import os import pygame import numpy as np 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 from effects.particle_effects import AnimationPlayer from agents.ppo.agent import Agent 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 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 self.attackable_sprites = attackable_sprites # Graphics Setup self.animation_player = AnimationPlayer() self.animation = AnimationHandler(self.sprite_type) self.animation.import_assets(position) # Input Setup self._input = InputHandler( self.sprite_type, self.animation_player) # Setup Stats self.role = role self.stats = StatsHandler(self.sprite_type, self.role) def setup_agent(self, gamma, alpha, policy_clip, batch_size, N, n_epochs, gae_lambda, chkpt_dir, no_load=False): self.max_num_enemies = len(self.distance_direction_from_enemy) self.get_current_state() self.num_features = len(self.state_features) self.agent = Agent( input_dims=self.num_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") 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', '') 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]) 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) def get_current_state(self): 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] self.action_features = [self._input.action] self.reward_features = [ self.stats.exp, 2*np.exp(-nearest_dist**2), 1/(np.exp((nearest_enemy.stats.health - nearest_enemy.stats.monster_info['health'])/nearest_enemy.stats.monster_info['health'])) - 1, 1/(np.exp((len(self.distance_direction_from_enemy) - self.max_num_enemies)/self.max_num_enemies)) - 1, 1 - 1/(np.exp((self.stats.health - self.stats.stats['health'])/self.stats.stats['health'])) if not self.is_dead() > 0 else -1 ] self.state_features = [ np.exp(-self.animation.rect.center[0]), np.exp(-self.animation.rect.center[1]), self._input.movement.direction.x, self._input.movement.direction.y, self.stats.health/self.stats.stats['health'], self.stats.energy/self.stats.stats['energy'] ] enemy_states = [] for distance, direction, enemy in self.distance_direction_from_enemy: enemy_states.extend([ np.exp(-distance), direction[0], direction[1], enemy.stats.health/enemy.stats.monster_info['health'], np.exp(-enemy.stats.exp**2), ]) self.state_features.extend(enemy_states) 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) def is_dead(self): if self.stats.health <= 0: self.stats.health = 0 self.animation.import_assets((3264, 448)) return True else: return False 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() print(self.reward_features) def update(self): if not self.is_dead(): self.agent_update() # Cooldowns and Regen self.stats.health_recovery() self.stats.energy_recovery() else: self.stats.exp = max(-1, self.stats.exp - .1) # 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)