pneuma-pygame/entities/player.py

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import os
import pygame
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import numpy as np
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from random import randint
from configs.game.weapon_config import weapon_data
from configs.game.spell_config import magic_data
from .components.stats import StatsHandler
from .components._input import InputHandler
from .components.animaton import AnimationHandler
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from effects.particle_effects import AnimationPlayer
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from agents.ppo.agent import Agent
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class Player(pygame.sprite.Sprite):
def __init__(self,
player_id,
role,
position,
groups,
obstacle_sprites,
visible_sprites,
attack_sprites,
attackable_sprites
):
super().__init__(groups)
self.initial_position = position
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self.player_id = player_id
self.distance_direction_from_enemy = None
# Sprite Setup
self.sprite_type = "player"
self.obstacle_sprites = obstacle_sprites
self.visible_sprites = visible_sprites
self.attack_sprites = attack_sprites
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self.attackable_sprites = attackable_sprites
# Graphics Setup
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self.animation_player = AnimationPlayer()
self.animation = AnimationHandler(self.sprite_type)
self.animation.import_assets(position)
# Input Setup
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self._input = InputHandler(
self.sprite_type, self.animation_player)
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# Setup Stats
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self.role = role
self.stats = StatsHandler(self.sprite_type, self.role)
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def setup_agent(self,
gamma,
alpha,
policy_clip,
batch_size,
N,
n_epochs,
gae_lambda,
chkpt_dir,
no_load=False):
self.get_current_state()
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self.num_features ==
self.agent = Agent(
input_dims=len(self.state_features),
n_actions=len(self._input.possible_actions),
gamma=gamma,
alpha=alpha,
policy_clip=policy_clip,
batch_size=batch_size,
N=N,
n_epochs=n_epochs,
gae_lambda=gae_lambda,
chkpt_dir=chkpt_dir
)
print(
f"\nAgent initialized on player {self.player_id} using {self.agent.actor.device}.")
if not no_load:
print("Attempting to load models ...")
try:
self.agent.load_models(
actr_chkpt=f"A{self.player_id}",
crtc_chkpt=f"C{self.player_id}"
)
print("Models loaded ...\n")
except FileNotFoundError:
print(
f"FileNotFound for player {self.player_id}.\
\nSkipping loading ...\n")
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def get_status(self):
if self._input.movement.direction.x == 0\
and self._input.movement.direction.y == 0:
if 'idle' not in self._input.status and 'attack' not in self._input.status:
self._input.status += '_idle'
if self._input.attacking:
self._input.movement.direction.x = 0
self._input.movement.direction.y = 0
if 'attack' not in self._input.status:
if 'idle' in self._input.status:
self._input.status = self._input.status.replace(
'idle', 'attack')
else:
self._input.status += '_attack'
else:
if 'attack' in self._input.status:
self._input.status = self._input.status.replace('_attack', '')
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def attack_logic(self):
if self.attack_sprites:
for attack_sprite in self.attack_sprites:
collision_sprites = pygame.sprite.spritecollide(
attack_sprite, self.attackable_sprites, False)
if collision_sprites:
for target_sprite in collision_sprites:
if target_sprite.sprite_type == 'grass':
pos = target_sprite.rect.center
offset = pygame.math.Vector2(0, 75)
for leaf in range(randint(3, 6)):
self.animation_player.create_grass_particles(
position=pos - offset,
groups=[self.visible_sprites])
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target_sprite.kill()
else:
target_sprite.get_damaged(
self, attack_sprite.sprite_type)
def get_full_weapon_damage(self):
base_damage = self.stats.attack
weapon_damage = weapon_data[self._input.combat.weapon]['damage']
return (base_damage + weapon_damage)
def get_full_magic_damage(self):
base_damage = self.stats.magic
spell_damage = magic_data[self._input.combat.magic]['strength']
return (base_damage + spell_damage)
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def get_current_state(self):
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if self.distance_direction_from_enemy != []:
sorted_distances = sorted(
self.distance_direction_from_enemy, key=lambda x: x[0])
else:
sorted_distances = np.zeros(self.num_features)
nearest_dist, _, nearest_enemy = sorted_distances[0]
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self.action_features = [self._input.action]
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self.reward_features = [
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self.stats.exp,
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2*np.exp(-nearest_dist**2),
np.exp(-nearest_enemy.stats.health),
-np.exp(-self.stats.health**2)
if not self.is_dead() > 0 else -1
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]
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self.state_features = [
np.exp(-self.animation.rect.center[0]),
np.exp(-self.animation.rect.center[1]),
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self._input.movement.direction.x,
self._input.movement.direction.y,
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self.stats.health/self.stats.stats['health'],
self.stats.energy/self.stats.stats['energy']
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]
enemy_states = []
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for distance, direction, enemy in self.distance_direction_from_enemy:
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enemy_states.extend([
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np.exp(-distance),
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direction[0],
direction[1],
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enemy.stats.health/enemy.stats.monster_info['health'],
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np.exp(-enemy.stats.exp**2),
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])
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self.state_features.extend(enemy_states)
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if hasattr(self, 'num_features'):
while len(self.state_features) < self.num_features:
self.state_features.append(0)
self.state_features = np.array(self.state_features)
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def is_dead(self):
if self.stats.health <= 0:
self.stats.health = 0
self.animation.import_assets((3264, 448))
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return True
else:
return False
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def agent_update(self):
# Get the current state
self.get_current_state()
# Choose action based on current state
action, probs, value\
= self.agent.choose_action(self.state_features)
# Apply chosen action
self._input.check_input(action,
self.stats.speed,
self.animation.hitbox,
self.obstacle_sprites,
self.animation.rect,
self)
self.agent.remember(self.state_features, action,
probs, value, self.stats.exp, self.is_dead())
self.get_current_state()
def update(self):
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if not self.is_dead():
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self.agent_update()
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# Cooldowns and Regen
self.stats.health_recovery()
self.stats.energy_recovery()
else:
self.stats.exp = max(0, self.stats.exp - .01)
# Refresh player based on input and animate
self.get_status()
self.animation.animate(
self._input.status, self._input.combat.vulnerable)
self._input.cooldowns(self._input.combat.vulnerable)