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https://github.com/csd4ni3l/fleet-commander.git
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182 lines
6.2 KiB
Python
182 lines
6.2 KiB
Python
import arcade, time, random, numpy as np
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from stable_baselines3 import PPO
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from utils.constants import PLAYER_SPEED, BULLET_SPEED, BULLET_RADIUS, PLAYER_ATTACK_SPEED
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from utils.preload import player_texture, enemy_texture
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class Bullet(arcade.Sprite):
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def __init__(self, x, y, direction_y):
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super().__init__(arcade.texture.make_circle_texture(BULLET_RADIUS, arcade.color.YELLOW), center_x=x, center_y=y)
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self.direction_y = direction_y
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def update(self):
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self.center_y += self.direction_y * BULLET_SPEED
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class EnemyFormation():
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def __init__(self, start_x, start_y, spritelist: arcade.SpriteList | None, rows, cols):
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self.grid = [[] for _ in range(rows)]
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self.start_x = start_x
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self.start_y = start_y
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self.rows = rows
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self.cols = cols
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self.spritelist = spritelist
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self.create_formation()
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def create_formation(self, start_x=None, start_y=None):
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if start_x:
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self.start_x = start_x
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if start_y:
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self.start_y = start_y
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del self.grid
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self.grid = [[] for _ in range(self.rows)]
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for row in range(self.rows):
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for col in range(self.cols):
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enemy_sprite = arcade.Sprite(enemy_texture, center_x=self.start_x + col * 100, center_y=self.start_y - row * 100)
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if self.spritelist:
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self.spritelist.append(enemy_sprite)
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self.grid[row].append(enemy_sprite)
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def remove_enemy(self, enemy):
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if self.spritelist and enemy not in self.spritelist:
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return
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for row in range(self.rows):
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for col in range(self.cols):
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if self.grid[row][col] == enemy:
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self.grid[row][col] = None
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if self.spritelist:
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self.spritelist.remove(enemy)
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return
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def get_lowest_enemy(self):
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valid_cols = []
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for col in range(self.cols):
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row = self.rows - 1
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while row >= 0 and self.grid[row][col] is None:
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row -= 1
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if row >= 0:
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valid_cols.append((col, row))
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if not valid_cols:
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return None
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col, row = random.choice(valid_cols)
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return self.grid[row][col]
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def move(self, width, height, direction_type, value):
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if direction_type == "x":
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wall_hit = False
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for enemy in self.enemies:
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self.start_x += value
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enemy.center_x += value
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if enemy.center_x + enemy.width / 2 > width or enemy.center_x < enemy.width / 2:
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wall_hit = True
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if wall_hit:
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for enemy in self.enemies:
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self.start_x -= value
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enemy.center_x -= value
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else:
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wall_hit = False
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for enemy in self.enemies:
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self.start_x += value
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enemy.center_y += value
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if enemy.center_y + enemy.height / 2 > height or enemy.center_y < enemy.height / 2:
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wall_hit = True
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if wall_hit:
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for enemy in self.enemies:
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self.start_y -= value
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enemy.center_y -= value
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@property
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def center_x(self):
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return self.start_x + (self.cols / 2) * 100
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@property
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def enemies(self):
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return [col for row in self.grid for col in row if not col == None]
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class Player(arcade.Sprite): # Not actually the player
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def __init__(self, x, y):
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super().__init__(player_texture, center_x=x, center_y=y)
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self.last_target_change = time.perf_counter()
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self.last_shoot = time.perf_counter()
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self.shoot = False
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self.player_speed = 0
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def update(self, model: PPO, enemy_formation, bullets, width, height, player_respawns_norm, enemy_respawns_norm):
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if enemy_formation.enemies:
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nearest_enemy = min(enemy_formation.enemies, key=lambda e: abs(e.center_x - self.center_x))
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enemy_x = (nearest_enemy.center_x - self.center_x) / width
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enemy_y = (nearest_enemy.center_y - self.center_y) / height
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else:
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enemy_x = 2
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enemy_y = 2
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enemy_count = len(enemy_formation.enemies) / float(max(1, enemy_formation.rows * enemy_formation.cols))
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player_x_norm = self.center_x / width
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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
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if curr_bullet is not None:
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curr_bx = (curr_bullet.center_x - self.center_x) / float(width)
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curr_by = (curr_bullet.center_y - self.center_y) / float(height)
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else:
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curr_bx = 2.0
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curr_by = 2.0
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lowest = max(enemy_formation.enemies, key=lambda e: e.center_y) if enemy_formation.enemies else None
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if lowest is not None:
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lowest_dy = (lowest.center_y - self.center_y) / float(height)
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else:
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lowest_dy = 2.0
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enemy_dispersion = 0.0
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if enemy_formation.enemies:
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xs = np.array([e.center_x for e in enemy_formation.enemies], dtype=np.float32)
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enemy_dispersion = float(xs.std()) / float(width)
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obs = np.array([
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player_x_norm,
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enemy_x,
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enemy_y,
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lowest_dy,
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curr_bx,
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curr_by,
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self.player_speed,
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enemy_count,
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enemy_dispersion,
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time.perf_counter() - self.last_shoot >= PLAYER_ATTACK_SPEED,
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player_respawns_norm,
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enemy_respawns_norm
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], dtype=np.float32)
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action, _ = model.predict(obs, deterministic=True)
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self.prev_x = self.center_x
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if action == 0:
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self.center_x -= PLAYER_SPEED
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elif action == 1:
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self.center_x += PLAYER_SPEED
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elif action == 2:
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pass
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elif action == 3:
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t = time.perf_counter()
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if t - self.last_shoot >= PLAYER_ATTACK_SPEED:
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self.last_shoot = t
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self.shoot = True
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self.player_speed = (self.center_x - self.prev_x) / max(1e-6, PLAYER_SPEED)
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