without side effects, but are actually a pretty good place to do some periodic stuff as it is called every tick of the game. Note that you don't have to use partial function application to pull this off, you can also use closures and nested function definitions to achieve the same, I just don't like it as much.

You will notice that the tank also has a weapon and we will see in presets/ai/demo_turret.py how to use it. I will also explain a bit more about the second argument the generator function is call with.

  • Line 12:

    So this is where weapons come in. Your tank has a attribute .mounts which is a list of all stuff mounted on top of it (only one weapon so far, but that may change in the future). The weapon has a very similar interface to the one of your tank, but obviously some attributes will be different or not existent, check the next section for details.

  • Line 14:

    This is line has two important points:

    1. the attribute turret.visible is an iterator over all living entities (including the your tank) that within eyeshot of your tank represented by similar interfaces as your tank or your weapon, but in a read-only fashion
    2. the interfaces (except RadarInterface, see next section) act like dictionary storing some meta data about the entity in question, e.g. the "Class" key lets you distinguish between barriers, tanks, turret or bullets; if an entity is not tagged with a certain key it will raise a KeyError just like an ordinary dictionary, there will be docs on the keys employed by the game later™
  • Line 5:

    Every interface we talked about so far also has a attribute .destroyed which is exactly what it says on the tin. If an entity is destroyed all attempts to access attributes on its interface will result in AttributeError.

There is also a slightly more sophisticated example, which you can check out with ./bin/tanks match presets/ai{circles.py,defender.py}.

Interfaces

Interfaces and their attributes give your script a way to interface neatly with entities and their components.

There are three different types of interfaces so far and each exhibits a couple of attributes depending on which components the entity behind the interface sports, RadarInterface, ROInterface and RWInterface. The latter being supersets of the respective former. RWInterface is what you have for the tank your script is controlling, everything you get from its .visible attribute is wrapped in ROInterface and everything coming from your radars .visible is RadarInterface.

So what are components? Basically data about a entity, e.g. Position is a component and describes that an entity is positioned at a certain point. At the end of this section I'll give you a list which thing we encountered so far (tanks, weapons, radars) has which components, but first have list of all attributes, what type of interface they first appear on and what components are needed for them.

If you try to access an attribute on an interface and the entity lacks the needed component an AttributeError will be raised. Interfaces refering to the same entity are the same, there is only one instance of a given interface type for a given entity. From ROInterface on interfaces can be indexed (read-only) like dictionaries for some meta data (docs pending).

Attribute name First on Interface Component needed Description
.destroyed RadarInterface False if the entity is alive, if this is True the entity is not in the game anymore and all components have been removed from it.
.position RadarInterface Position This is a vector, you can treat it like a 2-tuple or use the .x, .y, .angle and length attributes, it also supports adding it to other vectors and scalar multiplication, but lacks full docs sofar, check the source for now.
.hp ROInterface Health Current hit points of the entity.
.max_hp ROInterface Health Maximum hit points of the entity.
.size ROInterface Hitbox Size of the hit box of the entity, 2 tuple.
.rotation ROInterface Movement Rotation of the entity, in radians, rotation 0 is parallel to the x-axis.
.mounts ROInterface Mount List of either ROInterface of mounted entities or None if the respective mount point is empty.
.root ROInterface Mountable The entity this entity is mounted on, e.g. your tank on the interface of its weapon.
.mounts RWInterface Mount List of either RWInterface of mounted entities or None if the respective mount point is empty. Tricky, huh.
.rotation RWInterface Movement Same as on ROInterface but you can set it now.
.speed RWInterface Movement Speed of the entity as a scalar, in px/s.
.max_speed RWInterface Movement Maximum speed of an entity as a scalar, in px/s
.velocity RWInterface Movement Velocity of the entity as a vector (same kind as .position), in px/s.
.throttle RWInterface Movement Speed of the entity in percent, setter clamps the value between 0 and 1.
.shoot RWInterface Weapon Attention, this one's a method no attribute. Calling this will shoot a bullet, if the weapon is reloaded. The bullet will fly in the direction of the .rotation attribute of the weapon.
.till_reloaded RWInterface Weapon Seconds until this weapon can fire again.
.reload_time RWInterface Weapon Minimum time between shots, in seconds.
.bullet_damage RWInterface Weapon Damage done by this weapon's bullets of this weapon.
.bullet_speed RWInterface Weapon Speed of this weapon's bullets, in px/s.
.bullet_hp RWInterface Weapon Hit points of this weapon's bullets.
.bullet_size RWInterface Weapon Similar to .size but for this weapon's bullets.
.visible RWInterface Vision Iterator over all living entities that are visible to this entity. The type of interface they're wrapped depends on .vision. For "radar" it's RadarInterface, for "plain" ROInterface.
.vision RWInterface Vision What kind of vision this entity has, currently either "plain" or "radar".
.visualrange RWInterface Vision How far this entity can see, in px.

I don't like half of the attribute names in here, so shoot me ideas if you have them.

Component Tank Weapon Radar
Position x x x
Hitbox x
Health x
Movement x x
Mount x
Mountable x x
Weapon x
Vision x x

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Attempt at a (programmable) shoot'em up game based on an entity-component-system.

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