-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathengine.py
More file actions
245 lines (206 loc) · 8.63 KB
/
engine.py
File metadata and controls
245 lines (206 loc) · 8.63 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
#!/usr/bin/env python
# -*- coding: utf-8 -*-
import time
import math
from multiprocessing import Process, Pipe
from user_interface import UserInterface
import geometry
import objects
import common
import constants
import events
class ObjectState:
"""
Hold game object state, useful for exchange between processes
"""
params = (
'id',
'coord',
'course',
'armor',
'gun_heat',
'_revolvable',
'_img_file_name',
'_layer',
'_selectable',
'_animated'
)
def __init__(self, obj):
for param in self.params:
if hasattr(obj, param):
val = getattr(obj, param)
setattr(self, param, val)
if hasattr(obj, '_detected_by'):
self._detected_by = [
detected_by_obj.id
for detected_by_obj in obj._detected_by
]
else:
self._detected_by = []
def start_ui(name, child_conn):
ui = UserInterface(name)
ui.run(child_conn)
class Scene:
"""
Game scene. Container for all game objects.
"""
def __init__(self, name):
self.grounds = []
self.shots = []
self.explosions = []
objects.Shot.container = self.shots
objects.Explosion.container = self.explosions
objects.Tank.container = self.grounds
self.hold_state = False # режим пошаговой отладки
self._step = 0
self.name = name
def _game_step(self):
"""
Proceed objects states, collision detection, hits
and radars discovering
"""
for obj in self.grounds + self.shots:
obj._distance_cache = {}
for obj in self.grounds:
obj._radar_detected_objs = []
obj._detected_by = []
searched_left_ids = []
for left in self.grounds[:]:
#~ searched_left_ids.append(left.id)
left.debug(">>> start proceed at scene step")
left.debug(str(left))
for right in self.grounds[:]:
if (right.id == left.id) or (right.id in searched_left_ids):
continue
distance = left.distance_to(right)
# коллизии
overlap_distance = int(left.radius + right.radius - distance)
if overlap_distance > 1:
# могут пересекаться одним пикселем
step_back_vector = geometry.Vector(right,
left,
overlap_distance // 2)
left.debug('step_back_vector %s', step_back_vector)
left.coord.add(step_back_vector)
right.coord.add(-step_back_vector)
left._events.put(events.EventCollide(right))
right._events.put(events.EventCollide(left))
# радары
if distance < constants.tank_radar_range:
left.debug("distance < constants.tank_radar_range for %s",
right.id)
if _in_radar_fork(left, right):
left.debug("see %s", right.id)
if right.armor > 0:
left._radar_detected_objs.append(right)
right._detected_by.append(left)
# попадания (список летяших снарядов может уменьшаться)
for shot in self.shots[:]:
if shot.owner and shot.owner == left:
continue
if _collide_circle(shot, left):
left.hit(shot)
shot.detonate_at(left)
# self.shots.remove(shot)
# после главного цикла - евенты могут меняться
for obj in self.grounds:
if obj._radar_detected_objs:
radar_event = events.EventRadarRange(obj._radar_detected_objs)
obj._events.put(radar_event)
obj._proceed_events()
obj._game_step()
for obj in self.shots + self.explosions:
obj._game_step()
if common._debug:
common.log.debug('=' * 20, self._step, '=' * 10)
def go(self):
"""
Main game cycle - the game begin!
"""
self.parent_conn, child_conn = Pipe()
self.ui = Process(target=start_ui, args=(self.name, child_conn,))
self.ui.start()
while True:
cycle_begin = time.time()
# проверяем, есть ли новое состояние UI на том конце трубы
ui_state = None
while self.parent_conn.poll(0):
# состояний м.б. много, оставляем только последнее
ui_state = self.parent_conn.recv()
# состояние UI изменилось - отрабатываем
if ui_state:
if ui_state.the_end:
break
for obj in self.grounds:
obj._selected = obj.id in ui_state.selected_ids
# переключение режима отладки
if ui_state.switch_debug:
if common._debug: # были в режиме отладки
self.hold_state = False
else:
self.hold_state = True
common._debug = not common._debug
# шаг игры, если надо
if not self.hold_state or (ui_state and ui_state.one_step):
self._step += 1
self._game_step()
# отсылаем новое состояние обьектов в UI
objects_state = {}
for obj in self.grounds + self.shots + self.explosions:
objects_state[obj.id] = ObjectState(obj)
self.parent_conn.send(objects_state)
# вычисляем остаток времени на сон
cycle_time = time.time() - cycle_begin
cycle_time_rest = constants.game_step_min_time - cycle_time
if cycle_time_rest > 0:
# о! есть время поспать... :)
# print "sleep for %.6f" % cycle_time_rest
time.sleep(cycle_time_rest)
# ждем пока потомки помрут
self.ui.join()
print 'Thank for playing robopycode! See you in the future :)'
############################################################ утилиты ##########
def _collide_circle(left, right):
"""
Detect collision by radius of objects
"""
return left.distance_to(right) <= left.radius + right.radius
def _overlapped(left, right):
"""
Is two objects overlapped
"""
return int((left.radius + right.radius) - left.distance_to(right))
_half_tank_radar_angle = constants.tank_radar_angle // 2
_radar_point_back_distance = math.sin(_half_tank_radar_angle / 180 * math.pi) \
* objects.Tank.radius
def _in_radar_fork(obj, target):
"""
Is target in radar beam?
"""
point_back_vector = geometry.Vector(obj.course + 180,
_radar_point_back_distance)
point_back = geometry.Point(obj.coord)
point_back.add(point_back_vector)
dx = target.coord.x - point_back.x
dy = target.coord.y - point_back.y
left_radar_angle = geometry.normalise_angle(obj.course
+ _half_tank_radar_angle)
right_radar_angle = geometry.normalise_angle(obj.course
- _half_tank_radar_angle)
target_direction = geometry.get_arctan(dy, dx)
obj.debug("course %s dx %s dy %s", obj.course, dx, dy)
obj.debug("left_angle %s right_angle %s target_direction %s",
left_radar_angle, right_radar_angle, target_direction)
if right_radar_angle < target_direction < left_radar_angle:
obj.debug("in radar beam")
return True
if 0 + constants.tank_radar_angle > left_radar_angle and \
right_radar_angle > 360 - constants.tank_radar_angle:
obj.debug("radar beam near zero")
if target_direction < left_radar_angle:
obj.debug("target_direction < left_radar_angle")
return True
if target_direction > right_radar_angle:
obj.debug("target_direction > right_radar_angle")
return True
return False