Files
battle_royale_sim/entities/gamemap.py
2025-08-02 09:55:16 +02:00

235 lines
8.9 KiB
Python

import random as _random
import copy as _copy
import io as _io
from PIL import Image as _Image
from PIL import ImageDraw as _ImageDraw
from utils import logs as _logs
from bot_libs import syms as _bot_syms
from entities import resource as _resource
class BrSimMap():
def __init__(self, players= None, items= None):
self.players= players or []
self.items= items or []
self.world_width= 10 #seems a reasonable width for smartphones larger maps would go on a new line
self.world_height= 10
self.game_map= []
self.field_sym= _bot_syms.MAP_UTF8_FIELD
self.player_male_sym= _bot_syms.MAP_UTF8_PLAYER_MALE
self.player_female_sym= _bot_syms.MAP_UTF8_PLAYER_FEMALE
self.player_nonbinary_sym= _bot_syms.MAP_UTF8_PLAYER_NONBINARY
self.dead_player_sym= _bot_syms.MAP_UTF8_DEATH_PLAYER
self.item_sym= _bot_syms.MAP_UTF8_ITEM
self.mountain_sym = _bot_syms.MAP_UTF8_MOUNTAIN
self.init_map_matrix()
self.init_players_coordinates()
self.init_items_coordinates()
self.populate_map()
def init_map_matrix(self):
# show a matrix representing the game's map
# 🟩 is and empty cell
# (tomorrow we can choose different colors for different locations
# 🟠 this is a player (we could use different colors for different genders)
# 📦 this is an item (weapon or another item)
# 💀 this is icon when the player is dead
# ⛰️ this is icon for the mountain (We can prevent players from passing through the mountains and thus use them for map boundaries.)
self.game_map= []
width= []
#mon = []
#for i in range(self.world_width):
#mon.append(self.mountain_sym)
for i in range(self.world_width):
#if i == 0 or i == self.world_width - 1: width.append(self.mountain_sym)
#else: width.append(self.field_sym)
width.append(None)
#width.append(self.field_sym)
for i in range(self.world_height):
#if i == 0 or i == self.world_height - 1: self.game_map.append(mon)
#else: self.game_map.append(_copy.deepcopy(width))
self.game_map.append(_copy.deepcopy(width))
_logs.log_debug(f'init_map_matrix: {self.game_map}')
def populate_map(self):
for player in self.players:
p_coord_x, p_coord_y= player.get_coordinates()
self.game_map[p_coord_y][p_coord_x]= player
#if not player.is_alive(): self.game_map[p_coord_y][p_coord_x]= self.dead_player_sym
#elif player.player_gender_is_male(): self.game_map[p_coord_y][p_coord_x]= self.player_male_sym
#elif player.player_gender_is_female(): self.game_map[p_coord_y][p_coord_x]= self.player_female_sym
#else: self.game_map[p_coord_y][p_coord_x]= self.player_nonbinary_sym
for item in self.items:
i_coord_x, i_coord_y= item.get_coordinates()
self.game_map[p_coord_y][p_coord_x]= item
#self.game_map[i_coord_y][i_coord_x]= self.item_sym
def _put_resource_on_map(self, target):
#x= _random.randint(1, self.world_width -2) # from 1 to width-2 because 1 cell is occupied by the mountain
#y= _random.randint(1, self.world_height -2)
x= _random.randint(0, self.world_width -1)
y= _random.randint(0, self.world_height -1)
resource= self.get_map_matrix()[y][x]
while resource:
#while self.get_map_matrix()[y][x] != self.field_sym:
_logs.log_debug('_put_resource_on_map: collision, regenerate coordinates')
x= _random.randint(0, self.world_width -1)
y= _random.randint(0, self.world_height -1)
resource= self.get_map_matrix()[y][x]
print(f'{target.get_name()} >>> ({x},{y})')
target.set_coordinates(x, y)
self.get_map_matrix()[y][x]= target
def init_players_coordinates(self):
for player in self.players:
self._put_resource_on_map(player)
def init_items_coordinates(self):
for item in self.items:
self._put_resource_on_map(item)
def add_player_to_map(self, player):
self.players.append(player)
self._put_resource_on_map(player)
def add_item_to_map(self, item):
self.items.append(item)
self._put_resource_on_map(item)
def get_map_matrix(self):
return self.game_map
def get_player_available_directions(self, Player):
coord_x, coord_y= Player.get_coordinates()
avail_directions= []
#XXX for now move only on available cells, no over other players/items
for shift in [-1, 1]:
x= coord_x + shift
if x < 0 or x > self.world_width -1: continue
resource= self.get_map_matrix()[coord_y][x]
direction= shift == -1 and 'sinistra' or 'destra'
if not resource: avail_directions.append((shift, 0, direction))
for shift in [-1, 1]:
y= coord_y + shift
if y < 0 or y > self.world_height -1: continue
resource= self.get_map_matrix()[y][coord_x]
direction= shift == -1 and 'su' or 'giu\''
if not resource: avail_directions.append((0, shift, direction))
return avail_directions
def check_near_players(self, Player):
# TODO Implement me
# 1. range weapons like arch can attack from distance
# 2. knife, sword and punch can attack only on immediate near cell
coord_x, coord_y= Player.get_coordinates()
attackable_players= []
for shift in [-1, 1]:
x= coord_x + shift
if x < 0 or x >= self.world_width -1: continue
resource= self.get_map_matrix()[coord_y][x]
if resource and resource.is_player() and resource.is_alive(): attackable_players.append(resource)
for shift in [-1, 1]:
y= coord_y + shift
if y < 0 or y >= self.world_height -1: continue
resource= self.get_map_matrix()[y][coord_x]
if resource and resource.is_player() and resource.is_alive(): attackable_players.append(resource)
return attackable_players
def check_near_items(self, Player):
# TODO Implement me
return []
def get_player_available_actions(self, Player):
# TODO: define actions list
coord_x, coord_y= Player.get_coordinates()
avail_actions= {}
attack= self.check_near_players(Player)
if attack:
print(f'{Player.get_name()} can attack {[a.get_name() for a in attack]}')
#avail_actions.append(1) #XXX replace with attack action (or maybe other actions on players)
avail_actions[1]= attack #XXX replace with attack action (or maybe other actions on players)
if self.get_player_available_directions(Player):
avail_actions[2]= True #XXX replace with action move
items= self.check_near_items(Player)
if items:
avail_actions[3]= items #XXX replace with get item action
return avail_actions
def get_renderized_map(self):
res= ''
self.populate_map()
game_map= self.get_map_matrix()
for y in game_map:
for x in y:
if not x: el= self.field_sym
#XXX how to manage mountains?
elif x.is_player():
if not x.is_alive(): el= self.dead_player_sym
elif x.player_gender_is_male(): el= self.player_male_sym
elif x.player_gender_is_female(): el= self.player_female_sym
else: el= self.player_nonbinary_sym
elif x.is_item():
el= self.item_sym
res+= el
res+= '\n'
return res
def get_image_map(self):
self.populate_map()
scale_x= 20
scale_y= 20
final_x= self.world_width * scale_x
final_y= self.world_height * scale_y
image = _Image.new('RGB', (final_x, final_y))
draw = _ImageDraw.Draw(image)
outline= '#000000'
for y in range(self.world_height):
for x in range(self.world_width):
resource= self.game_map[y][x]
if not resource:
pixel_color= _bot_syms.MAP_IMAGE_FIELD
# XXX how to manage mountains? maybe another class?
#elif resource == self.mountain_sym:
#pixel_color= _bot_syms.MAP_IMAGE_MOUNTAIN
elif resource.is_item():
pixel_color= _bot_syms.MAP_IMAGE_ITEM
elif resource.is_player():
if not resource.is_alive():
pixel_color= _bot_syms.MAP_IMAGE_DEATH_PLAYER
elif resource.player_gender_is_male():
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_MALE
elif resource.player_gender_is_female():
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_FEMALE
elif resource.player_gender_is_not_binary():
pixel_color= _bot_syms.MAP_IMAGE_PLAYER_NONBINARY
scaled_x_coord= x * scale_x
scaled_y_coord= y * scale_y
# if x == 1 distance from top-right is 20 (because everything is 20x bigger)
# then we want to draw a rectanghe 20x20 (instead of 1x1)
# this mean that if x == 1 (20px from top-right), x+1 == 2 (40px from top-right)
# the same for y
# this means that i keep the same factor proportions but 20x bigger
scaled_x_width= (x + 1) * scale_x
scaled_y_height= (y + 1) * scale_y
draw.rectangle([scaled_x_coord, scaled_y_coord, scaled_x_width, scaled_y_height],
fill= pixel_color, outline= outline
)
# debug
#image.save('/tmp/battle_royale_map.png')
#image.show()
bio = _io.BytesIO()
image.save(bio, 'PNG')
bio.seek(0)
return bio