2022-06-19 15:01:30 +02:00
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import pygame
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import math
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class Entity(object):
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def __init__(self, env):
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self.env = env
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self.pos = (env.random(), env.random())
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self.speed = (0, 0)
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self.acc = (0, 0)
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self.drag = 0
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self.radius = 10
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self.col = (255, 255, 255)
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self.shape = 'circle'
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def physics_step(self):
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x, y = self.pos
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vx, vy = self.speed
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ax, ay = self.acc
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vx, vy = vx+ax*self.env.acc_fac, vy+ay*self.env.acc_fac
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x, y = x+vx*self.env.speed_fac, y+vy*self.env.speed_fac
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if x > 1 or x < 0:
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x = min(max(x, 0), 1)
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vx = 0
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if y > 1 or y < 0:
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y = min(max(y, 0), 1)
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vy = 0
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self.speed = vx/(1+self.drag), vy/(1+self.drag)
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self.pos = x, y
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def controll_step(self):
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pass
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def step(self):
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self.controll_step()
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self.physics_step()
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def draw(self):
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x, y = self.pos
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pygame.draw.circle(self.env.surface, self.col,
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(x*self.env.width, y*self.env.height), self.radius, width=0)
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def on_collision(self, other):
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pass
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def kill(self):
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self.env.kill_entity(self)
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class Agent(Entity):
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def __init__(self, env):
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super(Agent, self).__init__(env)
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self.pos = (0.5, 0.5)
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self.col = (0, 0, 255)
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self.drag = self.env.agent_drag
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self.controll_type = self.env.controll_type
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def controll_step(self):
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self._read_input()
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self.env.check_collisions_for(self)
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def _read_input(self):
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if self.controll_type == 'SPEED':
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self.speed = self.env.inp[0] - 0.5, self.env.inp[1] - 0.5
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elif self.controll_type == 'ACC':
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self.acc = self.env.inp[0] - 0.5, self.env.inp[1] - 0.5
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else:
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raise Exception('Unsupported controll_type')
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class Enemy(Entity):
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def __init__(self, env):
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super(Enemy, self).__init__(env)
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self.col = (255, 0, 0)
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2022-06-19 15:48:51 +02:00
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self.damage = 100
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2022-06-19 15:01:30 +02:00
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def on_collision(self, other):
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if isinstance(other, Agent):
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self.env.new_reward -= self.damage
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class Barrier(Enemy):
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def __init__(self, env):
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super(Barrier, self).__init__(env)
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class CircleBarrier(Barrier):
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def __init__(self, env):
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super(CircleBarrier, self).__init__(env)
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class Chaser(Enemy):
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def __init__(self, env):
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super(Chaser, self).__init__(env)
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self.target = self.env.agent
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self.arrow_fak = 100
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self.lookahead = 0
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def _get_arrow(self):
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tx, ty = self.target.pos
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x, y = self.pos
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fx, fy = x + self.speed[0]*self.lookahead*self.env.speed_fac, y + \
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self.speed[1]*self.lookahead*self.env.speed_fac
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dx, dy = (tx-fx)*self.arrow_fak, (ty-fy)*self.arrow_fak
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return self.env._limit_to_unit_circle((dx, dy))
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class WalkingChaser(Chaser):
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def __init__(self, env):
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super(WalkingChaser, self).__init__(env)
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self.col = (255, 0, 0)
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self.chase_speed = 0.45
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def controll_step(self):
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arrow = self._get_arrow()
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self.speed = arrow[0] * self.chase_speed, arrow[1] * self.chase_speed
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class FlyingChaser(Chaser):
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def __init__(self, env):
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super(FlyingChaser, self).__init__(env)
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self.col = (255, 0, 0)
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self.chase_acc = 0.5
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self.arrow_fak = 5
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self.lookahead = 8 + env.random()*2
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def controll_step(self):
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arrow = self._get_arrow()
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self.acc = arrow[0] * self.chase_acc, arrow[1] * self.chase_acc
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class Reward(Entity):
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def __init__(self, env):
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super(Reward, self).__init__(env)
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self.col = (0, 255, 0)
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self.avaible = True
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self.enforce_not_on_barrier = False
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self.reward = 1
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def on_collision(self, other):
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if isinstance(other, Agent):
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self.on_collect()
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elif isinstance(other, Barrier):
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self.on_barrier_collision()
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def on_collect(self):
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self.env.new_reward += self.reward
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def on_barrier_collision(self):
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if self.enforce_not_on_barrier:
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self.pos = (self.env.random(), self.env.random())
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self.env.check_collisions_for(self)
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class OnceReward(Reward):
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def __init__(self, env):
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super(OnceReward, self).__init__(env)
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self.reward = 100
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def on_collect(self):
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self.env.new_abs_reward += self.reward
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self.kill()
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class TeleportingReward(OnceReward):
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def __init__(self, env):
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super(TeleportingReward, self).__init__(env)
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self.enforce_not_on_barrier = True
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self.env.check_collisions_for(self)
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def on_collect(self):
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self.env.new_abs_reward += self.reward
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self.pos = (self.env.random(), self.env.random())
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self.env.check_collisions_for(self)
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class TimeoutReward(OnceReward):
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def __init__(self, env):
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super(TimeoutReward, self).__init__(env)
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self.enforce_not_on_barrier = True
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self.env.check_collisions_for(self)
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self.timeout = 10
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def set_avaible(self, value):
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self.avaible = value
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if self.avaible:
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self.col = (0, 255, 0)
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else:
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self.col = (50, 100, 50)
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def on_collect(self):
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if self.avaible:
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self.env.new_abs_reward += self.reward
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self.set_avaible(False)
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self.env.timers.append((self.timeout, self.set_avaible, True))
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