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, position, groups, obstacle_sprites, visible_sprites, attack_sprites, attackable_sprites, role, player_id): super().__init__(groups) # Setup Sprites self.sprite_type = 'player' self.status = 'down' self.player_id = player_id self.visible_sprites = visible_sprites self.attack_sprites = attack_sprites self.obstacle_sprites = obstacle_sprites self.attackable_sprites = attackable_sprites # Setup Graphics self.animation_player = AnimationPlayer() self.animation = AnimationHandler(self.sprite_type) self.animation.import_assets(position) self.image = self.animation.image self.rect = self.animation.rect # Setup Inputs self._input = InputHandler( self.sprite_type, self.animation_player) # , self.status) # Setup Stats self.role = role self.stats = StatsHandler(self.sprite_type, self.role) self.distance_direction_from_enemy = None # Setup AI self.score = 0 self.learn_iters = 0 self.n_steps = 0 self.N = 20 def get_status(self): if self._input.movement.direction.x == 0 and self._input.movement.direction.y == 0: if 'idle' not in self.status and 'attack' not in self.status: self.status += '_idle' if self._input.attacking: self._input.movement.direction.x = 0 self._input.movement.direction.y = 0 if 'attack' not in self.status: if 'idle' in self.status: self.status = self.status.replace('idle', 'attack') else: self.status += '_attack' else: if 'attack' in self.status: self.status = self.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 = [ 1 - np.exp(-self.stats.exp), np.exp(-(nearest_dist)), np.exp(-(nearest_enemy.stats.health)), - np.exp(-self.stats.health) ] self.state_features = [ # TODO: Find a way to not use magic numbers self.rect.center[0]/3616, self.rect.center[1]/3168, 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 sorted_distances[:5]: # TODO: Find a way to not use magic numbers enemy_states.extend([ distance/sorted_distances[-1][0], direction[0], direction[1], enemy.stats.health/enemy.stats.monster_info['health'], enemy.stats.attack/enemy.stats.monster_info['attack'], enemy.stats.exp/250, ]) 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) min_feat = np.min(self.state_features) max_feat = np.max(self.state_features) self.state_features = (self.state_features - min_feat) / (max_feat-min_feat) def get_max_num_states(self): self.get_current_state() self.num_features = len(self.state_features) def setup_agent(self): self.agent = Agent( input_dims=len(self.state_features), n_actions=len(self._input.possible_actions), batch_size=5, n_epochs=4) try: self.agent.load_models() except FileNotFoundError as e: print(f"{e}. Skipping loading...") def is_dead(self): if self.stats.health == 0: self.stats.exp = -100 return True else: return False def 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) self.n_steps += 1 # Apply chosen action self._input.check_input(action, self.stats.speed, self.animation.hitbox, self.obstacle_sprites, self.animation.rect, self) self.done = self.is_dead() self.score = self.stats.exp self.agent.remember(self.state_features, action, probs, value, self.stats.exp, self.done) if self.n_steps % self.N == 0: self.agent.learn() self.learn_iters += 1 self.get_current_state() if self.done: self.agent.learn() # Refresh objects based on input self.status = self._input.status # Animate self.get_status() self.animation.animate(self.status, self._input.combat.vulnerable) self.image = self.animation.image self.rect = self.animation.rect # Cooldowns and Regen self.stats.energy_recovery() self._input.cooldowns(self._input.combat.vulnerable)