448 lines
14 KiB
Python
448 lines
14 KiB
Python
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.shape = None
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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.col = (255, 255, 255)
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self.solid = False
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self.movable = False # False = Non movable, True = Movable, x>1: lighter movable
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self.elasticity = 1
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#self.collision_changes_speed = True
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self.collision_changes_speed = self.env.controll_type == 'ACC'
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self.collision_elasticity = self.env.default_collision_elasticity
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self._crash_list = []
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self._coll_add_pushback = 0
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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 not self.env.torus_topology:
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if x > 1 or x < 0:
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x, y, vx, vy = self.calc_void_collision(x < 0, x, y, vx, vy)
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if y > 1 or y < 0:
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x, y, vx, vy = self.calc_void_collision(
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2 + (x < 0), x, y, vx, vy)
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else:
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x = x % 1
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y = y % 1
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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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self._crash_list = []
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def draw(self):
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raise Exception(
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'[!] draw not implemented for shape "'+str(self.shape)+'"')
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def on_collision(self, other, depth):
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if self.solid and other.solid:
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if self.movable:
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self.on_crash(other, depth)
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def on_crash(self, other, depth):
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if other in self._crash_list:
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return
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self._crash_list.append(other)
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force_dir = self._get_crash_force_dir(other)
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#print(force_dir, depth)
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force_dir_len = math.sqrt(force_dir[0]**2+force_dir[1]**2)
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if force_dir_len == 0:
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return
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force_dir = force_dir[0]/force_dir_len, force_dir[1]/force_dir_len
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if not self.env.torus_topology:
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if self.env.agent.pos[0] > 0.99 or self.env.agent.pos[0] < 0.01:
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force_dir = force_dir[0], force_dir[1] * 2
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if self.env.agent.pos[1] > 0.99 or self.env.agent.pos[1] < 0.01:
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force_dir = force_dir[0] * 2, force_dir[1]
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depth *= 1.0*self.movable/(self.movable + other.movable)/2
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depth /= other.elasticity
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force_vec = force_dir[0]*depth/self.env.width, \
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force_dir[1]*depth/self.env.height
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if sum([abs(f) for f in force_vec]) > 0.005:
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self.pos = self.pos[0] + force_vec[0], self.pos[1] + force_vec[1]
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if self._coll_add_pushback:
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self.pos = self.pos[0] - self.env.inp[0]*self._coll_add_pushback * \
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self.env.speed_fac, self.pos[1] - self.env.inp[1] * \
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self._coll_add_pushback*self.env.speed_fac
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if self.collision_changes_speed:
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oldspeed = math.sqrt(self.speed[0]**2+self.speed[1]**2)
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self.speed = self.speed[0] + \
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force_vec[0]*self.collision_elasticity/self.env.speed_fac, self.speed[1] + \
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force_vec[1]*self.collision_elasticity/self.env.speed_fac
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newspeed = math.sqrt(self.speed[0]**2+self.speed[1]**2)
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if newspeed > oldspeed*1.1:
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self.speed = self.speed[0]/newspeed*1.1 * \
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oldspeed, self.speed[1]/newspeed*oldspeed*1.1
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def _get_crash_force_dir(self, other):
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if 1 == 1: # linter hack
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raise Exception(
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'[!] No collision-logic implemented for shape"'+str(self.shape)+'"')
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def on_collect(self, other):
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pass
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def on_collected(self):
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pass
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def calc_void_collision(self, dir, x, y, vx, vy):
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if dir < 2:
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x = min(max(x, 0), 1)
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vx = -vx*self.collision_elasticity*0.5*self.collision_changes_speed
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else:
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y = min(max(y, 0), 1)
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vy = -vy*self.collision_elasticity*0.5*self.collision_changes_speed
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return x, y, vx, vy
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def kill(self):
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self.env.kill_entity(self)
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class CircularEntity(Entity):
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def __init__(self, env):
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super().__init__(env)
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self.shape = 'circle'
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self.radius = 10
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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 _get_crash_force_dir(self, other):
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if other.shape == 'circle':
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return self.pos[0] - other.pos[0], self.pos[1] - other.pos[1]
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elif other.shape == 'rect':
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pad = 0
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edge_size = min(self.radius, min(
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other.width/3, other.height/3)) + 1
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x, y = self.pos
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x, y = x*self.env.height, y*self.env.width
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left, top = x - self.radius + pad, y - self.radius + pad
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right, bottom = x + self.radius - pad, y + self.radius - pad
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lrcenter, tbcenter = x, y
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ox, oy = other.pos
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ox, oy = ox*self.env.height, oy*self.env.width
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oleft, otop = ox + pad, oy + pad
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oright, obottom = ox + other.width - pad, oy + other.height - pad
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olrcenter, otbcenter = ox + other.width/2, oy + other.height/2
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lr, tb = 0, 0
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if otop < bottom and obottom > bottom:
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# col from top
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tb = otop - bottom
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#print('t', tb)
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elif top < obottom and top > otop:
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# col from bottom
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tb = - top + obottom
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#print('b', tb)
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if right > oleft and right < oright:
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# col from left
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lr = oleft - right
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#print('l', lr)
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elif left < oright and left > oleft:
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# col from right
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lr = - left + oright
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#print('r', lr)
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if lr != 0 and tb != 0:
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if abs(abs(tb) - abs(lr)) < edge_size:
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if abs(tb) < abs(lr):
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return lr/5, tb
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else:
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return lr, tb/5
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if abs(tb) < abs(lr):
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return 0, tb
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else:
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return lr, 0
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return 0, 0
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else:
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raise Exception(
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'[!] Shape "circle" does not know how to collide with shape "'+str(other.shape)+'"')
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class RectangularEntity(Entity):
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def __init__(self, env):
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super().__init__(env)
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self.shape = 'rect'
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self.width = 10
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self.height = 10
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def draw(self):
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x, y = self.pos
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rect = pygame.Rect(x*self.env.width, y *
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self.env.width, self.width, self.height)
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pygame.draw.rect(self.env.surface, self.col,
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rect, width=0)
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def _get_crash_force_dir(self, other):
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raise Exception(
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'[!] Collisions in this direction not implemented for shape "rectangle"')
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class Agent(CircularEntity):
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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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self.solid = True
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self.movable = True
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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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self.damage = 100
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self.radiateDamage = True
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def on_collision(self, other, depth):
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super().on_collision(other, depth)
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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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self.solid = True
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self.movable = False
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class CircleBarrier(Barrier, CircularEntity):
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def __init__(self, env):
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super(CircleBarrier, self).__init__(env)
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class RectBarrier(Barrier, RectangularEntity):
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def __init__(self, env):
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super().__init__(env)
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class Chaser(Enemy, CircularEntity):
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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 Collectable(CircularEntity):
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def __init__(self, env):
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super(Collectable, self).__init__(env)
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self.avaible = True
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self.enforce_not_on_barrier = False
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self.reward = 10
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self.collectors = []
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def on_collision(self, other, depth):
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super().on_collision(other, depth)
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if isinstance(other, Barrier):
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self.on_barrier_collision()
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else:
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for Col in self.collectors:
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if isinstance(other, Col):
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other.on_collect(self)
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self.on_collected()
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def on_collected(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 Reward(Collectable):
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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.reward = 10
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self.collectors = [Agent]
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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 = 500
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def on_collected(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_collected(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_collected(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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class Ball(CircularEntity):
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def __init__(self, env):
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super(Ball, self).__init__(env)
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self.col = (255, 128, 0)
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self.drag = 0.0025
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self.solid = True
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self.movable = 10
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self.elasticity = 1
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self.collision_changes_speed = True
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self.wall_reflect_damping = 0.1
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def calc_void_collision(self, dir, x, y, vx, vy):
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if dir < 2:
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x = min(max(x, 0), 1)
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vx = -(vx/(1+self.wall_reflect_damping))
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else:
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y = min(max(y, 0), 1)
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vy = -(vy/(1+self.wall_reflect_damping))
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return x, y, vx, vy
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def physics_step(self):
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self.env.check_collisions_for(self)
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super().physics_step()
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class Goal(Collectable):
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def __init__(self, env):
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super(Goal, self).__init__(env)
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self.col = (0, 200, 0)
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self.reward = 500
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self.radius = 20
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self.collectors = [Ball]
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class TeleportingGoal(Goal):
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def __init__(self, env):
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super(TeleportingGoal, 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_collected(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 FootballPlayer():
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def __init__(self, env, target):
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super(FootballPlayer, self).__init__(env)
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self.col = (200, 0, 100)
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self.target = target
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self.solid = True
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self.movable = 1
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self.elasticity = 1
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class WalkingFootballPlayer(FootballPlayer, WalkingChaser):
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def __init__(self, env, target):
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super(WalkingFootballPlayer, self).__init__(env, target)
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self.target = target
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class FlyingFootballPlayer(FootballPlayer, FlyingChaser):
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def __init__(self, env, target):
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super(FlyingFootballPlayer, self).__init__(env, target)
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# Not a real entity. Is used in the config of RayObserver to reference the outer boundary of the environment.
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class Void():
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def __init__(self, env):
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self.col = (50, 50, 50)
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pass
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