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testnngen.py
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import tcod as libtcod
from random import randint, random
from math import sqrt
from time import sleep
import numpy as np
import heapq
from nn2 import *
# actual size of the window
SCREEN_WIDTH = 60
SCREEN_HEIGHT = 35
# size of the map
MAP_WIDTH = 18 # width 18 pour que la matrice affichée en console corresponde visuellement à la map
MAP_HEIGHT = 18
# parameters for dungeon generator
ROOM_MAX_SIZE = 8
ROOM_MIN_SIZE = 5
MAX_ROOMS = 2
FOV_ALGO = 0 # default FOV algorithm
FOV_LIGHT_WALLS = True # light walls or not
TORCH_RADIUS = 10
LIMIT_FPS = 20 # 20 frames-per-second maximum
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
class Tile:
# a tile of the map and its properties
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
# all tiles start unexplored
self.explored = False
# by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Rect:
# a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
self.size = w*h
def center(self):
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
def intersect(self, other):
# returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class Noeud:
def __init__(self, x, y, cout, heuristique):
self.x = int(x)
self.y = int(y)
self.cout = cout
self.heuristique = heuristique
def memePoint(self, other):
return self.x == other.x and self.y == other.y
def __cmp__(self, other):
if self.heuristique < other.heuristique:
return 1
elif self.heuristique == other.heuristique:
return 0
else:
return -1
class FilePrio(object):
""" A neat min-heap wrapper which allows storing items by priority
and get the lowest item out first (pop()).
Also implements the iterator-methods, so can be used in a for
loop, which will loop through all items in increasing priority order.
Remember that accessing the items like this will iteratively call
pop(), and hence empties the heap! """
def __init__(self):
""" create a new min-heap. """
self._heap = []
def push(self, noeud):
""" Push an item with priority into the heap.
Priority 0 is the highest, which means that such an item will
be popped first."""
heapq.heappush(self._heap, (noeud.heuristique+random()/100, noeud))
def pop(self):
""" Returns the item with lowest priority. """
item = heapq.heappop(self._heap)[1] # (prio, item)[1] == item
return item
def liste_valeurs(self):
result = []
for e in self._heap:
result.append(e[1])
return result
def __len__(self):
return len(self._heap)
def __iter__(self):
""" Get all elements ordered by asc. priority. """
return self
def next(self):
""" Get all elements ordered by their priority (lowest first). """
try:
return self.pop()
except IndexError:
raise StopIteration
class Object:
# this is a generic object: the player, a monster, an item, the stairs...
# it's always represented by a character on screen.
def __init__(self, x, y, char, color, blocks=False):
self.x = int(x)
self.y = int(y)
self.char = char
self.color = color
self.blocks = blocks
def move(self, dx, dy):
# move by the given amount, if the destination is not blocked
if not map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def move2(self, x, y):
dx = x - self.x
dy = y - self.y
self.move(dx, dy)
def draw(self):
# only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, int(self.x), int(self.y)):
# set the color and then draw the character that represents this object at its position
libtcod.console_set_default_foreground(con, self.color)
libtcod.console_put_char(con, int(self.x), int(self.y), self.char, libtcod.BKGND_NONE)
def clear(self):
# erase the character that represents this object
libtcod.console_put_char(con, int(self.x), int(self.y), ' ', libtcod.BKGND_NONE)
def move_towards(self, target_x, target_y):
# vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = sqrt(dx ** 2 + dy ** 2)
# normalize it to length 1 (preserving direction), then round it and
# convert to integer so the movement is restricted to the map grid
dx = round(dx / distance)
dy = round(dy / distance)
self.move(dx, dy)
def move_astar3(self, target):
cases_libres, murs_vus = self.lit_frontieres()
murs_vus = set(murs_vus)
depart = Noeud(self.x, self.y, 0, 0)
closedList = []
openList = FilePrio()
parent = dict()
openList.push(depart)
while len(openList) > 0:
u = openList.pop()
if u.x == target[0] and u.y == target[1]:
chemin = [u]
while u in parent:
u = parent[u]
chemin.append(u)
for i in range(len(chemin)):
chemin[i] = (chemin[i].x, chemin[i].y)
return chemin[::-1][1:]
for k in range(-1, 2):
for l in range(-1, 2):
# if k==0 or l==0: #pour l'empecher de se déplacer en diago
if k == 0 or l == 0:
cout = 1 # On se déplace en ligne droite
else:
cout = sqrt(2) # On se déplace en diago (pour éviter que l'algo pense qu'un chemin en zigzag
# équivaut à une ligne droite)
v = Noeud(u.x + k, u.y + l, u.cout + cout, 0) # Si le noeud s'avère intéressant, l'heuristique
# sera alors calculée
present = False
if (v.x, v.y) not in murs_vus:
for n in closedList + openList.liste_valeurs():
if n.memePoint(v) and n.cout <= v.cout:
present = True
if not present:
v.heuristique = v.cout + dist((v.x, v.y), (target[0], target[1]))
openList.push(v)
parent[v] = u
closedList.append(u)
print("Aucun chemin trouvé")
return -1
def lit_frontieres(self):
cases_libres = []
murs_vus = []
for i in range(len(map)):
for j in range(len(map[0])):
if map[i][j].explored and not map[i][j].blocked:
for k in range(-1, 2):
for l in range(-1, 2):
if not map[i+k][j+l].explored:
cases_libres.append((i+k, j+l))
break
elif map[i][j].explored and map[i][j].blocked:
murs_vus.append((i, j))
return cases_libres, murs_vus
def create_room(room):
global map
# go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
# créer piliers
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
if randint(0, 1300-room.size) == 0:
map[x][y].blocked = True
map[x][y].block_sight = True
def create_h_tunnel(x1, x2, y):
global map
# horizontal tunnel. min() and max() are used in case x1>x2
for x in range(int(min(x1, x2)), int(max(x1, x2) + 1)):
map[x][int(y)].blocked = False
map[x][int(y)].block_sight = False
map[x][int(y)+1].blocked = False
map[x][int(y)+1].block_sight = False
map[x][int(y)-1].blocked = False
map[x][int(y)-1].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
# vertical tunnel
for y in range(int(min(y1, y2)), int(max(y1, y2) + 1)):
map[int(x)][y].blocked = False
map[int(x)][y].block_sight = False
map[int(x)+1][y].blocked = False
map[int(x)+1][y].block_sight = False
map[int(x)-1][y].blocked = False
map[int(x)-1][y].block_sight = False
def make_map():
global map, player
# fill map with "blocked" tiles
map = [[Tile(True)
for y in range(MAP_HEIGHT)]
for x in range(MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
# random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
# run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
create_room(new_room)
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
if num_rooms == 0:
# this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
# all rooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
# draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
# first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
def dist(x, y):
return sqrt((x[0]-y[0])**2 + (x[1]-y[1])**2)
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
if fov_recompute:
# recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, int(player.x), int(player.y), TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
# go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
# if it's not visible right now, the player can only see it if it's explored
if map[x][y].explored:
if wall:
libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
# it's visible
if wall:
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET)
# since it's visible, explore it
map[x][y].explored = True
# draw all objects in the list
for object in objects:
object.draw()
# blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
def handle_keys():
global fov_recompute
key = libtcod.console_check_for_keypress() # real-time
# key = libtcod.console_wait_for_keypress(True) #turn-based
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True # exit game
# movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player.move(0, -1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player.move(0, 1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player.move(-1, 0)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player.move(1, 0)
fov_recompute = True
if __name__ == '__main__':
#############################################
# Initialization & Main Loop
#############################################
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)
# create object representing the player
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)
# create an NPC
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)
# the list of objects with those two
objects = [npc, player]
# generate map (at this point it's not drawn to the screen)
make_map()
# create the FOV map, according to the generated map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
fov_recompute = True
chemin = []
# MLP
n = MAP_HEIGHT * MAP_WIDTH
network = MLP(n, 2 * n, 2 * n, n) # en entrée la map et point de départ et d'arrivée
# 1 pour start/end, -1 pour mur, 0 pour libre
while not libtcod.console_is_window_closed():
# render the screen
render_all()
##### génère le set d'entrainement #####
free, blocked = player.lit_frontieres()
# points de départ et d'arrivée générés aléatoirement en zone libre
start_points = []
end_points = []
N = 100
for k in range(N):
i = randint(1, MAP_WIDTH-1) # j'ai mis 1 et max-1 à cause d'erreurs out of range
j = randint(1, MAP_HEIGHT-1)
while map[i][j].blocked:
i = randint(1, MAP_WIDTH-1)
j = randint(1, MAP_HEIGHT-1)
start_points.append((i, j))
for k in range(N):
i = randint(1, MAP_WIDTH-1)
j = randint(1, MAP_HEIGHT-1)
while map[i][j].blocked:
i = randint(1, MAP_WIDTH-1)
j = randint(1, MAP_HEIGHT-1)
end_points.append((i, j))
# Objet à créer pour les points de départ pour lancer move_astar3 (peut s'enlever en mettant move astar
# hors classe)
start_objects = [Object(start[0], start[1], 'o', libtcod.white) for start in start_points]
path_list = [start_objects[i].move_astar3(end_points[i]) for i in range(N)]
print(start_points)
print(end_points)
print(path_list)
sleep(1)
# Mise au bon format pour le réseau
samples = np.zeros(N, dtype=[('input', float, n), ('output', float, n)])
init = []
result = []
for k in range(N):
init.append(map_to_input(map, start_points[k], end_points[k]))
result.append(map_to_result(map, start_points[k], end_points[k], path_list[k]))
samples[k] = init[k], result[k]
print("En cours d'entrainement")
learn_path_format2(network, samples, epochs=1000, lrate=0.1, momentum=0.2)
print("Entrainement terminé")
break # Pour ne pas boucler
fov_recompute = True
libtcod.console_flush()
# erase all objects at their old locations, before they move
for object in objects:
object.clear()
# handle keys and exit game if needed
exit = handle_keys()
if exit:
break