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2
.gitignore
vendored
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@@ -0,0 +1,2 @@
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__pycache__/
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.venv/
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19
README.md
Normal file
@@ -0,0 +1,19 @@
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# ElvenBane
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||||
|
||||
## Запуск с virtualenv
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||||
#### Linux/WSL:
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```
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||||
virtualenv .venv
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||||
source .venv/bin/activate
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||||
```
|
||||
|
||||
#### PowerShell:
|
||||
```
|
||||
python -m venv .venv
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||||
.venv\Scripts\Activate.ps1
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||||
```
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||||
|
||||
#### Общее:
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||||
```
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pip install -r requirements.txt
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```
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1
classes.py
Normal file
@@ -0,0 +1 @@
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from eb_terrain_objects import Rock
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564
common.py
@@ -1,15 +1,21 @@
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import os
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import json
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import uuid
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||||
import random
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||||
from dataclasses import dataclass, field
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||||
from copy import deepcopy
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from functools import partial
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import pygame
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import pygame_gui
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||||
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from classes import Rock
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||||
def scale_image(image, n):
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orig_size = image.get_size()
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new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
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return pygame.transform.smoothscale(image, new_size)
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from pathfinding.core.grid import Grid
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from pathfinding.finder.a_star import AStarFinder
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from collections import defaultdict
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from heapq import heappush, heappop
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||||
from math import sqrt, inf
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||||
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||||
def path_exists(data, path):
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current = data
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||||
@@ -19,3 +25,553 @@ def path_exists(data, path):
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||||
else:
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||||
return False
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||||
return True
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||||
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||||
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||||
def find_way(cells, start, goal, walkable, rocks_only):
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result = bfs_quick(cells, start, goal, walkable, rocks_only)
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return result
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'''
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col). row=y (строка), col=x (столбец)"""
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# rows = len(cells)
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# if rows == 0:
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# return None
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# cols = len(cells[0])
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# def is_passable(cell):
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# # Проходимо, если НЕ Rock в terrain И creature_obj отсутствует
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# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
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# # Проверка границ и проходимости старт/гол
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# s_row, s_col = start
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# g_row, g_col = goal
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# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
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# return None
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# start_cell = cells[s_row][s_col]
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# goal_cell = cells[g_row][g_col]
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# if not is_passable(start_cell) or not is_passable(goal_cell):
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# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
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# return None
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||||
# # A* поиск (используем прямые row,col вместо ID для простоты)
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# directions = [(-1, 0), (1, 0), (0, -1), (0, 1)] # вверх, вниз, лево, право
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||||
# open_set = []
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||||
# # f_score = g + h (h=манхэттен)
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# h = abs(s_row - g_row) + abs(s_col - g_col)
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||||
# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
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# came_from = {}
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# g_score = defaultdict(lambda: float('inf'))
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||||
# g_score[(s_row, s_col)] = 0
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||||
# while open_set:
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# _, _, row, col = heappop(open_set)
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# if (row, col) == (g_row, g_col):
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||||
# # Восстанавливаем путь
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||||
# path = []
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||||
# current = (row, col)
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||||
# while current in came_from:
|
||||
# path.append(current)
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||||
# current = came_from[current]
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||||
# path.append(start)
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||||
# return path[::-1]
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||||
# for dr, dc in directions:
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||||
# nr, nc = row + dr, col + dc
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||||
# if 0 <= nr < rows and 0 <= nc < cols:
|
||||
# if is_passable(cells[nr][nc]):
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||||
# tentative_g = g_score[(row, col)] + 1
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||||
# pos = (nr, nc)
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||||
# if tentative_g < g_score[pos]:
|
||||
# came_from[pos] = (row, col)
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# g_score[pos] = tentative_g
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# f = tentative_g + abs(nr - g_row) + abs(nc - g_col)
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# heappush(open_set, (f, tentative_g, nr, nc))
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# print("Путь не найден (нет связи)")
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# return None
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col) с диагональным движением"""
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# rows = len(cells)
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# if rows == 0:
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# return None
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# cols = len(cells[0])
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#
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# def is_passable(cell):
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# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
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#
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# s_row, s_col = start
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# g_row, g_col = goal
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# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
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# return None
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#
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# start_cell = cells[s_row][s_col]
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# goal_cell = cells[g_row][g_col]
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# if not is_passable(start_cell) or not is_passable(goal_cell):
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# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
|
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# return None
|
||||
#
|
||||
# # ★ 8 НАПРАВЛЕНИЙ: 4 основных + 4 диагональных ★
|
||||
# directions = [
|
||||
# (-1, 0), (1, 0), (0, -1), (0, 1), # вверх, вниз, лево, право (стоимость 1.0)
|
||||
# (-1, -1), (-1, 1), (1, -1), (1, 1) # диагонали (стоимость √2 ≈ 1.414)
|
||||
# ]
|
||||
#
|
||||
# open_set = []
|
||||
# h = abs(s_row - g_row) + abs(s_col - g_col) # эвристика манхэттен
|
||||
# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
|
||||
#
|
||||
# came_from = {}
|
||||
# g_score = defaultdict(lambda: float('inf'))
|
||||
# g_score[(s_row, s_col)] = 0
|
||||
#
|
||||
# while open_set:
|
||||
# _, _, row, col = heappop(open_set)
|
||||
# if (row, col) == (g_row, g_col):
|
||||
# # Восстанавливаем путь
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||||
# path = []
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||||
# current = (row, col)
|
||||
# while current in came_from:
|
||||
# path.append(current)
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||||
# current = came_from[current]
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||||
# path.append(start)
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# return path[::-1]
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||||
#
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# for dr, dc in directions:
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# nr, nc = row + dr, col + dc
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# if 0 <= nr < rows and 0 <= nc < cols:
|
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# if is_passable(cells[nr][nc]):
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# # ★ РАЗНЫЕ СТОИМОСТИ ДЛЯ ДИАГОНАЛЕЙ ★
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# if abs(dr) + abs(dc) == 2: # диагональ
|
||||
# move_cost = 1.414 # √2
|
||||
# else: # ортогональ
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||||
# move_cost = 1.0
|
||||
#
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||||
# tentative_g = g_score[(row, col)] + move_cost
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||||
# pos = (nr, nc)
|
||||
#
|
||||
# if tentative_g < g_score[pos]:
|
||||
# came_from[pos] = (row, col)
|
||||
# g_score[pos] = tentative_g
|
||||
#
|
||||
# # ★ ЧЕБЫШЕВ для диагоналей лучше манхэттена ★
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||||
# h = max(abs(nr - g_row), abs(nc - g_col))
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||||
# f = tentative_g + h
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||||
# heappush(open_set, (f, tentative_g, nr, nc))
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||||
#
|
||||
# print("Путь не найден (нет связи)")
|
||||
# return None
|
||||
|
||||
#def find_way(cells, start, goal):
|
||||
# """Находит путь с диагональным движением, но БЕЗ прохода через углы"""
|
||||
# rows = len(cells)
|
||||
# if rows == 0:
|
||||
# return None
|
||||
# cols = len(cells[0])
|
||||
#
|
||||
# def is_passable(cell):
|
||||
# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
|
||||
#
|
||||
# s_row, s_col = start
|
||||
# g_row, g_col = goal
|
||||
# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
|
||||
# return None
|
||||
#
|
||||
# start_cell = cells[s_row][s_col]
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||||
# goal_cell = cells[g_row][g_col]
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||||
# if not is_passable(start_cell) or not is_passable(goal_cell):
|
||||
# print(f"Старт/гол непроходимы")
|
||||
# return None
|
||||
#
|
||||
# directions = [
|
||||
# (-1, 0), (1, 0), (0, -1), (0, 1), # ортогональ (1.0)
|
||||
# (-1, -1), (-1, 1), (1, -1), (1, 1) # диагональ (1.414)
|
||||
# ]
|
||||
#
|
||||
# def can_move_diagonal(current_r, current_c, dr, dc):
|
||||
# """Проверяет, можно ли двигаться по диагонали (НЕ через угол)"""
|
||||
# nr, nc = current_r + dr, current_c + dc
|
||||
#
|
||||
# # Ортогональные соседи ДОЛЖНЫ быть проходимыми для диагонального хода
|
||||
# ortho1_r, ortho1_c = current_r + dr, current_c # вертикальный сосед
|
||||
# ortho2_r, ortho2_c = current_r, current_c + dc # горизонтальный сосед
|
||||
#
|
||||
# # Проверяем границы для ортососедей
|
||||
# if not (0 <= ortho1_r < rows and 0 <= ortho1_c < cols):
|
||||
# return False
|
||||
# if not (0 <= ortho2_r < rows and 0 <= ortho2_c < cols):
|
||||
# return False
|
||||
#
|
||||
# return (is_passable(cells[ortho1_r][ortho1_c]) and
|
||||
# is_passable(cells[ortho2_r][ortho2_c]))
|
||||
#
|
||||
# open_set = []
|
||||
# h = max(abs(s_row - g_row), abs(s_col - g_col))
|
||||
# heappush(open_set, (h, 0, s_row, s_col))
|
||||
#
|
||||
# came_from = {}
|
||||
# g_score = defaultdict(lambda: float('inf'))
|
||||
# g_score[(s_row, s_col)] = 0
|
||||
#
|
||||
# while open_set:
|
||||
# _, _, row, col = heappop(open_set)
|
||||
# if (row, col) == (g_row, g_col):
|
||||
# path = []
|
||||
# current = (row, col)
|
||||
# while current in came_from:
|
||||
# path.append(current)
|
||||
# current = came_from[current]
|
||||
# path.append(start)
|
||||
# return path[::-1]
|
||||
#
|
||||
# for dr, dc in directions:
|
||||
# nr, nc = row + dr, col + dc
|
||||
# if 0 <= nr < rows and 0 <= nc < cols:
|
||||
# target_cell = cells[nr][nc]
|
||||
#
|
||||
# if (nr, nc) != start and target_cell.creature_obj is not None:
|
||||
# continue
|
||||
# if not is_passable(target_cell):
|
||||
# continue
|
||||
#
|
||||
# if abs(dr) + abs(dc) == 2:
|
||||
# if not can_move_diagonal(row, col, dr, dc):
|
||||
# continue
|
||||
#
|
||||
# move_cost = 1.414 if abs(dr) + abs(dc) == 2 else 1.0
|
||||
# tentative_g = g_score[(row, col)] + move_cost
|
||||
# pos = (nr, nc)
|
||||
#
|
||||
# if tentative_g < g_score[pos]:
|
||||
# came_from[pos] = (row, col)
|
||||
# g_score[pos] = tentative_g
|
||||
# h = max(abs(nr - g_row), abs(nc - g_col))
|
||||
# f = tentative_g + h
|
||||
# heappush(open_set, (f, tentative_g, nr, nc))
|
||||
#
|
||||
# print("Путь не найден")
|
||||
# return None
|
||||
|
||||
|
||||
#def find_way(cells, start, goal):
|
||||
# """A* pathfinding — только новая библиотека"""
|
||||
# rows = len(cells)
|
||||
# if rows == 0:
|
||||
# print("Путь не найден: пустая карта")
|
||||
# return None
|
||||
#
|
||||
# cols = len(cells[0])
|
||||
#
|
||||
# # ★ Проверка границ ★
|
||||
# s_row, s_col = start
|
||||
# g_row, g_col = goal
|
||||
# if (s_row >= rows or s_col >= cols or
|
||||
# g_row >= rows or g_col >= cols):
|
||||
# print(f"Путь не найден: выход за границы карты {start} -> {goal}")
|
||||
# return None
|
||||
#
|
||||
# # ★ НАХОДИМ существо в start ★
|
||||
# start_creature = cells[s_row][s_col].creature_obj
|
||||
#
|
||||
# # Матрица препятствий
|
||||
# matrix = [[1 for _ in cells[row]] for row in range(rows)]
|
||||
#
|
||||
# for r in range(rows):
|
||||
# for c in range(cols):
|
||||
# cell_creature = cells[r][c].creature_obj
|
||||
# if cell_creature and cell_creature != start_creature:
|
||||
# matrix[r][c] = 0
|
||||
#
|
||||
# from pathfinding.core.grid import Grid
|
||||
# from pathfinding.finder.a_star import AStarFinder
|
||||
#
|
||||
# grid = Grid(matrix=matrix)
|
||||
# start_node = grid.node(s_row, s_col)
|
||||
# end_node = grid.node(g_row, g_col)
|
||||
#
|
||||
# finder = AStarFinder()
|
||||
# path_nodes, _ = finder.find_path(start_node, end_node, grid)
|
||||
#
|
||||
# if not path_nodes or len(path_nodes) <= 1:
|
||||
# print(f"Путь не найден: {start} -> {goal}")
|
||||
# return None
|
||||
#
|
||||
# path = [(node.x, node.y) for node in path_nodes]
|
||||
#
|
||||
# return path
|
||||
|
||||
'''
|
||||
|
||||
def bfs_quick(cells, start, goal, walkable, rocks_only):
|
||||
"""★СУПЕРБЫСТРЫЙ BFS: массивы вместо set/deque★"""
|
||||
rows = len(cells)
|
||||
if rows == 0:
|
||||
print("Путь не найден: пустая карта")
|
||||
return None
|
||||
|
||||
cols = len(cells[0])
|
||||
s_row, s_col = start
|
||||
g_row, g_col = goal
|
||||
|
||||
if (s_row >= rows or s_col >= cols or
|
||||
g_row >= rows or g_col >= cols):
|
||||
#print(f"Путь не найден: выход за границы {start} -> {goal}")
|
||||
return None
|
||||
|
||||
## ★ МАТРИЦЫ вместо set (10x быстрее хэширования) ★
|
||||
#walkable = [[True] * cols for _ in range(rows)]
|
||||
#rocks_only = [[False] * cols for _ in range(rows)]
|
||||
#start_creature = cells[s_row][s_col].creature_obj
|
||||
#
|
||||
#for r in range(rows):
|
||||
# for c in range(cols):
|
||||
# cell = cells[r][c]
|
||||
# if (cell.creature_obj and cell.creature_obj != start_creature) or \
|
||||
# (cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
|
||||
# walkable[r][c] = False
|
||||
# if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
|
||||
# rocks_only[r][c] = True
|
||||
|
||||
# ★ ВЫЧИСЛЯЕМЫЕ МАССИВЫ ★
|
||||
visited = [[False] * cols for _ in range(rows)]
|
||||
parent = [[None] * cols for _ in range(rows)]
|
||||
|
||||
# ★ БЫСТРАЯ ОЧЕРЕДЬ: индекс вместо deque ★
|
||||
queue_size = 0
|
||||
queue = [[0, 0] for _ in range(rows * cols)] # Предварительно выделяем
|
||||
queue[0] = [s_row, s_col]
|
||||
queue_size = 1
|
||||
front = 0
|
||||
|
||||
visited[s_row][s_col] = True
|
||||
|
||||
directions = [(-1,0), (1,0), (0,-1), (0,1),
|
||||
(-1,-1), (-1,1), (1,-1), (1,1)]
|
||||
|
||||
while front < queue_size:
|
||||
# ★ БЫСТРОЕ извлечение ★
|
||||
r, c = queue[front]
|
||||
front += 1
|
||||
|
||||
if r == g_row and c == g_col:
|
||||
path = []
|
||||
cr, cc = g_row, g_col
|
||||
while True:
|
||||
path.append((cr, cc))
|
||||
if parent[cr][cc] is None:
|
||||
break
|
||||
pr, pc = parent[cr][cc]
|
||||
cr, cc = pr, pc
|
||||
return path[::-1]
|
||||
|
||||
for dr, dc in directions:
|
||||
nr, nc = r + dr, c + dc
|
||||
|
||||
if (0 <= nr < rows and 0 <= nc < cols and
|
||||
walkable[nr][nc] and not visited[nr][nc]):
|
||||
|
||||
# ★ ПРОВЕРКА ДИАГОНАЛИ ★
|
||||
if dr * dc == 0 or can_move_diagonal(r, c, nr, nc, rocks_only, rows, cols):
|
||||
visited[nr][nc] = True
|
||||
parent[nr][nc] = (r, c)
|
||||
|
||||
# ★ БЫСТРОЕ добавление в очередь ★
|
||||
queue[queue_size] = [nr, nc]
|
||||
queue_size += 1
|
||||
|
||||
#print(f"Путь не найден: {start} -> {goal}")
|
||||
return None
|
||||
|
||||
def can_move_diagonal(r, c, nr, nc, rocks_only, rows, cols):
|
||||
"""Запрет среза только около rock"""
|
||||
dr = nr - r
|
||||
dc = nc - c
|
||||
r1, c1 = r + dr, c
|
||||
r2, c2 = r, c + dc
|
||||
|
||||
check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not rocks_only[r1][c1])
|
||||
check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not rocks_only[r2][c2])
|
||||
|
||||
return check1_ok and check2_ok
|
||||
|
||||
'''
|
||||
#def bfs_quick_d(obstacle_matrix, start, goal):
|
||||
# rows = len(obstacle_matrix)
|
||||
# if rows == 0:
|
||||
# print("❌ DEBUG: ПУСТАЯ МАТРИЦА")
|
||||
# return None
|
||||
#
|
||||
# cols = len(obstacle_matrix[0])
|
||||
# s_row, s_col = start
|
||||
# g_row, g_col = goal
|
||||
#
|
||||
# print(f"🔍 DEBUG: start={start}, goal={goal}, размер={rows}x{cols}")
|
||||
#
|
||||
# if (s_row >= rows or s_col >= cols or
|
||||
# g_row >= rows or g_col >= cols):
|
||||
# print(f"❌ DEBUG: ВЫХОД ЗА ГРАНИЦЫ: start({s_row},{s_col}) goal({g_row},{g_col})")
|
||||
# return None
|
||||
#
|
||||
# print(f"✅ DEBUG: Границы OK. obstacle[start]={obstacle_matrix[s_row][s_col]}, obstacle[goal]={obstacle_matrix[g_row][g_col]}")
|
||||
#
|
||||
# visited = [[False] * cols for _ in range(rows)]
|
||||
# parent = [[None] * cols for _ in range(rows)]
|
||||
#
|
||||
# queue_size = 0
|
||||
# queue = [[0, 0] for _ in range(rows * cols)]
|
||||
# queue[0] = [s_row, s_col]
|
||||
# queue_size = 1
|
||||
# front = 0
|
||||
#
|
||||
# visited[s_row][s_col] = True
|
||||
# print(f"✅ DEBUG: Старт добавлен в очередь. queue_size={queue_size}")
|
||||
#
|
||||
# directions = [(-1,0), (1,0), (0,-1), (0,1), (-1,-1), (-1,1), (1,-1), (1,1)]
|
||||
#
|
||||
# DEBUG_COUNTER = 0
|
||||
#
|
||||
# while front < queue_size:
|
||||
# r, c = queue[front]
|
||||
# front += 1
|
||||
# DEBUG_COUNTER += 1
|
||||
#
|
||||
# print(f"🔄 DEBUG[{DEBUG_COUNTER}]: обрабатываем ({r},{c}), очередь={front}/{queue_size}")
|
||||
#
|
||||
# if r == g_row and c == g_col:
|
||||
# print(f"✅ DEBUG: НАЙДЕН ЦЕЛЬ! Путь: ({r},{c})")
|
||||
# path = []
|
||||
# cr, cc = g_row, g_col
|
||||
# while True:
|
||||
# path.append((cr, cc))
|
||||
# if parent[cr][cc] is None:
|
||||
# break
|
||||
# pr, pc = parent[cr][cc]
|
||||
# cr, cc = pr, pc
|
||||
# return path[::-1]
|
||||
#
|
||||
# for dr, dc in directions:
|
||||
# nr, nc = r + dr, c + dc
|
||||
#
|
||||
# print(f" 📍 Проверяем соседа ({nr},{nc}): граница={0<=nr<rows and 0<=nc<cols}, "
|
||||
# f"visited={visited[nr][nc]}, obstacle={obstacle_matrix[nr][nc]}")
|
||||
#
|
||||
# if (0 <= nr < rows and 0 <= nc < cols and
|
||||
# not visited[nr][nc] and
|
||||
# not obstacle_matrix[nr][nc]):
|
||||
#
|
||||
# diagonal_ok = True
|
||||
# if dr * dc != 0:
|
||||
# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
|
||||
# print(f" ↘️ Диагональ: {diagonal_ok}")
|
||||
#
|
||||
# if diagonal_ok:
|
||||
# visited[nr][nc] = True
|
||||
# parent[nr][nc] = (r, c)
|
||||
# queue[queue_size] = [nr, nc]
|
||||
# queue_size += 1
|
||||
# print(f" ✅ Добавили ({nr},{nc}) в очередь. queue_size={queue_size}")
|
||||
# else:
|
||||
# print(f" ❌ Диагональ заблокирована!")
|
||||
# else:
|
||||
# print(f" ❌ Сосед отклонен!")
|
||||
#
|
||||
# print(f"❌ DEBUG: ОЧЕРЕДЬ ОПУСТЕЛА! Обработано {DEBUG_COUNTER} узлов")
|
||||
# print(f" Последняя клетка в очереди: {queue[front-1] if front > 0 else 'ПУСТО'}")
|
||||
# print(f" Цель ({g_row},{g_col}) помечена как visited? {visited[g_row][g_col]}")
|
||||
# return None
|
||||
#
|
||||
#
|
||||
#def bfs_quick(obstacle_matrix, start, goal):
|
||||
# """★СУПЕРБЫСТРЫЙ BFS 8-направлений★
|
||||
# obstacle_matrix - ТОЛЬКО камни
|
||||
# """
|
||||
# rows = len(obstacle_matrix)
|
||||
# if rows == 0:
|
||||
# return None
|
||||
#
|
||||
# cols = len(obstacle_matrix[0])
|
||||
# s_row, s_col = start
|
||||
# g_row, g_col = goal
|
||||
#
|
||||
# if (s_row >= rows or s_col >= cols or
|
||||
# g_row >= rows or g_col >= cols):
|
||||
# return None
|
||||
#
|
||||
# # ★ МАТРИЦЫ состояния ★
|
||||
# visited = [[False] * cols for _ in range(rows)]
|
||||
# parent = [[None] * cols for _ in range(rows)]
|
||||
#
|
||||
# # ★ БЫСТРАЯ ОЧЕРЕДЬ ★
|
||||
# queue_size = 0
|
||||
# queue = [[0, 0] for _ in range(rows * cols)]
|
||||
# queue[0] = [s_row, s_col]
|
||||
# queue_size = 1
|
||||
# front = 0
|
||||
#
|
||||
# visited[s_row][s_col] = True
|
||||
#
|
||||
# # ★ 8 НАПРАВЛЕНИЙ ★
|
||||
# directions = [(-1,0), (1,0), (0,-1), (0,1), # Кардинальные (всегда)
|
||||
# (-1,-1), (-1,1), (1,-1), (1,1)] # Диагональные
|
||||
#
|
||||
# while front < queue_size:
|
||||
# r, c = queue[front]
|
||||
# front += 1
|
||||
#
|
||||
# if r == g_row and c == g_col:
|
||||
# # ★ Реконструкция пути ★
|
||||
# path = []
|
||||
# cr, cc = g_row, g_col
|
||||
# while True:
|
||||
# path.append((cr, cc))
|
||||
# if parent[cr][cc] is None:
|
||||
# break
|
||||
# pr, pc = parent[cr][cc]
|
||||
# cr, cc = pr, pc
|
||||
# return path[::-1]
|
||||
#
|
||||
# for dr, dc in directions:
|
||||
# nr, nc = r + dr, c + dc
|
||||
#
|
||||
# if not (0 <= nr < rows and 0 <= nc < cols):
|
||||
# continue
|
||||
# if visited[nr][nc] or obstacle_matrix[nr][nc]:
|
||||
# continue
|
||||
#
|
||||
# diagonal_ok = True
|
||||
# if dr * dc != 0:
|
||||
# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
|
||||
# if diagonal_ok:
|
||||
# visited[nr][nc] = True
|
||||
# parent[nr][nc] = (r, c)
|
||||
# queue[queue_size] = [nr, nc]
|
||||
# queue_size += 1
|
||||
#
|
||||
# return None
|
||||
'''
|
||||
#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
|
||||
# """Диагональ БЛОКИРУЕТСЯ только камнями по углам"""
|
||||
# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
|
||||
# dr = nr - r
|
||||
# dc = nc - c
|
||||
#
|
||||
# r1, c1 = r + dr, c # Вертикальная соседка
|
||||
# r2, c2 = r, c + dc # Горизонтальная соседка
|
||||
#
|
||||
# check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not obstacle_matrix[r1][c1])
|
||||
# check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not obstacle_matrix[r2][c2])
|
||||
#
|
||||
# return check1_ok and check2_ok
|
||||
|
||||
#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
|
||||
# """Проверка диагонали с границами"""
|
||||
# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
|
||||
# dr = nr - r
|
||||
# dc = nc - c
|
||||
#
|
||||
# # ★ ПРОВЕРКА ГРАНИЦ ПОПЕРЕДУ ★
|
||||
# r1, c1 = r + dr, c # вертикальная
|
||||
# r2, c2 = r, c + dc # горизонтальная
|
||||
#
|
||||
# # Если УЖЕ за границей - False
|
||||
# if not (0 <= r1 < rows and 0 <= c1 < cols):
|
||||
# return False
|
||||
# if not (0 <= r2 < rows and 0 <= c2 < cols):
|
||||
# return False
|
||||
#
|
||||
# return not obstacle_matrix[r1][c1] and not obstacle_matrix[r2][c2]
|
||||
89468
def_map.json
479
eb_engine.py
@@ -1,20 +1,36 @@
|
||||
from common import pygame, os, json, uuid, deepcopy, dataclass, field
|
||||
from common import os, json, uuid, deepcopy, random
|
||||
from common import dataclass, field, partial
|
||||
from common import pygame, pygame_gui
|
||||
import eb_objects
|
||||
import eb_terrain_objects
|
||||
import eb_creature_objects
|
||||
|
||||
#from pympler import muppy, summary
|
||||
import gc, psutil, os
|
||||
|
||||
cell_classes = {"grass_small": eb_terrain_objects.Ground,
|
||||
"sword_default": eb_objects.Item}
|
||||
"sword_default": eb_objects.Item, "elf_watching": eb_creature_objects.Unit,
|
||||
"rock_small": eb_terrain_objects.Rock}
|
||||
|
||||
main_dir = os.path.dirname(os.path.abspath(__file__))
|
||||
sprites_dir = os.path.join(main_dir, "res", "sprites")
|
||||
|
||||
#class Render
|
||||
#class ObjectManager
|
||||
#class MapManager
|
||||
|
||||
#class Event
|
||||
#class EventManager
|
||||
|
||||
#class Control
|
||||
|
||||
@dataclass
|
||||
class Cell:
|
||||
terrain_obj: any
|
||||
terrain_obj: None = None
|
||||
item_obj: None = None
|
||||
creature_obj: None = None
|
||||
is_target: bool = False
|
||||
render_offset: tuple = (0.0, 0.0)
|
||||
|
||||
@dataclass
|
||||
class Map:
|
||||
@@ -22,65 +38,263 @@ class Map:
|
||||
sprites: dict
|
||||
sprites_refresh: int = 60
|
||||
cells: dict = field(default_factory = dict)
|
||||
walkable_matrix: list = field(default_factory = list)
|
||||
rocks_matrix: list = field(default_factory = list)
|
||||
color: str = "gray57"
|
||||
target_color: str = "gold"
|
||||
size: int = 150
|
||||
cell_size: int = 150
|
||||
bord: int = 3
|
||||
scale: float = 1
|
||||
cam_x: int = 0
|
||||
cam_y: int = 0
|
||||
cell_dist: int = 1
|
||||
|
||||
#effects[]
|
||||
#action_time_multiplier
|
||||
|
||||
def __post_init__(self):
|
||||
self.cells = {}
|
||||
with open(self.name, 'r') as file:
|
||||
buff = json.load(file)
|
||||
for line in range(len(buff)):
|
||||
self.cells[line] = []
|
||||
for cell in buff[str(line)]:
|
||||
final_cell = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
|
||||
for col, cell in enumerate(buff[str(line)]):
|
||||
final_cell = Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"]))
|
||||
|
||||
if cell["item_obj"]:
|
||||
final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
|
||||
final_cell.item_obj = cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"])
|
||||
|
||||
self.cells[line].append(deepcopy(final_cell))
|
||||
if cell["creature_obj"]:
|
||||
final_cell.creature_obj = cell_classes[cell["creature_obj"]["sprite_name"]](**cell["creature_obj"])
|
||||
final_cell.creature_obj.grid_pos = (line, col)
|
||||
|
||||
def draw_map(self, screen, current_frame, grid = True):
|
||||
self.cells[line].append(final_cell)
|
||||
|
||||
self.compute_walkable_rocks()
|
||||
for j in range(len(self.cells)):
|
||||
for i, cell in enumerate(self.cells[j]):
|
||||
dd = {"x": int((i * self.size + self.cam_x) * self.scale),
|
||||
"y": int((j * self.size + self.cam_y) * self.scale),
|
||||
"w": int(self.size * self.scale - self.cell_dist),
|
||||
"h": int(self.size * self.scale - self.cell_dist),
|
||||
"spr_up": current_frame % self.sprites_refresh,
|
||||
"sprites": self.sprites, "scale": self.scale,
|
||||
"screen": screen}
|
||||
|
||||
cell.terrain_obj.draw(dd)
|
||||
if cell.item_obj:
|
||||
cell.item_obj.draw(dd)
|
||||
for cell in self.cells[j]:
|
||||
if cell.creature_obj:
|
||||
cell.creature_obj.draw(dd)
|
||||
cell.creature_obj.walkable_matrix = self.walkable_matrix
|
||||
cell.creature_obj.rocks_matrix = self.rocks_matrix
|
||||
|
||||
|
||||
|
||||
def move_obj(self, type, start, goal):
|
||||
"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
|
||||
из клетки start=(row, col) в goal=(row, col)"""
|
||||
if goal is None:
|
||||
return False
|
||||
|
||||
s_y, s_x = start
|
||||
d_y, d_x = goal
|
||||
|
||||
# Проверка границ
|
||||
if (s_y >= len(self.cells) or s_x >= len(self.cells[s_y]) or
|
||||
d_y >= len(self.cells) or d_x >= len(self.cells[d_y])):
|
||||
return False
|
||||
|
||||
source_cell = self.cells[s_y][s_x]
|
||||
dest_cell = self.cells[d_y][d_x]
|
||||
obj = getattr(source_cell, type)
|
||||
check = getattr(dest_cell, type)
|
||||
|
||||
if obj is None or check is not None:
|
||||
return False
|
||||
|
||||
setattr(source_cell, type, None)
|
||||
setattr(dest_cell, type, obj)
|
||||
#obj.grid_pos = goal
|
||||
return True
|
||||
|
||||
def get_cell_at_mouse(self, mouse_pos):
|
||||
"""Возвращает индексы клетки (row, col) по позиции мыши или None если вне карты"""
|
||||
mx, my = mouse_pos
|
||||
# Переводим экранные координаты в координаты карты с учетом камеры и масштаба
|
||||
map_x = (mx - self.cam_x * self.scale) / self.scale / self.cell_size
|
||||
map_y = (my - self.cam_y * self.scale) / self.scale / self.cell_size
|
||||
|
||||
# Получаем индексы ближайшей клетки
|
||||
col = int(map_x)
|
||||
row = int(map_y)
|
||||
|
||||
# Проверяем границы карты
|
||||
if (row < 0 or row >= len(self.cells) or
|
||||
col < 0 or col >= len(self.cells[row])):
|
||||
return None
|
||||
|
||||
return (row, col)
|
||||
|
||||
def update_map(self, time_delta):
|
||||
self.compute_walkable_rocks()
|
||||
for j in range(len(self.cells)):
|
||||
for cell in self.cells[j]:
|
||||
if cell.creature_obj:
|
||||
cell.creature_obj.update(time_delta, self.cell_size, self)
|
||||
|
||||
def compute_walkable_rocks(self):
|
||||
"""Вычисляет матрицы walkable и rocks_only БЕЗ учета стартовой позиции"""
|
||||
rows = len(self.cells)
|
||||
if rows == 0:
|
||||
return None, None
|
||||
|
||||
cols = len(self.cells[0])
|
||||
|
||||
# ★ ИНИЦИАЛИЗАЦИЯ ★
|
||||
self.walkable_matrix = [[True] * cols for _ in range(rows)]
|
||||
self.rocks_matrix = [[False] * cols for _ in range(rows)]
|
||||
|
||||
# ★ ПОЛНЫЙ ПРОХОД ПО КАРТЕ ★
|
||||
for r in range(rows):
|
||||
for c in range(cols):
|
||||
cell = self.cells[r][c]
|
||||
# Запрещаем ВСЕ существа (включая стартовое!)
|
||||
if cell.creature_obj or \
|
||||
(cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
|
||||
self.walkable_matrix[r][c] = False
|
||||
|
||||
# Отмечаем маленькие камни
|
||||
if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
|
||||
self.rocks_matrix[r][c] = True
|
||||
|
||||
# def draw_map(self, screen, current_frame, grid=True):
|
||||
# terrain_list = []
|
||||
# creature_list = []
|
||||
#
|
||||
# # ★ 1 ПАСС: собираем terrain и creatures ★
|
||||
# for j in range(len(self.cells)):
|
||||
# for i, cell in enumerate(self.cells[j]):
|
||||
# base_x = i * self.cell_size + self.cam_x
|
||||
# base_y = j * self.cell_size + self.cam_y
|
||||
#
|
||||
# # Terrain данные
|
||||
# terrain_dd = {
|
||||
# "x": int(base_x * self.scale), "y": int(base_y * self.scale),
|
||||
# "w": int(self.cell_size * self.scale - self.cell_dist),
|
||||
# "h": int(self.cell_size * self.scale - self.cell_dist),
|
||||
# "spr_up": current_frame % self.sprites_refresh,
|
||||
# "sprites": self.sprites, "scale": self.scale, "screen": screen
|
||||
# }
|
||||
# terrain_list.append((cell.terrain_obj, terrain_dd))
|
||||
#
|
||||
# # Creature данные (если есть)
|
||||
# if cell.creature_obj:
|
||||
# offset_x, offset_y = cell.creature_obj.render_offset
|
||||
# creature_dd = terrain_dd.copy()
|
||||
# creature_dd["x"] = int((base_x + offset_x) * self.scale)
|
||||
# creature_dd["y"] = int((base_y + offset_y) * self.scale)
|
||||
# creature_list.append((cell.creature_obj, creature_dd))
|
||||
#
|
||||
# # ★ 2 ПАСС: рисуем terrain ★
|
||||
# for obj, dd in terrain_list:
|
||||
# obj.draw(dd)
|
||||
#
|
||||
# # ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
|
||||
# for obj, dd in creature_list:
|
||||
# obj.draw(dd)
|
||||
#
|
||||
# # ★ 4 ПАСС: grid поверх всего ★
|
||||
# for j in range(len(self.cells)):
|
||||
# for i, cell in enumerate(self.cells[j]):
|
||||
# base_x = i * self.cell_size + self.cam_x
|
||||
# base_y = j * self.cell_size + self.cam_y
|
||||
# grid_rect = pygame.Rect(
|
||||
# int(base_x * self.scale), int(base_y * self.scale),
|
||||
# int(self.cell_size * self.scale - self.cell_dist),
|
||||
# int(self.cell_size * self.scale - self.cell_dist)
|
||||
# )
|
||||
# color = self.target_color if cell.is_target else self.color
|
||||
# pygame.draw.rect(screen, color, grid_rect, self.bord)
|
||||
|
||||
def draw_map(self, screen, current_frame, grid=True):
|
||||
screen_rect = screen.get_rect()
|
||||
terrain_list = []
|
||||
creature_list = []
|
||||
|
||||
# Вычисляем видимую область в координатах карты (аналогично get_cell_at_mouse)
|
||||
left_map = (self.cam_x * self.scale) / self.scale / self.cell_size
|
||||
top_map = (self.cam_y * self.scale) / self.scale / self.cell_size
|
||||
right_map = ((self.cam_x * self.scale + screen_rect.width) / self.scale / self.cell_size)
|
||||
bottom_map = ((self.cam_y * self.scale + screen_rect.height) / self.scale / self.cell_size)
|
||||
|
||||
min_row = max(0, int(top_map - 1)) # -1 для буфера
|
||||
max_row = min(len(self.cells), int(bottom_map + 2)) # +2 для буфера
|
||||
min_col = max(0, int(left_map - 1))
|
||||
max_col = min(len(self.cells[0]) if self.cells and self.cells[0] else 0, int(right_map + 2))
|
||||
|
||||
# ★ 1 ПАСС: собираем только видимые terrain и creatures ★
|
||||
for j in range(min_row, max_row):
|
||||
if j not in self.cells: continue
|
||||
row_cells = self.cells[j]
|
||||
for i in range(min_col, min(max_col, len(row_cells))):
|
||||
cell = row_cells[i]
|
||||
|
||||
base_x = i * self.cell_size + self.cam_x
|
||||
base_y = j * self.cell_size + self.cam_y
|
||||
|
||||
# Terrain данные
|
||||
terrain_dd = {
|
||||
"x": int(base_x * self.scale), "y": int(base_y * self.scale),
|
||||
"w": int(self.cell_size * self.scale - self.cell_dist),
|
||||
"h": int(self.cell_size * self.scale - self.cell_dist),
|
||||
"spr_up": current_frame % self.sprites_refresh,
|
||||
"sprites": self.sprites, "scale": self.scale, "screen": screen
|
||||
}
|
||||
terrain_list.append((cell.terrain_obj, terrain_dd))
|
||||
|
||||
# Creature данные (если есть)
|
||||
if cell.creature_obj:
|
||||
offset_x, offset_y = cell.creature_obj.render_offset
|
||||
creature_dd = terrain_dd.copy()
|
||||
creature_dd["x"] = int((base_x + offset_x) * self.scale)
|
||||
creature_dd["y"] = int((base_y + offset_y) * self.scale)
|
||||
creature_list.append((cell.creature_obj, creature_dd))
|
||||
|
||||
# ★ 2 ПАСС: рисуем terrain ★
|
||||
for obj, dd in terrain_list:
|
||||
obj.draw(dd)
|
||||
|
||||
# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
|
||||
for obj, dd in creature_list:
|
||||
obj.draw(dd)
|
||||
|
||||
# ★ 4 ПАСС: grid только для видимых ячеек ★
|
||||
for j in range(min_row, max_row):
|
||||
if j not in self.cells: continue
|
||||
row_cells = self.cells[j]
|
||||
for i in range(min_col, min(max_col, len(row_cells))):
|
||||
cell = row_cells[i]
|
||||
base_x = i * self.cell_size + self.cam_x
|
||||
base_y = j * self.cell_size + self.cam_y
|
||||
grid_rect = pygame.Rect(
|
||||
int(base_x * self.scale), int(base_y * self.scale),
|
||||
int(self.cell_size * self.scale - self.cell_dist),
|
||||
int(self.cell_size * self.scale - self.cell_dist) # ИСПРАВЛЕНО
|
||||
)
|
||||
color = self.target_color if cell.is_target else self.color
|
||||
pygame.draw.rect(screen, color, grid_rect, self.bord)
|
||||
|
||||
if grid:
|
||||
pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
|
||||
|
||||
@dataclass
|
||||
class Engine:
|
||||
sprites: dict = field(default_factory = dict)
|
||||
cached_sprites: dict = field(default_factory = dict)
|
||||
screen: pygame.Surface = ((1, 1))
|
||||
width: int = 1600
|
||||
height: int = 800
|
||||
camera_step: int = 10
|
||||
scale_step: float = 0.01
|
||||
spr_scale: float = 1
|
||||
|
||||
def __post_init__(self):
|
||||
self.sprites = {}
|
||||
pygame.init()
|
||||
pygame.display.set_caption('Elvenbane')
|
||||
self.screen = pygame.display.set_mode((self.width, self.height))
|
||||
self.load_sprites()
|
||||
self.screen = pygame.display.set_mode((self.width, self.height), pygame.HWSURFACE | pygame.DOUBLEBUF)
|
||||
print("The engine has started. Sprites were successfully loaded.\n")
|
||||
self.load_sprites()
|
||||
print("Sprites were successfully loaded.\n")
|
||||
self.cached_sprites = deepcopy(self.sprites)
|
||||
print("Sprites were successfully cached.\n")
|
||||
|
||||
def load_sprites(self, folder_path = sprites_dir):
|
||||
self.sprites = {}
|
||||
@@ -101,10 +315,64 @@ class Engine:
|
||||
for num, f in items
|
||||
]
|
||||
|
||||
def scale_image(self, image):
|
||||
orig_size = image.get_size()
|
||||
new_size = (int(orig_size[0] * self.spr_scale), int(orig_size[1] * self.spr_scale))
|
||||
return pygame.transform.smoothscale(image, new_size)
|
||||
|
||||
def scale_sprites(self):
|
||||
for sp_name, sprite_list in self.sprites.items():
|
||||
for i, sprite in enumerate(sprite_list):
|
||||
scaled = self.scale_image(sprite)
|
||||
self.cached_sprites[sp_name][i] = scaled
|
||||
|
||||
def create_console(self, manager):
|
||||
console_window = pygame_gui.elements.UIWindow(
|
||||
pygame.Rect(100, 100, 400, 300),
|
||||
manager=manager,
|
||||
window_display_title='Console',
|
||||
resizable=True
|
||||
)
|
||||
|
||||
input_entry = pygame_gui.elements.UITextEntryLine(
|
||||
relative_rect=pygame.Rect(10, 250, 380, 30),
|
||||
container=console_window,
|
||||
manager=manager
|
||||
)
|
||||
|
||||
# ★ UIScrollingContainer ★
|
||||
scroll_container = pygame_gui.elements.UIScrollingContainer(
|
||||
relative_rect=pygame.Rect(10, 10, 380, 230),
|
||||
container=console_window,
|
||||
manager=manager,
|
||||
allow_scroll_x=False
|
||||
)
|
||||
|
||||
# ★ UITextBox ВНУТРИ контейнера ★
|
||||
output_box = pygame_gui.elements.UITextBox(
|
||||
html_text=">>> hlwrld1\n",
|
||||
relative_rect=pygame.Rect(0, 0, 380, 1000), # ← Увеличьте высоту!
|
||||
container=scroll_container,
|
||||
manager=manager
|
||||
)
|
||||
|
||||
scroll_container.set_scrollable_area_dimensions((380, 2000))
|
||||
return console_window, input_entry, scroll_container, output_box
|
||||
|
||||
def main_loop(self):
|
||||
easy_map = Map("def_map.json", self.sprites)
|
||||
#sp = eb_objects.Sprite(self.sprites, "elf_watching")
|
||||
#gr = pygame.image.load(file_path).convert_alpha()
|
||||
easy_map = Map("def_map.json", self.cached_sprites)
|
||||
background = pygame.Surface((1600, 800))
|
||||
background.fill("chartreuse4")
|
||||
|
||||
manager = pygame_gui.UIManager((1600, 800))
|
||||
|
||||
#hello_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((350, 275), (100, 50)),
|
||||
# text='Say Hello',
|
||||
# manager=manager)
|
||||
|
||||
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
|
||||
output_log = ">>> hlwrld1\n"
|
||||
console_active = False
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
running = True
|
||||
@@ -114,21 +382,123 @@ class Engine:
|
||||
global_counter = 0
|
||||
global_counter_cap = 100000
|
||||
|
||||
active_cell = None
|
||||
|
||||
# profiling
|
||||
|
||||
process = psutil.Process(os.getpid())
|
||||
gc.collect()
|
||||
mem_before = process.memory_info().rss / 1024
|
||||
|
||||
|
||||
NUM_ELVES = 2000
|
||||
elf_count = 0
|
||||
space_pressed = False
|
||||
spawn = False
|
||||
|
||||
def spawn_elves():
|
||||
spawn_positions = [(0,0), (0,99), (99,0), (99,99), (50,50)]
|
||||
|
||||
for pos in spawn_positions:
|
||||
row, col = pos
|
||||
if (row < len(easy_map.cells) and
|
||||
col < len(easy_map.cells[row]) and
|
||||
easy_map.cells[row][col].creature_obj is None):
|
||||
|
||||
elf = eb_objects.Creature(id=f"elf_{random.randint(1000,9999)}",
|
||||
name="Elf", sprite_name="elf_watching",
|
||||
grid_pos = pos,
|
||||
walkable_matrix = easy_map.walkable_matrix,
|
||||
rocks_matrix = easy_map.rocks_matrix)
|
||||
|
||||
r_move_short = eb_objects.Action(sprite_name="elf_watching", func=partial(elf.patrol, easy_map.cells, 3), duration=0.01)
|
||||
r_move_long = eb_objects.Action(sprite_name="elf_watching", func=partial(elf.move_rand, easy_map.cells, 0, 99), duration=0.01)
|
||||
elf.tasks.append([r_move_short]*5 + [r_move_long])
|
||||
easy_map.cells[row][col].creature_obj = elf
|
||||
|
||||
while running:
|
||||
time_delta = clock.tick(60)/1000.0
|
||||
#pygame.event.clear()
|
||||
if global_counter % 1000 == 0:
|
||||
gc.collect()
|
||||
mem_after = process.memory_info().rss / 1024
|
||||
print(f"Leak: {mem_after - mem_before:.1f} KB per 1000 frames")
|
||||
|
||||
if global_counter % 100 == 0 and spawn == True:
|
||||
spawn_elves()
|
||||
elf_count += 5
|
||||
|
||||
# poll for events
|
||||
# pygame.QUIT event means the user clicked X to close your window
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_SPACE and elf_count < NUM_ELVES and not space_pressed:
|
||||
#spawn_elf()
|
||||
#elf_count += 1
|
||||
if spawn == False:
|
||||
spawn = True
|
||||
else: spawn = False
|
||||
space_pressed = True
|
||||
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_SPACE:
|
||||
space_pressed = False
|
||||
|
||||
if event.type == pygame.MOUSEWHEEL:
|
||||
scroll_y = event.y
|
||||
|
||||
if scroll_y > 0:
|
||||
easy_map.scale += self.scale_step * 5
|
||||
self.spr_scale += self.scale_step * 5
|
||||
self.scale_sprites()
|
||||
elif scroll_y < 0 and easy_map.scale >= self.scale_step:
|
||||
easy_map.scale -= self.scale_step * 5
|
||||
self.spr_scale -= self.scale_step * 5
|
||||
self.scale_sprites()
|
||||
|
||||
|
||||
if event.type == pygame_gui.UI_TEXT_ENTRY_FINISHED and event.ui_element == input_entry:
|
||||
user_text = input_entry.get_text()
|
||||
exec(user_text)
|
||||
if user_text.strip():
|
||||
output_log += f">>> {user_text}\n"
|
||||
output_box.set_text(output_log)
|
||||
input_entry.set_text("")
|
||||
user_text = ""
|
||||
console_active = False
|
||||
|
||||
console_active = bool(input_entry.get_text().strip())
|
||||
|
||||
if event.type == pygame.VIDEORESIZE:
|
||||
new_size = event.size
|
||||
self.screen = pygame.display.set_mode(new_size, pygame.RESIZABLE)
|
||||
manager.clear_and_set_new_size((new_size[0], new_size[1]))
|
||||
|
||||
# ★ ПЕРЕСОЗДАНИЕ ★
|
||||
console_window.kill()
|
||||
input_entry.kill()
|
||||
scroll_container.kill()
|
||||
output_box.kill()
|
||||
|
||||
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
|
||||
|
||||
|
||||
manager.process_events(event)
|
||||
|
||||
manager.update(time_delta)
|
||||
# fill the screen with a color to wipe away anything from last frame
|
||||
self.screen.fill("chartreuse4")
|
||||
|
||||
#self.screen.fill("chartreuse4")
|
||||
self.screen.blit(background, (0, 0))
|
||||
easy_map.update_map(time_delta)
|
||||
easy_map.draw_map(self.screen, current_frame + 1)
|
||||
#print(easy_map.cells[0][0].item_obj.sprite_cache)
|
||||
manager.draw_ui(self.screen)
|
||||
|
||||
if unlock:
|
||||
if not console_active:
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
if keys[pygame.K_w]:
|
||||
easy_map.cam_y += self.camera_step
|
||||
if keys[pygame.K_s]:
|
||||
@@ -137,10 +507,45 @@ class Engine:
|
||||
easy_map.cam_x += self.camera_step
|
||||
if keys[pygame.K_d]:
|
||||
easy_map.cam_x -= self.camera_step
|
||||
|
||||
if keys[pygame.K_q]:
|
||||
easy_map.scale += self.scale_step
|
||||
self.spr_scale += self.scale_step
|
||||
self.scale_sprites()
|
||||
if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
|
||||
easy_map.scale -= self.scale_step
|
||||
self.spr_scale -= self.scale_step
|
||||
self.scale_sprites()
|
||||
|
||||
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
console_rect = console_window.get_abs_rect()
|
||||
if not console_rect.collidepoint(mouse_pos):
|
||||
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
|
||||
if cell_coords:
|
||||
# Сбрасываем предыдущую цель
|
||||
if active_cell is not None:
|
||||
row, col = active_cell
|
||||
if row in easy_map.cells and col < len(easy_map.cells[row]):
|
||||
easy_map.cells[row][col].is_target = False
|
||||
|
||||
active_cell = cell_coords # Теперь кортеж (row, col)
|
||||
row, col = active_cell
|
||||
easy_map.cells[row][col].is_target = True
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
console_rect = console_window.get_abs_rect()
|
||||
if (not console_rect.collidepoint(mouse_pos) and
|
||||
active_cell is not None and
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj is not None):
|
||||
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
|
||||
if cell_coords:
|
||||
#print(f"Движение: {active_cell} -> {cell_coords}")
|
||||
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(easy_map.cells, cell_coords)
|
||||
|
||||
if keys[pygame.K_ESCAPE]:
|
||||
running = False
|
||||
|
||||
@@ -151,8 +556,10 @@ class Engine:
|
||||
global_counter = 0
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
# limits FPS to 60
|
||||
clock.tick(max_fps)
|
||||
pygame.display.update()
|
||||
|
||||
if global_counter % 10 == 0:
|
||||
current_fps = clock.get_fps()
|
||||
print(f"Elves count: {elf_count} - Current FPS: {current_fps:.2f}")
|
||||
|
||||
pygame.quit()
|
||||
278
eb_objects.py
@@ -1,4 +1,21 @@
|
||||
from common import deepcopy, dataclass, field, scale_image, path_exists
|
||||
from common import deepcopy, dataclass, field, random
|
||||
|
||||
@dataclass
|
||||
class Action:
|
||||
sprite_name: str
|
||||
func: function
|
||||
duration: float
|
||||
progress: float = 0.0
|
||||
#status: str = "pending"
|
||||
#взаимодействие с инвентарем
|
||||
#взять предмет
|
||||
#бросить предмет
|
||||
#передать предмет
|
||||
#собрать ресурс
|
||||
#активное действие с оружием
|
||||
#колдовство
|
||||
|
||||
#class Task
|
||||
|
||||
@dataclass
|
||||
class Object:
|
||||
@@ -6,40 +23,25 @@ class Object:
|
||||
name: str
|
||||
sprite_name: str
|
||||
sprite_state: int = 0
|
||||
#sprite_scale: int = 1
|
||||
#sprite_cache: dict = field(default_factory = dict)
|
||||
#sprite_cache_upd: int = 100
|
||||
#
|
||||
#def cache_sprite(self, sprites):
|
||||
# if self.sprite_name not in self.sprite_cache:
|
||||
# self.sprite_cache[self.sprite_name] = {}
|
||||
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(sprites[self.sprite_name][self.sprite_state])
|
||||
#
|
||||
#def scale_cached(self, draw_data):
|
||||
# if self.sprite_scale != draw_data["scale"]:
|
||||
# self.sprite_scale = draw_data["scale"]
|
||||
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"]))
|
||||
|
||||
grid_pos: tuple = None
|
||||
# current_map
|
||||
# pos
|
||||
# weight
|
||||
# effects = {}
|
||||
|
||||
def draw(self, draw_data):
|
||||
#if draw_data["global_counter"] > self.sprite_cache_upd:
|
||||
# self.sprite_cache = {}
|
||||
|
||||
if draw_data["spr_up"] == 0:
|
||||
if self.sprite_state == len(draw_data["sprites"][self.sprite_name]) - 1:
|
||||
self.sprite_state = 0
|
||||
else:
|
||||
self.sprite_state += 1
|
||||
|
||||
#if path_exists(self.sprite_cache, [self.sprite_name, self.sprite_state]):
|
||||
# self.scale_cached(draw_data)
|
||||
#else:
|
||||
# self.cache_sprite(draw_data["sprites"])
|
||||
|
||||
sp = scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"])
|
||||
sp = draw_data["sprites"][self.sprite_name][self.sprite_state]
|
||||
rect = sp.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
|
||||
draw_data["screen"].blit(sp, rect)
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
@dataclass
|
||||
class Terrain(Object):
|
||||
@@ -47,14 +49,234 @@ class Terrain(Object):
|
||||
|
||||
@dataclass
|
||||
class Creature(Object):
|
||||
direction: int = 0 # tuple?
|
||||
move_progress: float = 0.0 # 0.0 = старт клетки, 1.0 = конец клетки
|
||||
current_target: tuple = None # (row, col) следующая клетка
|
||||
final_goal: tuple = None
|
||||
move_speed: float = 0.02 # пикселей/кадр
|
||||
render_offset: tuple = (0.0, 0.0)
|
||||
start_pos: tuple = None # (row, col) начальная позиция сегмента пути
|
||||
replan_counter: int = 0
|
||||
REPLAN_INTERVAL: int = 30000
|
||||
waypoints: list = field(default_factory = list)
|
||||
walkable_matrix: list = field(default_factory = list)
|
||||
rocks_matrix: list = field(default_factory = list)
|
||||
|
||||
inventory: dict = field(default_factory = dict)
|
||||
quick_actions: list = field(default_factory = list)
|
||||
tasks: list = field(default_factory = list)
|
||||
|
||||
action: Action = None
|
||||
action_time: float = 0.0
|
||||
action_counter: int = 0
|
||||
task_counter: int = 0
|
||||
|
||||
new_task: list = field(default_factory = list)
|
||||
interrupt_task: list = field(default_factory = list)
|
||||
|
||||
interrupt_action_status: str = "completed"
|
||||
|
||||
def replan(self, cells, pos):
|
||||
from common import find_way
|
||||
path = find_way(cells, pos, self.final_goal, self.walkable_matrix, self.rocks_matrix)
|
||||
if path and len(path) > 1:
|
||||
self.waypoints = path[1:]
|
||||
self.current_target = self.waypoints[0]
|
||||
else:
|
||||
self.waypoints.clear()
|
||||
self.current_target = None
|
||||
self.final_goal = None
|
||||
|
||||
def calc_step(self, time_delta, cell_size, map_obj):
|
||||
if self.current_target is None or not self.waypoints:
|
||||
self.render_offset = (0.0, 0.0)
|
||||
return
|
||||
|
||||
#self.replan_counter += 1
|
||||
#if self.replan_counter >= self.REPLAN_INTERVAL:
|
||||
# self.replan_counter = 0
|
||||
# self.replan(map_obj.cells, self.start_pos)
|
||||
|
||||
|
||||
if self.current_target is None: return
|
||||
|
||||
#target_row, target_col = self.current_target
|
||||
#if (target_row in map_obj.cells and
|
||||
# target_col < len(map_obj.cells[target_row])):
|
||||
# target_cell = map_obj.cells[target_row][target_col]
|
||||
#if target_cell.creature_obj is not None:
|
||||
# self.current_target = None
|
||||
# self.waypoints.clear()
|
||||
# self.render_offset = (0.0, 0.0)
|
||||
# self.replan(map_obj.cells, self.start_pos)
|
||||
# return
|
||||
|
||||
self.move_progress += self.move_speed * time_delta * 60
|
||||
self.move_progress = min(self.move_progress, 1.0)
|
||||
|
||||
if self.move_progress >= 1.0:
|
||||
if (map_obj.move_obj('creature_obj', self.start_pos, self.current_target)):
|
||||
self.grid_pos = self.current_target
|
||||
else:
|
||||
self.current_target = None
|
||||
self.waypoints.clear()
|
||||
self.render_offset = (0.0, 0.0)
|
||||
#если в матрице не считаем объекты, то:
|
||||
#добавляем клетку в матрицу, матрицу периодически чистим
|
||||
#посчитать как дорого обходится просчёт матрицы
|
||||
self.replan(map_obj.cells, self.start_pos)
|
||||
#тут сделать красивый переход в одну из соседних клеток
|
||||
return
|
||||
|
||||
if self.waypoints: self.waypoints.pop(0)
|
||||
|
||||
if self.waypoints:
|
||||
self.start_pos = self.current_target
|
||||
self.current_target = self.waypoints[0]
|
||||
self.move_progress = 0.0
|
||||
self.render_offset = (0.0, 0.0)
|
||||
else:
|
||||
#print(111111111111111)
|
||||
self.current_target = None
|
||||
self.final_goal = None
|
||||
self.render_offset = (0.0, 0.0)
|
||||
return
|
||||
|
||||
if self.current_target is None:
|
||||
self.render_offset = (0.0, 0.0)
|
||||
return
|
||||
|
||||
start_row, start_col = self.start_pos
|
||||
target_row, target_col = self.current_target
|
||||
offset_x = (target_col - start_col) * cell_size * self.move_progress
|
||||
offset_y = (target_row - start_row) * cell_size * self.move_progress
|
||||
self.render_offset = (offset_x, offset_y)
|
||||
|
||||
def move(self, cells, goal):
|
||||
from common import find_way
|
||||
self.final_goal = goal
|
||||
path = find_way(cells, self.grid_pos, self.final_goal, self.walkable_matrix, self.rocks_matrix)
|
||||
if path and len(path) > 1:
|
||||
self.waypoints = path[1:]
|
||||
self.current_target = self.waypoints[0]
|
||||
self.move_progress = 0.0
|
||||
self.start_pos = self.grid_pos
|
||||
self.render_offset = (0.0, 0.0)
|
||||
else:
|
||||
self.final_goal = None
|
||||
|
||||
def create_task(self):
|
||||
self.new_task = []
|
||||
|
||||
#add actions_default_durations dict {func1: dur1, ...}
|
||||
def add_action(self, sprite_name: str, func: function, duration: float):
|
||||
self.new_task.append(Action(sprite_name, func, duration))
|
||||
|
||||
def add_task(self):
|
||||
self.tasks.append(self.new_task)
|
||||
|
||||
def add_interr_task(self):
|
||||
pass
|
||||
#status
|
||||
#actions
|
||||
#tasks
|
||||
#items
|
||||
#param resume_on_interrupt, Bool
|
||||
#if True
|
||||
# save goal to buffer
|
||||
#if False
|
||||
# action/task_counter = 0
|
||||
#clear goal/wp
|
||||
|
||||
def update(self, time_delta, cell_size, map_obj):
|
||||
self.walkable_matrix = map_obj.walkable_matrix
|
||||
self.rocks_matrix = map_obj.rocks_matrix
|
||||
|
||||
#quick_actions? here?
|
||||
#print(self.waypoints, self.final_goal, self.action_counter, self.task_counter)
|
||||
if self.final_goal is not None:
|
||||
#print(2)
|
||||
self.calc_step(time_delta, cell_size, map_obj)
|
||||
return
|
||||
|
||||
if self.interrupt_task and self.interrupt_action_status == "completed":
|
||||
#print(3)
|
||||
self.action_time = 0.0
|
||||
self.action = self.interrupt_task.pop(0)
|
||||
self.interrupt_action_status = "active"
|
||||
|
||||
#print(f" DEBUG: tasks={len(self.tasks)}, "
|
||||
# f"task_len={len(self.tasks[self.task_counter]) if self.tasks else 0}, "
|
||||
# f"action={self.action is not None}")
|
||||
|
||||
if self.action:
|
||||
#print(self.action_counter, self.task_counter)
|
||||
self.action_time += time_delta
|
||||
self.action.progress = min(1.0, self.action_time / self.action.duration)
|
||||
|
||||
if self.action_time >= self.action.duration:
|
||||
self.action.func()
|
||||
if self.interrupt_action_status == "active":
|
||||
self.interrupt_action_status == "completed"
|
||||
#if not self.inter_task and goal: move to buff_goal from self.pos (add to Object)
|
||||
self.action = None
|
||||
self.action_time = 0.0
|
||||
|
||||
|
||||
elif self.tasks:
|
||||
#print(6)
|
||||
if self.action_counter < len(self.tasks[self.task_counter]):
|
||||
self.action = self.tasks[self.task_counter][self.action_counter]
|
||||
self.action_counter += 1
|
||||
else:
|
||||
self.task_counter += 1
|
||||
self.action_counter = 0
|
||||
if self.task_counter == len(self.tasks):
|
||||
self.task_counter = 0
|
||||
|
||||
self.action = self.tasks[self.task_counter][self.action_counter]
|
||||
self.action_counter += 1
|
||||
self.action_time = 0.0
|
||||
|
||||
|
||||
#elif self.tasks:
|
||||
# if self.action_counter >= len(self.tasks[self.task_counter]):
|
||||
# self.task_counter += 1
|
||||
# self.action_counter = 0
|
||||
# if self.task_counter >= len(self.tasks):
|
||||
# self.task_counter = 0
|
||||
#
|
||||
# self.action = self.tasks[self.task_counter][self.action_counter]
|
||||
# self.action_counter += 1
|
||||
# self.action_time = 0.0
|
||||
|
||||
def patrol(self, cells, area):
|
||||
goal = (random.randint(self.grid_pos[0] - area,
|
||||
self.grid_pos[0] + area),
|
||||
random.randint(self.grid_pos[1] - area,
|
||||
self.grid_pos[1] + area))
|
||||
while goal == self.grid_pos:
|
||||
goal = (random.randint(self.grid_pos[0] - area,
|
||||
self.grid_pos[0] + area),
|
||||
random.randint(self.grid_pos[1] - area,
|
||||
self.grid_pos[1] + area))
|
||||
self.move(cells, goal)
|
||||
|
||||
|
||||
def move_rand(self, cells, area_start, area_end):
|
||||
goal = (random.randint(area_start, area_end), random.randint(area_start, area_end))
|
||||
while goal == self.grid_pos:
|
||||
goal = (random.randint(area_start, area_end), random.randint(area_start, area_end))
|
||||
self.move(cells, goal)
|
||||
|
||||
|
||||
|
||||
|
||||
@dataclass
|
||||
class Item(Object):
|
||||
# passive_abilities = {}
|
||||
# active_abilities = {}
|
||||
pass
|
||||
|
||||
@dataclass
|
||||
class Container(Item):
|
||||
# content = {}
|
||||
pass
|
||||
|
||||
@dataclass
|
||||
|
||||
231
f.txt
Normal file
@@ -0,0 +1,231 @@
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 45.87
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 55.25
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 53.76
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 49.02
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 44.05
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 34.13
|
||||
Elves count: 500 - Current FPS: 48.54
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 43.10
|
||||
Leak: 2232.0 KB per 1000 frames
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 41.67
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 49.02
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 46.30
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 48.08
|
||||
Elves count: 500 - Current FPS: 41.49
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 57.80
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 52.08
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 54.05
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 51.28
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 52.91
|
||||
Elves count: 500 - Current FPS: 32.57
|
||||
Elves count: 500 - Current FPS: 29.07
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 30.03
|
||||
Elves count: 500 - Current FPS: 45.66
|
||||
Elves count: 500 - Current FPS: 43.86
|
||||
Elves count: 500 - Current FPS: 38.91
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 34.01
|
||||
Elves count: 500 - Current FPS: 44.84
|
||||
Elves count: 500 - Current FPS: 36.63
|
||||
Elves count: 500 - Current FPS: 39.84
|
||||
Elves count: 500 - Current FPS: 42.55
|
||||
Elves count: 500 - Current FPS: 31.65
|
||||
Elves count: 500 - Current FPS: 30.96
|
||||
Elves count: 500 - Current FPS: 37.59
|
||||
Elves count: 500 - Current FPS: 39.53
|
||||
Elves count: 500 - Current FPS: 45.87
|
||||
Elves count: 500 - Current FPS: 37.31
|
||||
Elves count: 500 - Current FPS: 35.34
|
||||
Elves count: 500 - Current FPS: 39.22
|
||||
Elves count: 500 - Current FPS: 47.17
|
||||
Elves count: 500 - Current FPS: 39.37
|
||||
Elves count: 500 - Current FPS: 25.25
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 48.54
|
||||
Elves count: 500 - Current FPS: 44.64
|
||||
Elves count: 500 - Current FPS: 43.67
|
||||
Elves count: 500 - Current FPS: 28.17
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 31.06
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 37.59
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 50.25
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 45.45
|
||||
Elves count: 500 - Current FPS: 28.65
|
||||
Elves count: 500 - Current FPS: 24.15
|
||||
Elves count: 500 - Current FPS: 42.55
|
||||
Leak: 3284.0 KB per 1000 frames
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 35.09
|
||||
Elves count: 500 - Current FPS: 42.19
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 32.36
|
||||
Elves count: 500 - Current FPS: 39.22
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
Elves count: 500 - Current FPS: 28.57
|
||||
Elves count: 500 - Current FPS: 22.73
|
||||
Elves count: 500 - Current FPS: 31.85
|
||||
Elves count: 500 - Current FPS: 26.74
|
||||
Elves count: 500 - Current FPS: 24.94
|
||||
Elves count: 500 - Current FPS: 22.08
|
||||
Elves count: 500 - Current FPS: 24.51
|
||||
Elves count: 500 - Current FPS: 34.97
|
||||
Elves count: 500 - Current FPS: 30.40
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 40.16
|
||||
Elves count: 500 - Current FPS: 55.87
|
||||
Elves count: 500 - Current FPS: 33.78
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 33.00
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 61.35
|
||||
Elves count: 500 - Current FPS: 51.02
|
||||
Elves count: 500 - Current FPS: 54.35
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 53.19
|
||||
Elves count: 500 - Current FPS: 53.76
|
||||
Elves count: 500 - Current FPS: 39.37
|
||||
Elves count: 500 - Current FPS: 49.50
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 47.17
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 58.48
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 52.36
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 61.73
|
||||
Elves count: 500 - Current FPS: 60.61
|
||||
Elves count: 500 - Current FPS: 39.06
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 56.82
|
||||
Elves count: 500 - Current FPS: 59.52
|
||||
Elves count: 500 - Current FPS: 54.64
|
||||
Elves count: 500 - Current FPS: 54.95
|
||||
Elves count: 500 - Current FPS: 56.50
|
||||
Elves count: 500 - Current FPS: 52.63
|
||||
Elves count: 500 - Current FPS: 59.17
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 58.82
|
||||
Elves count: 500 - Current FPS: 55.87
|
||||
Elves count: 500 - Current FPS: 48.08
|
||||
Elves count: 500 - Current FPS: 60.24
|
||||
Elves count: 500 - Current FPS: 51.55
|
||||
Elves count: 500 - Current FPS: 58.14
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 47.85
|
||||
Elves count: 500 - Current FPS: 50.00
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 56.18
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 53.48
|
||||
Elves count: 500 - Current FPS: 52.91
|
||||
Elves count: 500 - Current FPS: 60.98
|
||||
Elves count: 500 - Current FPS: 57.14
|
||||
Elves count: 500 - Current FPS: 34.60
|
||||
Elves count: 500 - Current FPS: 41.84
|
||||
Elves count: 500 - Current FPS: 59.88
|
||||
Elves count: 500 - Current FPS: 49.75
|
||||
Elves count: 500 - Current FPS: 47.62
|
||||
Elves count: 500 - Current FPS: 50.51
|
||||
Elves count: 500 - Current FPS: 35.97
|
||||
Elves count: 500 - Current FPS: 57.47
|
||||
Elves count: 500 - Current FPS: 55.56
|
||||
Elves count: 500 - Current FPS: 45.25
|
||||
Elves count: 500 - Current FPS: 35.59
|
||||
64
main.py
@@ -1,35 +1,45 @@
|
||||
import eb_engine
|
||||
#import os
|
||||
#os.environ['PYTHONJIT'] = '1'
|
||||
|
||||
def main():
|
||||
e = eb_engine.Engine()
|
||||
e.main_loop()
|
||||
|
||||
if __name__ == "__main__":
|
||||
# pydantic instead of dataclasses?
|
||||
# Отрисовка голой сетки, прокрутка, масштаб +
|
||||
# Отрисовка спрайтов:
|
||||
# - сделать масштабирование в соотв. с клеткой +
|
||||
# - посмотреть класс спрайта или сделать свой +
|
||||
# - добавить отрисовку существ и предметов с анимацией +
|
||||
# почитать про Surface, Display, доку к pygame-gui
|
||||
# Начало гуя:
|
||||
# - общая идея гуя
|
||||
# - кнопка отключить сетку
|
||||
# - строка ввода
|
||||
# - клик
|
||||
# Поиск пути, очередь задач для существ
|
||||
# Редактор карты
|
||||
# Охотник -> деревня
|
||||
# Простой, но основательный гуй внизу экрана, глобальная карта и перемещение
|
||||
# деревня на соседской локации и торговля с ней
|
||||
# перемещение по воде, течение
|
||||
|
||||
#техдолг:
|
||||
#проверить дефолтдикт field и None = None
|
||||
#не взлетело кэширование - потом доделать
|
||||
|
||||
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
|
||||
# - deepcopy +
|
||||
# - общие +
|
||||
main()
|
||||
#техдолг - draw_data to dd
|
||||
# todo:
|
||||
# прокрутка баг консоль и карта
|
||||
# ОПТИМИЗАЦИИ
|
||||
# перепроверять путь пореже, или только после столкновения, или локальный поиск
|
||||
# очередь задач и задача рандомного патруля
|
||||
# устроить краш тест поиску пути, запустив много объектов на маленьком поле, успел заметить баги
|
||||
# добавить функцию движения за каким-то объектом
|
||||
# сделать, чтобы в случае отменненого движения не телепортировался назад, а плавно
|
||||
# приступаем к логике
|
||||
# сделать по аналогии с текущей клеткой текущий объект
|
||||
|
||||
|
||||
|
||||
|
||||
# посмотреть как в clock = pygame.time.Clock() работает фпс
|
||||
# перемещать оъект в другую клетку при половине офсета
|
||||
|
||||
# техдолг Егору
|
||||
# убрать cells и mapobject creature - перенести нужную логику в методы Map
|
||||
# система имен спрайтов и Action - реализовать
|
||||
# рисовать группой спрайтов как в перпл
|
||||
# нужен ли теперь start_pos? grid_pos?
|
||||
# class Task с проверками выполнения экшонов
|
||||
|
||||
#вернуть назад апдейт. вернул - работает, сравнить с новым и решить
|
||||
#final_goal = None - check all!
|
||||
#рефактор goal = (random.randint(self.grid_pos[0] - area,
|
||||
# self.grid_pos[0] + area),
|
||||
# random.randint(self.grid_pos[1] - area,
|
||||
# self.grid_pos[1] + area))
|
||||
|
||||
# отловить баг - иногда всё равно встают - похоже из-за реплана и коллизий с эльфами
|
||||
# вроде починил, добавив final_goal = None в реплан, проверить
|
||||
|
||||
# совет ксюши - не считать коллизии с объектами, только при перемещении в клетку проверять
|
||||
26
plan.txt
Normal file
@@ -0,0 +1,26 @@
|
||||
1. Доработка системы задач: класс Task, новые задачи, проработка старых;
|
||||
2. Доработка движка и приведение его структуры в порядок:
|
||||
- вынос всех функций карты в карту, объекты знают свою позицию и им этого хватит.
|
||||
взаимодействия с картой и другими объектами должно происходить только в методе движения, остальные методы должны абстрагироваться от карты;
|
||||
|
||||
- вынос рендера в класс Render. Карта занимается только своими клеткам. Метод
|
||||
draw_map должен только готовить текстуру для Render, который будет ее рисовать;
|
||||
|
||||
- мини-движок поиска пути. class Pathfinder, который хранит в себе кэши,
|
||||
выбирает оптимальный способ поиска пути для конкретной ситуации. Для этого
|
||||
нужно ещё раз протестировать все способы, привести к единообразию интерфейсов.
|
||||
Задокументировать. Возможно понадобится вынос поиска пути в отдельный движок
|
||||
на другом языке и многопоточностью;
|
||||
|
||||
- привести в порядок Main Loop;
|
||||
|
||||
- вынести хранение и обработку объектов из карты в ObjectManager;
|
||||
|
||||
- сделать фундамент для MapManager, пока не развивать, но надо исходить из того
|
||||
что одновременно может рендериться несколько карт;
|
||||
|
||||
3. Оптимизация.
|
||||
- проверяем, есть ли объект в клетке только перед непосредственным перемещением в ячейку
|
||||
Cells, а не каждый calc_step; + (исправить визуальный баг, см комменты calc_step)
|
||||
- перестаём учитывать объекты в алгоритме поиска пути; - (попробовать ещё раз, подумать)
|
||||
- заранее передаем в алгоритм карту препятствий; +
|
||||
49
problems.txt
@@ -35,3 +35,52 @@ scaled = scale_image(sprites[cell.terrain_obj.sprite], self.scale) # KeyError!
|
||||
7. Масштабирование каждый кадр
|
||||
scale_image() вызывается 150×150=22,500 раз в секунду при 60 FPS. Кэшируйте масштабированные спрайты.
|
||||
|
||||
=========================================================================================================
|
||||
|
||||
|
||||
#
|
||||
#техдолг:
|
||||
# pydantic instead of dataclasses?
|
||||
# почитать про Surface, Display, доку к pygame-gui
|
||||
# проверить дефолтдикт field и None = None
|
||||
# изучить pypmler
|
||||
# настроить логирование всего
|
||||
# SLOP: load_sprites
|
||||
|
||||
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
|
||||
# - deepcopy +
|
||||
# - общие +
|
||||
#
|
||||
# ДОДЕЛАТЬ move для Creature - хранить pos в объекте ???
|
||||
#
|
||||
# ПРОВЕРИТЬ МЕНЯЕТСЯ ЛИ ПЕРЕДАННЫЙ В ОБЪЕКТ cells и если да,
|
||||
# перенести всё взаимодействие с картой в объекты, карта только хранит cells
|
||||
# и готовит данные для отрисовки Render'ом
|
||||
#
|
||||
# ИГРОВОЙ ТАКТ? или только для действий их длительность?
|
||||
#
|
||||
# ПОСМОТРЕТЬ ПО КОММИТАМ ЗАЧЕМ БЫЛ НУЖЕН path_exists, удалить?
|
||||
#
|
||||
# добавил гуй, динамическая консоль, всё работает, но:
|
||||
# - слоп, почистить
|
||||
# - мини-баг - если первые вводимые буквы совпадают с клавишами управления, один раз успевает проскочить до лока. некритично.
|
||||
# - при вводе текста нет прокрутки к концу
|
||||
# - плавающий баг - если повводить текст, а потом закрыть консоль, игра не закроется по эскейпу.
|
||||
#
|
||||
#
|
||||
# в дальнейшем вся отрисовка переедет в класс рендер,
|
||||
# карта будет только вовзращать поверхность для отрисовки или даже просто Cells
|
||||
# active_cell переедет в класс Control
|
||||
#
|
||||
# НАЙТИ В КОДЕ ГДЕ Я ТАК НЕ СДЕЛАЛ И ИСПРАВИТЬ - НАШЕЛ ОДНУ, ПОИСКАТЬ ЕЩЕ
|
||||
#if a is None:
|
||||
# print("a это точно None")
|
||||
#
|
||||
# Альтернатива
|
||||
#if a is not None:
|
||||
# print("a не None")
|
||||
#
|
||||
# Встреча с Егором:
|
||||
#
|
||||
# сборщик данных в цикле и перекладчик
|
||||
# модуль автоинпута, принимает поток данных и переводит их в команды движка
|
||||
6
requirements.txt
Normal file
@@ -0,0 +1,6 @@
|
||||
pathfinding==1.0.20
|
||||
psutil==7.2.2
|
||||
pygame-ce==2.5.6
|
||||
pygame_gui==0.6.14
|
||||
python-i18n==0.3.9
|
||||
typing_extensions==4.15.0
|
||||
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 68 KiB |
|
Before Width: | Height: | Size: 10 KiB |
@@ -1,8 +1,8 @@
|
||||
import json
|
||||
from copy import deepcopy
|
||||
|
||||
width = 10
|
||||
height = 8
|
||||
width = 100
|
||||
height = 100
|
||||
|
||||
grass_def = {"id": "1", "name": "2", "sprite_name": "grass_small"}
|
||||
cell_def = {"terrain_obj": grass_def, "item_obj": {}, "creature_obj": {}}
|
||||
|
||||
BIN
res/rocks-2.jpg
Normal file
|
After Width: | Height: | Size: 258 KiB |
|
Before Width: | Height: | Size: 43 KiB |
|
Before Width: | Height: | Size: 43 KiB |
BIN
res/sprites/rock_small_1.png
Normal file
|
After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 213 KiB |
|
Before Width: | Height: | Size: 259 KiB |
|
Before Width: | Height: | Size: 334 KiB |
|
Before Width: | Height: | Size: 140 KiB |
|
Before Width: | Height: | Size: 124 KiB |
|
Before Width: | Height: | Size: 213 KiB |