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Dungeon.py
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Dungeon.py
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import time
import numpy as np
import Constants
import Cell
import pygame
import random
import Goblin
class Dungeon:
def __init__(self, agent, screen):
self.done = False
self.agent = agent
# Create the np array used for the cells of the dungeon
self.cells = np.empty(
(Constants.CELL_WIDTH, Constants.CELL_HEIGHT),
dtype=Cell.Cell,
)
# Initialize pygame to actually use it
pygame.init()
# Create screen/window
self.screen = screen
self.create_window()
# Get cell count
self.cell_count = Constants.CELL_WIDTH * Constants.CELL_HEIGHT
# Find empty spawn cells, spawn the agent and create the exit
self.empty_spawn_cells = self.get_empty_spawn_cells()
self.agent_spawn = random.choice(self.empty_spawn_cells)
self.goblins = []
def get_state(self):
grid = self.create_numbered_grid()
# print(grid)
# returning flattened array of the Constants.VISION_RANGE x Constants.VISION_RANGE grid around the agent,
# x, y, and distance to exit
cur_x = self.agent.x
cur_y = self.agent.y
distance_to_exit = abs(self.exit_coords[0] - cur_x) + abs(
self.exit_coords[1] - cur_y
)
return_grid = np.empty(
(Constants.VISION_RANGE, Constants.VISION_RANGE),
dtype=np.float32,
)
for i in range(Constants.VISION_RANGE):
for j in range(Constants.VISION_RANGE):
return_grid[i][j] = grid[cur_x - Constants.VISION_RANGE + i][
cur_y - Constants.VISION_RANGE + j
]
return_grid = return_grid.flatten()
return_grid = np.append(return_grid, cur_x)
return_grid = np.append(return_grid, cur_y)
return_grid = np.append(return_grid, distance_to_exit)
return_grid = np.append(return_grid, self.exit_coords[0])
return_grid = np.append(return_grid, self.exit_coords[1])
# returning back to the agent the largest number of times it has been in a cell
try:
return_grid = np.append(
return_grid, max(self.agent.previous_cells.values())
)
# print the location of the max value in previpous cells
except:
return_grid = np.append(return_grid, 0)
return return_grid
def update(self):
for goblin in self.goblins:
# Checks if goblin and agent are in the same cell
if goblin.x == self.agent.x and goblin.y == self.agent.y:
# print("Goblin killed the agent")
self.agent.alive = False
self.done = True
return "lose"
# Only moves goblin if the agent is not in the safe zone or exit zone
if (self.agent is not None) and (
self.agent.x > int(len(self.cells) * Constants.SAFE_ZONE_RATIO)
and self.agent.x < int(len(self.cells) * Constants.END_ZONE_RATIO)
):
goblin.move(
self.cells, self.create_numbered_grid(), self.agent.x, self.agent.y
)
if self.is_collision(goblin):
goblin.revert_move()
else:
if goblin.previous_x != goblin.x or goblin.previous_y != goblin.y:
# print(
# "Goblin moved",
# goblin.x,
# goblin.y,
# "from",
# goblin.previous_x,
# goblin.previous_y,
# )
self.cells[goblin.previous_x][goblin.previous_y].creature = None
self.cells[goblin.x][goblin.y].creature = goblin
self.cells[goblin.previous_x][goblin.previous_y].draw()
self.cells[goblin.x][goblin.y].draw()
self.draw_grid()
# print(goblin.x, goblin.y, self.agent.x, self.agent.y)
if goblin.x == self.agent.x and goblin.y == self.agent.y:
# print("Goblin killed the agent")
self.agent.alive = False
self.done = True
return "lose"
def create_numbered_grid(self, gym_return=False):
return_grid = np.empty(
(Constants.CELL_WIDTH, Constants.CELL_HEIGHT),
dtype=np.float32,
)
for i in range(Constants.CELL_WIDTH):
for j in range(Constants.CELL_HEIGHT):
if self.cells[i][j].terrain == "empty":
return_grid[i][j] = 0
elif self.cells[i][j].terrain == "rock":
return_grid[i][j] = 1
elif self.cells[i][j].terrain == "exit":
return_grid[i][j] = 2
elif self.cells[i][j].terrain == "path":
return_grid[i][j] = 10
if self.cells[i][j].creature is not None:
if self.cells[i][j].creature.get_type() == "agent":
return_grid[i][j] = 3
elif self.cells[i][j].creature.get_type() == "goblin":
return_grid[i][j] = 4
return return_grid
def create_window(self):
for i in range(Constants.WINDOW_WIDTH // Constants.CELL_SIZE):
for j in range(Constants.WINDOW_HEIGHT // Constants.CELL_SIZE):
self.cells[i][j] = Cell.Cell(i, j, screen=self.screen)
self.cells[i][j].draw()
self.draw_grid()
def create_exit(self):
exit_cell_x = random.randint(
int((len(self.cells)) * Constants.END_ZONE_RATIO), len(self.cells) - 1
)
exit_cell_y = random.randint(0, len(self.cells[0]) - 1)
self.cells[exit_cell_x][exit_cell_y].terrain = "exit"
self.cells[exit_cell_x][exit_cell_y].color = Constants.EXIT_COLOR
self.cells[exit_cell_x][exit_cell_y].draw()
self.draw_grid()
self.exit_loc = (exit_cell_x, exit_cell_y)
self.exit_coords = (exit_cell_x, exit_cell_y)
def get_empty_spawn_cells(self):
empty_spawn_cells = []
for i in range(0, int(len(self.cells) * Constants.SAFE_ZONE_RATIO)):
for j in range(0, len(self.cells[0])):
if self.cells[i][j].terrain == "empty":
empty_spawn_cells.append(self.cells[i][j])
return empty_spawn_cells
def add_agent(self, agent):
agent.x = self.agent_spawn.x
agent.y = self.agent_spawn.y
self.agent_spawn.creature = agent
self.cells[agent.x][agent.y].draw()
self.draw_grid()
def move_agent(self, agent, direction):
agent.move(direction)
# agent.update_previous_cells()
agent.x, agent.y = self.put_in_bounds(agent.x, agent.y)
if self.is_collision(agent):
agent.revert_move()
self.cells[agent.previous_x][agent.previous_y].creature = None
self.cells[agent.x][agent.y].creature = agent
self.cells[agent.previous_x][agent.previous_y].draw()
self.cells[agent.x][agent.y].draw()
pygame.event.pump() # this somehow fixes the freezing lol
self.draw_grid()
# update agent distance frm exit
agent.dist = abs(self.exit_coords[0] - agent.x) + abs(
self.exit_coords[1] - agent.y
)
if self.check_for_exit(agent):
self.done = True
return "win"
else:
if (agent.x, agent.y) != (agent.previous_x, agent.previous_y):
return "continue"
else:
return "no_move"
def check_for_exit(self, agent):
if self.cells[agent.x][agent.y].terrain == "exit":
# print("You won!")
return True
else:
return False
def is_collision(self, creature):
if (
creature.x < 0
or creature.x >= len(self.cells)
or creature.y < 0
or creature.y >= len(self.cells[0])
):
return True
elif self.cells[creature.x][creature.y].terrain == "rock":
return True
else:
return False
def put_in_bounds(self, x, y, exclude_zone=False):
if exclude_zone == False:
if x < 0:
x = 0
elif x >= len(self.cells):
x = len(self.cells) - 1
if y < 0:
y = 0
elif y >= len(self.cells[0]):
y = len(self.cells[0]) - 1
return x, y
else:
if x < int(len(self.cells) * Constants.SAFE_ZONE_RATIO):
x = int(len(self.cells) * Constants.SAFE_ZONE_RATIO)
elif x > int(len(self.cells) * Constants.END_ZONE_RATIO):
x = int(len(self.cells) * Constants.END_ZONE_RATIO) - 1
if y < 0:
y = 0
elif y >= len(self.cells[0]):
y = len(self.cells[0]) - 1
return x, y
# Creates clusters of rocks in the dungeon that make the agent have to avoid
# Doesn't put rocks in safe or end zone, or any tile that is apart of the
# brownian paths
def create_rocks(self):
# print("creating rocks")
rock_spawns = []
i = 0
while i < Constants.CLUSTER_COUNT:
rock_x = random.randint(
int((len(self.cells)) * Constants.SAFE_ZONE_RATIO),
int((len(self.cells)) * Constants.END_ZONE_RATIO) - 1,
)
rock_y = random.randint(0, len(self.cells[0]) - 1)
if self.cells[rock_x][rock_y].brownian_path == False:
rock_spawns.append((rock_x, rock_y))
i += 1
for rock_x, rock_y in rock_spawns:
self.put_in_bounds(rock_x, rock_y, exclude_zone=True)
cluster_size = int(
np.random.normal(Constants.CLUSTER_MEAN, Constants.CLUSTER_SD)
)
if cluster_size < 1:
cluster_size = 1
if self.cells[rock_x][rock_y].terrain == "empty":
self.build_rock_cluster(rock_x, rock_y, cluster_size)
def build_rock_cluster(self, x, y, cluster_size):
cur = 0
# Creates a set for the rocks in this current cluster and sets the origin as a rock
rock_cells = set()
x, y = self.put_in_bounds(x, y, exclude_zone=True)
rock_cells.add((x, y))
# Creates set for boundaries of the cluster
boundaries = set()
temp_boundaries = set()
# Adds boundaries of origin
temp_boundaries = self.get_cell_boundaries(x, y)
boundaries = boundaries.union(temp_boundaries)
# Adds boundaries of all other rocks in the cluster
while len(rock_cells) < cluster_size and cur < cluster_size:
# If there are no more rocks to add, break out of the loop
if len(boundaries) == 0:
break
# Randomly select a boundary cell
temp_rock = random.choice(tuple(boundaries))
if (
# Check if it is not in rock_cells and it isn't a rock to avoid wasting time
temp_rock not in rock_cells
and self.cells[temp_rock[0]][temp_rock[1]].terrain != "rock"
):
# Add the rock to the set
rock_cells.add(temp_rock)
boundaries.remove(temp_rock)
boundaries = boundaries.union(
self.get_cell_boundaries(temp_rock[0], temp_rock[1])
)
# Use cur as a counter to keep track of how many rocks have been added
# and cut the loop off if there have been enough failed attempts
cur += 1
# Actually set the cells to rocks
for rock_x, rock_y in rock_cells:
self.put_in_bounds(rock_x, rock_y, exclude_zone=True)
self.cells[rock_x][rock_y].terrain = "rock"
self.cells[rock_x][rock_y].color = Constants.ROCK_COLOR
self.cells[rock_x][rock_y].draw()
self.draw_grid()
def get_cell_boundaries(self, x, y):
cell_boundaries = set()
dx = [-1, 0, 1, 0]
dy = [0, 1, 0, -1]
for x, y in [(x + dx[i], y + dy[i]) for i in range(4)]:
if (
x >= int((len(self.cells)) * Constants.SAFE_ZONE_RATIO)
and x < int((len(self.cells)) * Constants.END_ZONE_RATIO)
and y >= 0
and y < len(self.cells[0])
and self.cells[x][y].brownian_path == False
):
x, y = self.put_in_bounds(x, y, exclude_zone=True)
cell_boundaries.add((x, y))
return cell_boundaries
def create_brownian_path(self):
# How far the path will move up or down if value further away than min_border or max_border
extreme_distance = 2
# Sets the percentages the path will have to go up or down
# If the value is between these two, it will go straight
down_border = -0.35
up_border = 0.35
# If the value is between this and down_border, it will go down 1
# If the value is below down_border, it will go down by extreme_distance
min_border = -1.25
# If the value is between this and up_border, it will go up 1
# If the value is above up_border, it will go up by extreme_distance
max_border = 1.25
# These values are used to change the values above if the path spawns further away from the center
single_multiply_ratio = 0.35
double_multiply_ratio = single_multiply_ratio * 2
# Get the width of the dungeon and spawn points for the paths
dungeon_cell_width = len(self.cells)
curr_x = int(Constants.SAFE_ZONE_RATIO * len(self.cells))
curr_y = self.agent_spawn.y
brown_coords = []
brown_coords.append((curr_x, curr_y))
for path in range(Constants.BROWNIAN_PATH_COUNT):
if path > 0:
curr_y = int(curr_y * np.random.normal(0, 1))
curr_x, curr_y = self.put_in_bounds(curr_x, curr_y)
# If the spawn is in the top 20% of the dungeon give higher chance to move down
if curr_y > int(len(self.cells[0]) * 0.25):
down_border = down_border * single_multiply_ratio
max_border = max_border * double_multiply_ratio
# If the spawn is in the bottom 20% of the dungeon give higher chance to move up
if curr_y < int(len(self.cells[0]) * 0.75):
up_border = up_border * single_multiply_ratio
min_border = min_border * double_multiply_ratio
# time.sleep(0.4)
# Create list of normally distributed random numbers
brown_list = np.random.normal(0, 1, dungeon_cell_width)
end_x = int(Constants.END_ZONE_RATIO * len(self.cells))
for i in range(int(Constants.SAFE_ZONE_RATIO * len(self.cells)), end_x - 1):
# If between -0.5 and 0.5, then move forward one
if down_border < brown_list[i] < up_border:
brown_coords.append((curr_x, curr_y))
curr_x += 1
brown_coords.append((curr_x, curr_y))
self.draw_grid()
# If below -1.25, then move up two and forward one
elif brown_list[i] < min_border:
for i in range(extreme_distance):
curr_y += 1
curr_x, curr_y = self.put_in_bounds(curr_x, curr_y)
brown_coords.append((curr_x, curr_y))
curr_x += 1
brown_coords.append((curr_x, curr_y))
# If above 1.25, then move down two and forward one
elif brown_list[i] > max_border:
for i in range(extreme_distance):
curr_y -= 1
curr_x, curr_y = self.put_in_bounds(curr_x, curr_y)
brown_coords.append((curr_x, curr_y))
curr_x += 1
brown_coords.append((curr_x, curr_y))
# If between -1.25 and -.5, then move down one and forward one
elif min_border < brown_list[i] < up_border:
curr_y -= 1
curr_x, curr_y = self.put_in_bounds(curr_x, curr_y)
brown_coords.append((curr_x, curr_y))
curr_x += 1
brown_coords.append((curr_x, curr_y))
# If between 0.5 and 1.25, then move up one and forward one
elif up_border < brown_list[i] < max_border:
curr_y += 1
curr_x, curr_y = self.put_in_bounds(curr_x, curr_y)
brown_coords.append((curr_x, curr_y))
curr_x += 1
brown_coords.append((curr_x, curr_y))
curr_x = int(Constants.SAFE_ZONE_RATIO * len(self.cells))
curr_y = self.agent_spawn.y
for brown in brown_coords:
for i in range(Constants.BROWNIAN_PATH_THICKNESS):
brown_x, brown_y = self.put_in_bounds(brown[0], brown[1] + i)
self.make_brown(brown_x, brown_y)
brown_list = []
self.draw_grid()
def make_brown(self, x, y):
# print("Making brown at: " + str(x) + ", " + str(y))
self.cells[x][y].brownian_path = True
self.cells[x][y].color = Constants.BROWN
self.cells[x][y].draw()
def draw_grid(self):
return
safe_zone = False
exit_zone = False
for i in range(0, Constants.WINDOW_WIDTH, Constants.CELL_SIZE):
# Drawing a blue line for the safe zone to show how far it goes out
if safe_zone == False and i // Constants.CELL_SIZE >= int(
len(self.cells) * Constants.SAFE_ZONE_RATIO
):
safe_zone = True
pygame.draw.line(
self.screen, Constants.BLUE, (i, 0), (i, Constants.WINDOW_HEIGHT)
)
# Drawing a red line for the exit zone to show how far it goes out
elif exit_zone == False and i // Constants.CELL_SIZE >= int(
len(self.cells) * Constants.END_ZONE_RATIO
):
exit_zone = True
pygame.draw.line(
self.screen, Constants.RED, (i, 0), (i, Constants.WINDOW_HEIGHT)
)
else:
pygame.draw.line(
self.screen, Constants.BLACK, (i, 0), (i, Constants.WINDOW_HEIGHT)
)
for j in range(0, Constants.WINDOW_HEIGHT, Constants.CELL_SIZE):
pygame.draw.line(
self.screen, Constants.BLACK, (0, j), (Constants.WINDOW_WIDTH, j)
)
def build_goblins(self):
for i in range(Constants.GOBLIN_COUNT):
while True:
cell = np.random.choice(self.cells.flatten())
if (
cell.terrain == "empty"
and cell.creature is None
and cell.brownian_path is True
):
self.goblins.append(Goblin.Goblin(cell.x, cell.y))
self.cells[cell.x][cell.y].creature = self.goblins[i]
# print("Goblin spawned at: " + str(cell.x) + ", " + str(cell.y))
self.cells[cell.x][cell.y].draw()
if (cell.x, cell.y) != self.put_in_bounds(cell.x, cell.y):
# print("Goblin spawned out of bounds")
self.goblins.pop()
else:
break
def move_goblins(self):
dungeon_cells = self.create_numbered_grid()
for goblin in self.goblins:
goblin.move(self.cells, dungeon_cells, self.agent.x, self.agent.y)
goblin.x, goblin.y = self.put_in_bounds(goblin.x, goblin.y)
if self.is_collision(goblin):
goblin.revert_move()
self.cells[goblin.previous_x][goblin.previous_y].creature = None
self.cells[goblin.x][goblin.y].creature = goblin
self.cells[goblin.previous_x][goblin.previous_y].draw()
self.cells[goblin.x][goblin.y].draw()
self.draw_grid()