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