generated from mwc/lab_retro
When I run the game, it works for a bit but then when the first asteroid
gets to the bottom I get this:
Traceback (most recent call last):
File "/root/making_with_code/mwc1/unit3/lab_retro/nav_game.py", line 14, in <module>
game.play()
File "/root/making_with_code/mwc1/unit3/lab_retro/retro/game.py", line 80, in play
agent.play_turn(self)
File "/root/making_with_code/mwc1/unit3/lab_retro/asteroid.py", line 16, in play_turn
game.remove_agent_by_name(self.name)
AttributeError: 'Asteroid' object has no attribute 'name'
This commit is contained in:
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retro/agent.py
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retro/agent.py
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class Agent:
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"""Represents a character in the game. To create an Agent, define a new
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class with some of the attributes and methods below. You may change any of
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the Agent's attributes at any time, and the result will immediately be
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visible in the game.
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After you create your Agents, add them to the ``Game``, either when it is created
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or using ``Game.add_agent`` later on. Then the Game will take care of calling
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the Agent's methods at the appropriate times.
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Attributes:
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position: (Required) The character's ``(int, int)`` position on the game
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board.
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character: (Required unless display is ``False``.) A one-character string
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which will be displayed at the Agent's position on the game board.
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name: (Optional) If an agent has a name, it must be unique within the game.
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Agent names can be used to look up agents with
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:py:meth:`retro.game.Game.get_agent_by_name`.
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color (str): (Optional) The agent's color.
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`Available colors <https://blessed.readthedocs.io/en/latest/colors.html>`_.
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display: (Optional) When ``False``, the Agent will not be displayed on the
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board. This is useful when you want to create an agent which will be displayed
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later, or when you want to create an agent which acts on the Game indirectly,
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for example by spawning other Agents. Defaults to True.
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z: (Optional) When multiple Agents have the same position on the board, the
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Agent with the highest ``z`` value will be displayed.
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The Game is played on a two-dimensional (x, y) board, but you can think of
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``z`` as a third "up" dimension. Defaults to 0.
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"""
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character = "*"
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position = (0, 0)
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name = "agent"
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color = "white_on_black"
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display = True
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z = 0
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def play_turn(self, game):
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"""If an Agent has this method, it will be called once
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each turn.
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Arguments:
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game (Game): The game which is currently being played will be
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passed to the Agent, in case it needs to check anything about
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the game or make any changes.
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"""
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pass
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def handle_keystroke(self, keystroke, game):
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"""If an Agent has a this method, it will be called every
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time a key is pressed in the game.
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Arguments:
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keystroke (blessed.keyboard.Keystroke): The key which was pressed. You can
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compare a Keystroke with a string (e.g. ``if keystroke == 'q'``) to check
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whether it is a regular letter, number, or symbol on the keyboard. You can
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check special keys using the keystroke's name
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(e.g. ``if keystroke.name == "KEY_RIGHT"``). Run your game in debug mode to
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see the names of keystrokes.
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game (Game): The game which is currently being played will be
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passed to the Agent, in case it needs to check anything about
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the game or make any changes.
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"""
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pass
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class ArrowKeyAgent:
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"""A simple agent which can be moved around with the arrow keys.
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"""
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name = "ArrowKeyAgent"
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character = "*"
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position = (0,0)
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display = True
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z = 0
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def play_turn(self, game):
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pass
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def handle_keystroke(self, keystroke, game):
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"""Moves the agent's position if the keystroke is one of the arrow keys.
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One by one, checks the keystroke's name against each arrow key.
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Then uses :py:meth:`try_to_move` to check whether the move is on the
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game's board before moving.
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"""
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x, y = self.position
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if keystroke.name == "KEY_RIGHT":
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self.try_to_move((x + 1, y), game)
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elif keystroke.name == "KEY_UP":
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self.try_to_move((x, y - 1), game)
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elif keystroke.name == "KEY_LEFT":
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self.try_to_move((x - 1, y), game)
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elif keystroke.name == "KEY_DOWN":
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self.try_to_move((x, y + 1), game)
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def try_to_move(self, position, game):
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"""Moves to the position if it is on the game board.
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"""
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if game.on_board(position):
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self.position = position
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game.log(f"Position: {self.position}")
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0
retro/agent.py:Zone.Identifier
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0
retro/agent.py:Zone.Identifier
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40
retro/errors.py
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40
retro/errors.py
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class GameError(Exception):
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pass
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class AgentWithNameAlreadyExists(GameError):
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def __init__(self, name):
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message = f"There is already an agent named {agent.name} in the game"
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super().__init__(message)
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class AgentNotFoundByName(GameError):
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def __init__(self, name):
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message = f"There is no agent named {agent.name} in the game"
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super().__init__(message)
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class AgentNotInGame(GameError):
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def __init__(self, agent):
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name = agent.name or f"anonymous {agent.__class__.__name__}"
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message = f"Agent {name} is not in the game"
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super().__init__(message)
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class IllegalMove(GameError):
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def __init__(self, agent, position):
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message = f"Agent {agent.name} tried to move to {position}"
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super().__init__(message)
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class GraphError(GameError):
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pass
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class TerminalTooSmall(GameError):
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BORDER_X = 2
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BORDER_Y = 3
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STATE_HEIGHT = 5
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def __init__(self, width=None, width_needed=None, height=None, height_needed=None):
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if width is not None and width_needed is not None and width_needed < width:
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err = f"The terminal width ({width}) is less than the required {width_needed}."
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super().__init__(err)
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elif height is not None and height_needed is not None and height_needed < height:
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err = f"The terminal height ({height}) is less than the required {height_needed}."
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else:
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raise ValueError(f"TerminalTooSmall called with illegal values.")
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0
retro/errors.py:Zone.Identifier
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0
retro/errors.py:Zone.Identifier
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retro/examples/__pycache__/debug.cpython-310.pyc
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retro/examples/debug.py
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retro/examples/debug.py
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from retro.game import Game
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from retro.agent import ArrowKeyAgent
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game = Game([ArrowKeyAgent()], {}, debug=True)
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game.play()
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0
retro/examples/debug.py:Zone.Identifier
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0
retro/examples/debug.py:Zone.Identifier
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139
retro/examples/nav.py
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retro/examples/nav.py
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from random import randint
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from retro.game import Game
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HEIGHT = 25
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WIDTH = 25
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class Spaceship:
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"""A player-controlled agent which moves left and right, dodging asteroids.
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Spaceship is a pretty simple class. The ship's character is ``^``, and
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its position starts at the bottom center of the screen.
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"""
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name = "ship"
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character = '^'
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position = (WIDTH // 2, HEIGHT - 1)
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color = "black_on_skyblue1"
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def handle_keystroke(self, keystroke, game):
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"""When the
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left or arrow key is pressed, it moves left or right. If the ship's
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new position is empty, it moves to that position. If the new position
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is occupied (by an asteroid!) the game ends.
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"""
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x, y = self.position
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT"):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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else:
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new_position = (x + 1, y)
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if game.on_board(new_position):
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if game.is_empty(new_position):
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self.position = new_position
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else:
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self.explode()
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game.end()
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def explode(self):
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"""Sets the ship's character to ``*`` and its color to red.
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"""
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self.color = "crimson_on_skyblue1"
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self.character = '*'
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class Asteroid:
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"""When Asteroids are spawned, they fall down the screen until they
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reach the bottom row and are removed.
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An Asteroid's position is set when it is created.
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Whenever an asteroid moves, it
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checks whether it has it the ship.
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"""
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character = 'O'
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color = "deepskyblue1_on_skyblue1"
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def __init__(self, position):
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self.position = position
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def play_turn(self, game):
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"""Nothing happens unless
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``game.turn_number`` is divisible by 2. The result is that asteroids
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only move on even-numbered turns. If the asteroid is at the bottom of
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the screen, it has run its course and should be removed from the game.
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Otherwise, the asteroid's new position is one space down from its old
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position. If the asteroid's new position is the same as the ship's
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position, the game ends.
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"""
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if game.turn_number % 2 == 0:
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self.set_color()
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x, y = self.position
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if y == HEIGHT - 1:
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game.remove_agent(self)
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else:
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ship = game.get_agent_by_name('ship')
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new_position = (x, y + 1)
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if new_position == ship.position:
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ship.explode()
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game.end()
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else:
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self.position = new_position
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def set_color(self):
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"""To add to the game's drama, asteroids gradually become visible as they
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fall down the screen. This method calculates the ratio of the asteroid's
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position compared to the screen height--0 is the top of the screen and 1 is
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the bottom ot the screen. Then sets the asteroid's color depending on the
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ratio. (`Available colors <https://blessed.readthedocs.io/en/latest/colors.html>`_)
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||||
"""
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x, y = self.position
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ratio = y / HEIGHT
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if ratio < 0.2:
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self.color = "deepskyblue1_on_skyblue1"
|
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elif ratio < 0.4:
|
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self.color = "deepskyblue2_on_skyblue1"
|
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elif ratio < 0.6:
|
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self.color = "deepskyblue3_on_skyblue1"
|
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else:
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self.color = "deepskyblue4_on_skyblue1"
|
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|
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class AsteroidSpawner:
|
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"""An agent which is not displayed on the board, but which constantly spawns
|
||||
asteroids.
|
||||
"""
|
||||
display = False
|
||||
|
||||
def play_turn(self, game):
|
||||
"""Adds 1 to the game score and then uses
|
||||
:py:meth:`~retro.examples.nav.should_spawn_asteroid` to decide whether to
|
||||
spawn an asteroid. When :py:meth:`~retro.examples.nav.should_spawn_asteroid`
|
||||
comes back ``True``, creates a new instance of
|
||||
:py:class:`~retro.examples.nav.Asteroid` at a random position along the
|
||||
top of the screen and adds the asteroid to the game.
|
||||
"""
|
||||
game.state['score'] += 1
|
||||
if self.should_spawn_asteroid(game.turn_number):
|
||||
asteroid = Asteroid((randint(0, WIDTH - 1), 0))
|
||||
game.add_agent(asteroid)
|
||||
|
||||
def should_spawn_asteroid(self, turn_number):
|
||||
"""Decides whether to spawn an asteroid.
|
||||
Uses a simple but effective algorithm to make the game get
|
||||
progressively more difficult: choose a random number and return
|
||||
``True`` if the number is less than the current turn number. At
|
||||
the beginning of the game, few asteroids will be spawned. As the
|
||||
turn number climbs toward 1000, asteroids are spawned almost
|
||||
every turn.
|
||||
|
||||
Arguments:
|
||||
turn_number (int): The current turn in the game.
|
||||
"""
|
||||
return randint(0, 1000) < turn_number
|
||||
|
||||
if __name__ == '__main__':
|
||||
ship = Spaceship()
|
||||
spawner = AsteroidSpawner()
|
||||
game = Game(
|
||||
[ship, spawner],
|
||||
{"score": 0},
|
||||
board_size=(WIDTH, HEIGHT),
|
||||
color="deepskyblue4_on_skyblue1",
|
||||
)
|
||||
game.play()
|
||||
|
||||
0
retro/examples/nav.py:Zone.Identifier
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0
retro/examples/nav.py:Zone.Identifier
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7
retro/examples/simple.py
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7
retro/examples/simple.py
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@@ -0,0 +1,7 @@
|
||||
from retro.game import Game
|
||||
from retro.agent import ArrowKeyAgent
|
||||
|
||||
agent = ArrowKeyAgent()
|
||||
state = {}
|
||||
game = Game([agent], state)
|
||||
game.play()
|
||||
0
retro/examples/simple.py:Zone.Identifier
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0
retro/examples/simple.py:Zone.Identifier
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198
retro/examples/snake.py
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198
retro/examples/snake.py
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|
||||
from random import randint
|
||||
from retro.game import Game
|
||||
|
||||
class Apple:
|
||||
"""An agent representing the Apple.
|
||||
Note how Apple doesn't have ``play_turn`` or
|
||||
``handle_keystroke`` methods: the Apple doesn't need to do
|
||||
anything in this game. It just sits there waiting to get
|
||||
eaten.
|
||||
|
||||
Attributes:
|
||||
name: "Apple"
|
||||
character: '@'
|
||||
color: "red_on_black" (`Here's documentation on how colors
|
||||
work <https://blessed.readthedocs.io/en/latest/colors.html>`_
|
||||
position: (0, 0). The Apple will choose a random position
|
||||
as soon as the game starts, but it needs an initial
|
||||
position to be assigned.
|
||||
|
||||
"""
|
||||
name = "Apple"
|
||||
character = '@'
|
||||
color = "red_on_black"
|
||||
position = (0, 0)
|
||||
|
||||
def relocate(self, game):
|
||||
"""Sets position to a random empty position. This method is
|
||||
called whenever the snake's head touches the apple.
|
||||
|
||||
Arguments:
|
||||
game (Game): The current game.
|
||||
"""
|
||||
self.position = self.random_empty_position(game)
|
||||
|
||||
def random_empty_position(self, game):
|
||||
"""Returns a randomly-selected empty position. Uses a very
|
||||
simple algorithm: Get the game's board size, choose a
|
||||
random x-value between 0 and the board width, and choose
|
||||
a random y-value between 0 and the board height. Now use
|
||||
the game to check whether any Agents are occupying this
|
||||
position. If so, keep randomly choosing a new position
|
||||
until the position is empty.
|
||||
"""
|
||||
bw, bh = game.board_size
|
||||
occupied_positions = game.get_agents_by_position()
|
||||
while True:
|
||||
position = (randint(0, bw-1), randint(0, bh-1))
|
||||
if position not in occupied_positions:
|
||||
return position
|
||||
|
||||
class SnakeHead:
|
||||
"""An Agent representing the snake's head. When the game starts, you control
|
||||
the snake head using the arrow keys. The SnakeHead always has a direction, and
|
||||
will keep moving in that direction every turn. When you press an arrow key,
|
||||
you change the SnakeHead's direction.
|
||||
|
||||
Attributes:
|
||||
name: "Snake head"
|
||||
position: (0,0)
|
||||
character: ``'v'`` Depending on the snake head's direction, its character
|
||||
changes to ``'<'``, ``'^'``, ``'>'``, or ``'v'``.
|
||||
next_segment: Initially ``None``, this is a reference to a SnakeBodySegment.
|
||||
growing: When set to True, the snake will grow a new segment on its next move.
|
||||
"""
|
||||
RIGHT = (1, 0)
|
||||
UP = (0, -1)
|
||||
LEFT = (-1, 0)
|
||||
DOWN = (0, 1)
|
||||
name = "Snake head"
|
||||
position = (0, 0)
|
||||
direction = DOWN
|
||||
character = 'v'
|
||||
next_segment = None
|
||||
growing = False
|
||||
|
||||
def play_turn(self, game):
|
||||
"""On each turn, the snake head uses its position and direction to figure out
|
||||
its next position. If the snake head is able to move there (it's on the board and
|
||||
not occuppied by part of the snake's body), it moves.
|
||||
|
||||
Then, if the snake head is on the Apple, the Apple moves to a new random position
|
||||
and ``growing`` is set to True.
|
||||
|
||||
Now we need to deal with two situations. First, if ``next_segment`` is not None, there is
|
||||
a SnakeBodySegment attached to the head. We need the body to follow the head,
|
||||
so we call ``self.next_segment.move``, passing the head's old position
|
||||
(this will be the body's new position), a reference to the game, and a value for
|
||||
``growing``. If the snake needs to grow, we need to pass this information along
|
||||
the body until it reaches the tail--this is where the next segment will be attached.
|
||||
|
||||
If there is no ``next_segment`` but ``self.growing`` is True, it's time to add
|
||||
a body! We set ``self.next_segment`` to a new SnakeBodySegment, set its
|
||||
position to the head's old position, and add it to the game. We also add 1 to the
|
||||
game's score.
|
||||
"""
|
||||
x, y = self.position
|
||||
dx, dy = self.direction
|
||||
if self.can_move((x+dx, y+dy), game):
|
||||
self.position = (x+dx, y+dy)
|
||||
if self.is_on_apple(self.position, game):
|
||||
apple = game.get_agent_by_name("Apple")
|
||||
apple.relocate(game)
|
||||
self.growing = True
|
||||
if self.next_segment:
|
||||
self.next_segment.move((x, y), game, growing=self.growing)
|
||||
elif self.growing:
|
||||
self.next_segment = SnakeBodySegment(1, (x, y))
|
||||
game.add_agent(self.next_segment)
|
||||
game.state['score'] += 1
|
||||
self.growing = False
|
||||
|
||||
def handle_keystroke(self, keystroke, game):
|
||||
"""Checks whether one of the arrow keys has been pressed.
|
||||
If so, sets the SnakeHead's direction and character.
|
||||
"""
|
||||
x, y = self.position
|
||||
if keystroke.name == "KEY_RIGHT":
|
||||
self.direction = self.RIGHT
|
||||
self.character = '>'
|
||||
elif keystroke.name == "KEY_UP":
|
||||
self.direction = self.UP
|
||||
self.character = '^'
|
||||
elif keystroke.name == "KEY_LEFT":
|
||||
self.direction = self.LEFT
|
||||
self.character = '<'
|
||||
elif keystroke.name == "KEY_DOWN":
|
||||
self.direction = self.DOWN
|
||||
self.character = 'v'
|
||||
|
||||
def can_move(self, position, game):
|
||||
on_board = game.on_board(position)
|
||||
empty = game.is_empty(position)
|
||||
on_apple = self.is_on_apple(position, game)
|
||||
return on_board and (empty or on_apple)
|
||||
|
||||
def is_on_apple(self, position, game):
|
||||
apple = game.get_agent_by_name("Apple")
|
||||
return apple.position == position
|
||||
|
||||
class SnakeBodySegment:
|
||||
"""Finally, we need an Agent for the snake's body segments.
|
||||
SnakeBodySegment doesn't have ``play_turn`` or ``handle_keystroke`` methods because
|
||||
it never does anything on its own. It only moves when the SnakeHead, or the previous
|
||||
segment, tells it to move.
|
||||
|
||||
Arguments:
|
||||
segment_id (int): Keeps track of how far back this segment is from the head.
|
||||
This is used to give the segment a unique name, and also to keep track
|
||||
of how many points the player earns for eating the next apple.
|
||||
position (int, int): The initial position.
|
||||
|
||||
Attributes:
|
||||
character: '*'
|
||||
next_segment: Initially ``None``, this is a reference to a SnakeBodySegment
|
||||
when this segment is not the last one in the snake's body.
|
||||
|
||||
"""
|
||||
character = '*'
|
||||
next_segment = None
|
||||
|
||||
def __init__(self, segment_id, position):
|
||||
self.segment_id = segment_id
|
||||
self.name = f"Snake body segment {segment_id}"
|
||||
self.position = position
|
||||
|
||||
def move(self, new_position, game, growing=False):
|
||||
"""When SnakeHead moves, it sets off a chain reaction, moving all its
|
||||
body segments. Whenever the head or a body segment has another segment
|
||||
(``next_segment``), it calls that segment's ``move`` method.
|
||||
|
||||
This method updates the SnakeBodySegment's position. Then, if
|
||||
``self.next_segment`` is not None, calls that segment's ``move`` method.
|
||||
If there is no next segment and ``growing`` is True, then we set
|
||||
``self.next_segment`` to a new SnakeBodySegment in this segment's old
|
||||
position, and update the game's score.
|
||||
|
||||
Arguments:
|
||||
new_position (int, int): The new position.
|
||||
game (Game): A reference to the current game.
|
||||
growing (bool): (Default False) When True, the snake needs to
|
||||
add a new segment.
|
||||
"""
|
||||
old_position = self.position
|
||||
self.position = new_position
|
||||
if self.next_segment:
|
||||
self.next_segment.move(old_position, game, growing=growing)
|
||||
elif growing:
|
||||
self.next_segment = SnakeBodySegment(self.segment_id + 1, old_position)
|
||||
game.add_agent(self.next_segment)
|
||||
game.state['score'] += self.segment_id + 1
|
||||
|
||||
if __name__ == '__main__':
|
||||
head = SnakeHead()
|
||||
apple = Apple()
|
||||
game = Game([head, apple], {'score': 0}, board_size=(32, 16), framerate=12)
|
||||
apple.relocate(game)
|
||||
game.play()
|
||||
|
||||
0
retro/examples/snake.py:Zone.Identifier
Normal file
0
retro/examples/snake.py:Zone.Identifier
Normal file
216
retro/game.py
Normal file
216
retro/game.py
Normal file
@@ -0,0 +1,216 @@
|
||||
from collections import defaultdict
|
||||
from signal import signal, SIGWINCH
|
||||
from time import sleep, perf_counter
|
||||
from blessed import Terminal
|
||||
from retro.view import View
|
||||
from retro.validation import (
|
||||
validate_agent,
|
||||
validate_state,
|
||||
validate_agent_name,
|
||||
validate_position,
|
||||
)
|
||||
from retro.errors import (
|
||||
AgentWithNameAlreadyExists,
|
||||
AgentNotFoundByName,
|
||||
IllegalMove,
|
||||
)
|
||||
|
||||
class Game:
|
||||
"""
|
||||
Creates a playable game.
|
||||
You will use Game to create games, but don't need to read or understand how
|
||||
this class works. The main work in creating a
|
||||
|
||||
Arguments:
|
||||
agents (list): A list of agents to add to the game.
|
||||
state (dict): A dict containing the game's initial state.
|
||||
board_size (int, int): (Optional) The two-dimensional size of the game board. D
|
||||
debug (bool): (Optional) Turn on debug mode, showing log messages while playing.
|
||||
framerate (int): (Optional) The target number of frames per second at which the
|
||||
game should run.
|
||||
color (str): (Optional) The game's background color scheme. `Available colors <https://blessed.readthedocs.io/en/latest/colors.html>`_.
|
||||
|
||||
::
|
||||
|
||||
# This example will create a simple game.
|
||||
from retro.game import Game
|
||||
from retro.agent import ArrowKeyAgent
|
||||
|
||||
agents = [ArrowKeyAgent()]
|
||||
state = {}
|
||||
game = Game(agents, state)
|
||||
game.play()
|
||||
|
||||
"""
|
||||
STATE_HEIGHT = 5
|
||||
EXIT_CHARACTERS = ("KEY_ENTER", "KEY_ESCAPE")
|
||||
|
||||
def __init__(self, agents, state, board_size=(64, 32), debug=False, framerate=24,
|
||||
color="white_on_black"):
|
||||
self.log_messages = []
|
||||
self.agents_by_name = {}
|
||||
self.agents = []
|
||||
self.state = validate_state(state)
|
||||
self.board_size = board_size
|
||||
self.debug = debug
|
||||
self.framerate = framerate
|
||||
self.turn_number = 0
|
||||
self.color = color
|
||||
for agent in agents:
|
||||
self.add_agent(agent)
|
||||
|
||||
def play(self):
|
||||
"""Starts the game.
|
||||
"""
|
||||
self.playing = True
|
||||
terminal = Terminal()
|
||||
with terminal.fullscreen(), terminal.hidden_cursor(), terminal.cbreak():
|
||||
view = View(terminal, color=self.color)
|
||||
while self.playing:
|
||||
turn_start_time = perf_counter()
|
||||
self.turn_number += 1
|
||||
self.keys_pressed = self.collect_keystrokes(terminal)
|
||||
if self.debug and self.keys_pressed:
|
||||
self.log("Keys: " + ', '.join(k.name or str(k) for k in self.keys_pressed))
|
||||
for agent in self.agents:
|
||||
if hasattr(agent, 'handle_keystroke'):
|
||||
for key in self.keys_pressed:
|
||||
agent.handle_keystroke(key, self)
|
||||
if hasattr(agent, 'play_turn'):
|
||||
agent.play_turn(self)
|
||||
if getattr(agent, 'display', True):
|
||||
if not self.on_board(agent.position):
|
||||
raise IllegalMove(agent, agent.position)
|
||||
view.render(self)
|
||||
turn_end_time = perf_counter()
|
||||
time_elapsed_in_turn = turn_end_time - turn_start_time
|
||||
time_remaining_in_turn = max(0, 1/self.framerate - time_elapsed_in_turn)
|
||||
sleep(time_remaining_in_turn)
|
||||
while True:
|
||||
if terminal.inkey().name in self.EXIT_CHARACTERS:
|
||||
break
|
||||
|
||||
def collect_keystrokes(self, terminal):
|
||||
keys = set()
|
||||
while True:
|
||||
key = terminal.inkey(0.001)
|
||||
if key:
|
||||
keys.add(key)
|
||||
else:
|
||||
break
|
||||
return keys
|
||||
|
||||
def log(self, message):
|
||||
"""Write a log message.
|
||||
Log messages are only shown when debug mode is on.
|
||||
They can be very useful for debugging.
|
||||
|
||||
Arguments:
|
||||
message (str): The message to log.
|
||||
"""
|
||||
self.log_messages.append((self.turn_number, message))
|
||||
|
||||
def end(self):
|
||||
"""Ends the game. No more turns will run.
|
||||
"""
|
||||
self.playing = False
|
||||
|
||||
def add_agent(self, agent):
|
||||
"""Adds an agent to the game.
|
||||
Whenever you want to add a new agent during the game, you must add it to
|
||||
the game using this method.
|
||||
|
||||
Arguments:
|
||||
agent: An instance of an agent class.
|
||||
"""
|
||||
validate_agent(agent)
|
||||
if getattr(agent, "display", True) and not self.on_board(agent.position):
|
||||
raise IllegalMove(agent, agent.position)
|
||||
if hasattr(agent, "name"):
|
||||
if agent.name in self.agents_by_name:
|
||||
raise AgentWithNameAlreadyExists(agent.name)
|
||||
self.agents_by_name[agent.name] = agent
|
||||
self.agents.append(agent)
|
||||
|
||||
def get_agent_by_name(self, name):
|
||||
"""Looks up an agent by name.
|
||||
This is useful when one agent needs to interact with another agent.
|
||||
|
||||
Arguments:
|
||||
name (str): The agent's name. If there is no agent with this name,
|
||||
you will get an error.
|
||||
|
||||
Returns:
|
||||
An agent.
|
||||
"""
|
||||
validate_agent_name(name)
|
||||
if name in self.agents_by_name:
|
||||
return self.agents_by_name[name]
|
||||
else:
|
||||
raise AgentNotFoundByName(name)
|
||||
|
||||
def is_empty(self, position):
|
||||
"""Checks whether a position is occupied by any agents.
|
||||
|
||||
Arguments:
|
||||
position (int, int): The position to check.
|
||||
|
||||
Returns:
|
||||
A bool
|
||||
"""
|
||||
return position not in self.get_agents_by_position()
|
||||
|
||||
def get_agents_by_position(self):
|
||||
"""Returns a dict where each key is a position (e.g. (10, 20)) and
|
||||
each value is a list containing all the agents at that position.
|
||||
This is useful when an agent needs to find out which other agents are
|
||||
on the same space or nearby.
|
||||
"""
|
||||
positions = defaultdict(list)
|
||||
for agent in self.agents:
|
||||
if getattr(agent, "display", True):
|
||||
validate_position(agent.position)
|
||||
positions[agent.position].append(agent)
|
||||
return positions
|
||||
|
||||
def remove_agent(self, agent):
|
||||
"""Removes an agent from the game.
|
||||
|
||||
Arguments:
|
||||
agent (Agent): the agent to remove.
|
||||
"""
|
||||
if agent not in self.agents:
|
||||
raise AgentNotInGame(agent)
|
||||
else:
|
||||
self.agents.remove(agent)
|
||||
if hasattr(agent, "name"):
|
||||
self.agents_by_name.pop(agent.name)
|
||||
|
||||
def remove_agent_by_name(self, name):
|
||||
"""Removes an agent from the game.
|
||||
|
||||
Arguments:
|
||||
name (str): the agent's name.
|
||||
"""
|
||||
validate_agent_name(name)
|
||||
if name not in self.agents_by_name:
|
||||
raise AgentNotFoundByName(name)
|
||||
agent = self.agents_by_name.pop(name)
|
||||
self.agents.remove(agent)
|
||||
|
||||
def on_board(self, position):
|
||||
"""Checks whether a position is on the game board.
|
||||
|
||||
Arguments:
|
||||
position (int, int): The position to check
|
||||
|
||||
Returns:
|
||||
A bool
|
||||
"""
|
||||
validate_position(position)
|
||||
x, y = position
|
||||
bx, by = self.board_size
|
||||
return x >= 0 and x < bx and y >= 0 and y < by
|
||||
|
||||
|
||||
|
||||
0
retro/game.py:Zone.Identifier
Normal file
0
retro/game.py:Zone.Identifier
Normal file
162
retro/graph.py
Normal file
162
retro/graph.py
Normal file
@@ -0,0 +1,162 @@
|
||||
from retro.errors import GraphError
|
||||
|
||||
class Graph:
|
||||
def __init__(self, vertices=None, edges=None):
|
||||
self.vertices = vertices or []
|
||||
self.edges = edges or []
|
||||
|
||||
def __str__(self):
|
||||
return '\n'.join(str(e) for e in self.edges)
|
||||
|
||||
def get_or_create_vertex(self, x, y):
|
||||
for v in self.vertices:
|
||||
if x == v.x and y == v.y:
|
||||
return v
|
||||
for e in self.edges:
|
||||
if e.crosses(x, y):
|
||||
return self.split_edge(e, x, y)
|
||||
v = Vertex(x, y)
|
||||
self.vertices.append(v)
|
||||
return v
|
||||
|
||||
def get_or_create_edge(self, x0, y0, x1, y1):
|
||||
v0 = self.get_or_create_vertex(x0, y0)
|
||||
v1 = self.get_or_create_vertex(x1, y1)
|
||||
new_edge = Edge(v0, v1)
|
||||
for e in self.edges:
|
||||
if e == new_edge:
|
||||
new_edge.remove()
|
||||
return e
|
||||
return new_edge
|
||||
|
||||
def split_edge(self, edge, x, y):
|
||||
"""
|
||||
Splits an edge by inserting a new vertex along the edge.
|
||||
"""
|
||||
if not edge.crosses(x, y):
|
||||
raise GraphError(f"Can't split edge {edge} at ({x}, {y})")
|
||||
self.remove_edge(edge)
|
||||
v = Vertex(x, y)
|
||||
self.vertices.append(v)
|
||||
self.edges.append(Edge(edge.begin, v))
|
||||
self.edges.append(Edge(v, edge.end))
|
||||
|
||||
def remove_edge(self, edge):
|
||||
if edge not in self.edges:
|
||||
raise GraphError(f"Edge {edge} is not in the graph")
|
||||
self.edges.remove(edge)
|
||||
edge.begin.edges.remove(edge)
|
||||
edge.end.edges.remove(edge)
|
||||
|
||||
def render(self, terminal):
|
||||
for v in self.vertices:
|
||||
v.render(terminal)
|
||||
for e in self.edges:
|
||||
e.render(terminal)
|
||||
|
||||
class Vertex:
|
||||
CHARACTERS = {
|
||||
"0000": " ",
|
||||
"0001": "═",
|
||||
"0010": "║",
|
||||
"0011": "╗",
|
||||
"0100": "═",
|
||||
"0101": "═",
|
||||
"0110": "╔",
|
||||
"0111": "╦",
|
||||
"1000": "║",
|
||||
"1001": "╝",
|
||||
"1010": "║",
|
||||
"1011": "╣",
|
||||
"1100": "╚",
|
||||
"1101": "╩",
|
||||
"1110": "╠",
|
||||
"1111": "╬",
|
||||
}
|
||||
def __init__(self, x, y):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.edges = []
|
||||
|
||||
def __str__(self):
|
||||
return f"({self.x}, {self.y})"
|
||||
|
||||
def __eq__(self, other):
|
||||
return self.x == other.x and self.y == other.y
|
||||
|
||||
def neighbors(self):
|
||||
vertices = []
|
||||
for edge in self.edges:
|
||||
if self == edge.begin:
|
||||
vertices.append(edge.end)
|
||||
else:
|
||||
vertices.append(edge.begin)
|
||||
return vertices
|
||||
|
||||
def render(self, terminal):
|
||||
print(terminal.move_xy(self.x, self.y) + self.get_character())
|
||||
|
||||
def get_character(self):
|
||||
u = self.has_up_edge()
|
||||
r = self.has_right_edge()
|
||||
d = self.has_down_edge()
|
||||
l = self.has_left_edge()
|
||||
code = ''.join([str(int(direction)) for direction in [u, r, d, l]])
|
||||
return self.CHARACTERS[code]
|
||||
|
||||
def has_up_edge(self):
|
||||
return any([v.x == self.x and v.y < self.y for v in self.neighbors()])
|
||||
|
||||
def has_right_edge(self):
|
||||
return any([v.y == self.y and self.x < v.x for v in self.neighbors()])
|
||||
|
||||
def has_down_edge(self):
|
||||
return any([v.x == self.x and self.y < v.y for v in self.neighbors()])
|
||||
|
||||
def has_left_edge(self):
|
||||
return any([v.y == self.y and v.x < self.x for v in self.neighbors()])
|
||||
|
||||
class Edge:
|
||||
def __init__(self, begin, end):
|
||||
if not isinstance(begin, Vertex) or not isinstance(end, Vertex):
|
||||
raise ValueError("Tried to initialize an Edge with a non-vertex")
|
||||
if begin.x < end.x or begin.y < end.y:
|
||||
self.begin = begin
|
||||
self.end = end
|
||||
else:
|
||||
self.begin = end
|
||||
self.end = begin
|
||||
if not (self.is_horizontal() or self.is_vertical()):
|
||||
raise ValueError("Edges must be horizontal or vertical.")
|
||||
if self.is_horizontal() and self.is_vertical():
|
||||
raise ValueError("Self-edges are not allowed.")
|
||||
self.begin.edges.append(self)
|
||||
self.end.edges.append(self)
|
||||
|
||||
def __str__(self):
|
||||
return f"{self.begin} -> {self.end}"
|
||||
|
||||
def render(self, terminal):
|
||||
if self.is_horizontal():
|
||||
with terminal.location(self.begin.x + 1, self.begin.y):
|
||||
line = "═" * (self.end.x - self.begin.x - 1)
|
||||
print(line)
|
||||
else:
|
||||
for y in range(self.begin.y + 1, self.end.y):
|
||||
print(terminal.move_xy(self.begin.x, y) + "║")
|
||||
|
||||
def is_horizontal(self):
|
||||
return self.begin.y == self.end.y
|
||||
|
||||
def is_vertical(self):
|
||||
return self.begin.x == self.end.x
|
||||
|
||||
def crosses(self, x, y):
|
||||
if self.is_horizontal():
|
||||
return self.begin.y == y and self.begin.x < x and x < self.end.x
|
||||
else:
|
||||
return self.begin.x == x and self.begin.y < y and y < self.end.y
|
||||
|
||||
def remove(self):
|
||||
self.begin.edges.remove(self)
|
||||
self.end.edges.remove(self)
|
||||
0
retro/graph.py:Zone.Identifier
Normal file
0
retro/graph.py:Zone.Identifier
Normal file
5
retro/grid.py
Normal file
5
retro/grid.py
Normal file
@@ -0,0 +1,5 @@
|
||||
from retro.graph import Vertex, Edge, Graph
|
||||
|
||||
class Grid:
|
||||
def __init__(self):
|
||||
self.graph = Graph
|
||||
0
retro/grid.py:Zone.Identifier
Normal file
0
retro/grid.py:Zone.Identifier
Normal file
44
retro/validation.py
Normal file
44
retro/validation.py
Normal file
@@ -0,0 +1,44 @@
|
||||
|
||||
def validate_agent(agent):
|
||||
if hasattr(agent, "name"):
|
||||
validate_agent_name(agent.name)
|
||||
if getattr(agent, 'display', True):
|
||||
validate_position(agent.position)
|
||||
if not hasattr(agent, "character"):
|
||||
raise ValueError(f"Agent {agent.name} must have a character")
|
||||
return agent
|
||||
|
||||
def validate_state(state):
|
||||
if not isinstance(state, dict):
|
||||
raise TypeError(f"State is {type(state)}, but must be a dict.")
|
||||
for key, value in state.items():
|
||||
if is_mutable(value):
|
||||
raise ValueError(f"State must be immutable, but state[{key}] is {value}")
|
||||
return state
|
||||
|
||||
def validate_agent_name(name):
|
||||
if not isinstance(name, str):
|
||||
raise TypeError(f"Agent names must be strings")
|
||||
return name
|
||||
|
||||
def validate_position(position):
|
||||
if not isinstance(position, tuple):
|
||||
raise TypeError(f"Position is {type(position)}, but must be a tuple.")
|
||||
if not len(position) == 2:
|
||||
raise ValueError(f"Position is {position}. Must be a tuple of two integers.")
|
||||
if not isinstance(position[0], int) and isinstance(position[1], int):
|
||||
raise TypeError(f"Position is {position}. Must be a tuple of two integers.")
|
||||
return position
|
||||
|
||||
def is_mutable(obj):
|
||||
if isinstance(obj, (int, float, bool, str, None)):
|
||||
return False
|
||||
elif isinstance(obj, tuple):
|
||||
return all(is_mutable(element) for element in obj)
|
||||
else:
|
||||
return True
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
0
retro/validation.py:Zone.Identifier
Normal file
0
retro/validation.py:Zone.Identifier
Normal file
127
retro/view.py
Normal file
127
retro/view.py
Normal file
@@ -0,0 +1,127 @@
|
||||
from retro.graph import Vertex, Edge, Graph
|
||||
from retro.errors import TerminalTooSmall
|
||||
|
||||
class View:
|
||||
BORDER_X = 2
|
||||
BORDER_Y = 3
|
||||
STATE_HEIGHT = 5
|
||||
DEBUG_WIDTH = 60
|
||||
|
||||
def __init__(self, terminal, color='white_on_black'):
|
||||
self.terminal = terminal
|
||||
self.color = color
|
||||
|
||||
def render(self, game):
|
||||
self.render_layout(game)
|
||||
ox, oy = self.get_board_origin_coords(game)
|
||||
self.render_state(game)
|
||||
if game.debug:
|
||||
self.render_debug_log(game)
|
||||
for agent in sorted(game.agents, key=lambda a: getattr(a, 'z', 0)):
|
||||
if getattr(agent, 'display', True):
|
||||
ax, ay = agent.position
|
||||
if hasattr(agent, 'color'):
|
||||
color = self.get_color(agent.color)
|
||||
print(self.terminal.move_xy(ox + ax, oy + ay) + color(agent.character))
|
||||
else:
|
||||
print(self.terminal.move_xy(ox + ax, oy + ay) + agent.character)
|
||||
|
||||
def render_layout(self, game):
|
||||
bw, bh = game.board_size
|
||||
self.check_terminal_size(game)
|
||||
self.clear_screen()
|
||||
layout_graph = self.get_layout_graph(game)
|
||||
layout_graph.render(self.terminal)
|
||||
|
||||
def clear_screen(self):
|
||||
print(self.terminal.home + self.get_color(self.color) + self.terminal.clear)
|
||||
|
||||
def get_color(self, color_string):
|
||||
if not hasattr(self.terminal, color_string):
|
||||
msg = (
|
||||
f"{color_string} is not a supported color."
|
||||
"See https://blessed.readthedocs.io/en/latest/colors.html"
|
||||
)
|
||||
raise ValueError(msg)
|
||||
return getattr(self.terminal, color_string)
|
||||
|
||||
def render_state(self, game):
|
||||
bw, bh = game.board_size
|
||||
ox, oy = self.get_state_origin_coords(game)
|
||||
for i, key in enumerate(sorted(game.state.keys())):
|
||||
msg = f"{key}: {game.state[key]}"[:bw]
|
||||
print(self.terminal.move_xy(ox, oy + i) + msg)
|
||||
|
||||
def render_debug_log(self, game):
|
||||
bw, bh = game.board_size
|
||||
debug_height = bh + self.STATE_HEIGHT
|
||||
ox, oy = self.get_debug_origin_coords(game)
|
||||
for i, (turn_number, message) in enumerate(game.log_messages[-debug_height:]):
|
||||
msg = f"{turn_number}. {message}"[:self.DEBUG_WIDTH]
|
||||
print(self.terminal.move_xy(ox, oy + i) + msg)
|
||||
|
||||
def get_layout_graph(self, game):
|
||||
bw, bh = game.board_size
|
||||
sh = self.STATE_HEIGHT
|
||||
ox, oy = self.get_board_origin_coords(game)
|
||||
|
||||
vertices = [
|
||||
Vertex(ox - 1, oy - 1),
|
||||
Vertex(ox + bw, oy - 1),
|
||||
Vertex(ox + bw, oy + bh),
|
||||
Vertex(ox + bw, oy + bh + sh),
|
||||
Vertex(ox - 1, oy + bh + sh),
|
||||
Vertex(ox - 1, oy + bh)
|
||||
]
|
||||
edges = [
|
||||
Edge(vertices[0], vertices[1]),
|
||||
Edge(vertices[1], vertices[2]),
|
||||
Edge(vertices[2], vertices[3]),
|
||||
Edge(vertices[3], vertices[4]),
|
||||
Edge(vertices[4], vertices[5]),
|
||||
Edge(vertices[5], vertices[0]),
|
||||
Edge(vertices[5], vertices[2]),
|
||||
]
|
||||
graph = Graph(vertices, edges)
|
||||
if game.debug:
|
||||
dw = self.DEBUG_WIDTH
|
||||
graph.vertices.append(Vertex(ox + bw + dw, oy - 1))
|
||||
graph.vertices.append(Vertex(ox + bw + dw, oy + bh + sh))
|
||||
graph.edges.append(Edge(graph.vertices[1], graph.vertices[6]))
|
||||
graph.edges.append(Edge(graph.vertices[6], graph.vertices[7]))
|
||||
graph.edges.append(Edge(graph.vertices[3], graph.vertices[7]))
|
||||
return graph
|
||||
|
||||
def check_terminal_size(self, game):
|
||||
bw, bh = game.board_size
|
||||
width_needed = bw + self.BORDER_X
|
||||
height_needed = bh + self.BORDER_Y + self.STATE_HEIGHT
|
||||
if self.terminal.width < width_needed:
|
||||
raise TerminalTooSmall(width=self.terminal.width, width_needed=width_needed)
|
||||
elif self.terminal.height < height_needed:
|
||||
raise TerminalTooSmall(height=self.terminal.height, height_needed=height_needed)
|
||||
|
||||
def board_origin(self, game):
|
||||
x, y = self.get_board_origin_coords(game)
|
||||
return self.terminal.move_xy(x, y)
|
||||
|
||||
def get_board_origin_coords(self, game):
|
||||
bw, bh = game.board_size
|
||||
margin_top = (self.terminal.height - bh - self.BORDER_Y) // 2
|
||||
if game.debug:
|
||||
margin_left = (self.terminal.width - bw - self.DEBUG_WIDTH - self.BORDER_X) // 2
|
||||
else:
|
||||
margin_left = (self.terminal.width - bw - self.BORDER_X) // 2
|
||||
return margin_left, margin_top
|
||||
|
||||
def get_state_origin_coords(self, game):
|
||||
bw, bh = game.board_size
|
||||
ox, oy = self.get_board_origin_coords(game)
|
||||
return ox, oy + bh + 1
|
||||
|
||||
def get_debug_origin_coords(self, game):
|
||||
bw, bh = game.board_size
|
||||
ox, oy = self.get_board_origin_coords(game)
|
||||
return ox + bw + 1, oy
|
||||
|
||||
|
||||
0
retro/view.py:Zone.Identifier
Normal file
0
retro/view.py:Zone.Identifier
Normal file
Reference in New Issue
Block a user