import arcade, time from stable_baselines3 import PPO import numpy as np from utils.constants import PLAYER_SPEED, BULLET_SPEED, BULLET_RADIUS, PLAYER_ATTACK_SPEED, ENEMY_COLS, ENEMY_ROWS from utils.preload import player_texture, enemy_texture class Bullet(arcade.Sprite): def __init__(self, x, y, direction_y): super().__init__(arcade.texture.make_circle_texture(BULLET_RADIUS, arcade.color.YELLOW), center_x=x, center_y=y) self.direction_y = direction_y def update(self): self.center_y += self.direction_y * BULLET_SPEED class Enemy(arcade.Sprite): def __init__(self, x, y): super().__init__(enemy_texture, center_x=x, center_y=y) class Player(arcade.Sprite): # Not actually the player def __init__(self, x, y): super().__init__(player_texture, center_x=x, center_y=y) self.last_target_change = time.perf_counter() self.last_shoot = time.perf_counter() self.target = None self.shoot = False self.player_speed = 0 def update(self, model: PPO, enemies, bullets, width, height): if enemies: nearest_enemy = min(enemies, key=lambda e: abs(e.center_y - self.center_y) + abs(e.center_x - self.center_x)) enemy_x = (nearest_enemy.center_x - self.center_x) / width enemy_y = (nearest_enemy.center_y - self.center_y) / height else: enemy_x = 2 enemy_y = 2 enemy_count = len(enemies) / float(max(1, ENEMY_ROWS * ENEMY_COLS)) player_x_norm = self.center_x / width curr_bullet = min(bullets, key=lambda b: abs(b.center_x - self.center_x) + abs(b.center_y - self.center_y)) if bullets else None if curr_bullet is not None: curr_bx = (curr_bullet.center_x - self.center_x) / float(width) curr_by = (curr_bullet.center_y - self.center_y) / float(height) else: curr_bx = 2.0 curr_by = 2.0 lowest = max(enemies, key=lambda e: e.center_y) if enemies else None if lowest is not None: lowest_dy = (lowest.center_y - self.center_y) / float(height) else: lowest_dy = 2.0 enemy_dispersion = 0.0 if enemies: xs = np.array([e.center_x for e in enemies], dtype=np.float32) enemy_dispersion = float(xs.std()) / float(width) obs = np.array([player_x_norm, enemy_x, enemy_y, lowest_dy, curr_bx, curr_by, self.player_speed, enemy_count, enemy_dispersion], dtype=np.float32) action, _ = model.predict(obs, deterministic=True) self.prev_x = self.center_x if action == 0: self.center_x -= PLAYER_SPEED elif action == 1: self.center_x += PLAYER_SPEED elif action == 2: t = time.perf_counter() if t - self.last_shoot >= PLAYER_ATTACK_SPEED: self.last_shoot = t self.shoot = True self.player_speed = (self.center_x - self.prev_x) / max(1e-6, PLAYER_SPEED)