PyGmae:有限状态机实践(十一)

#   _*_ coding:utf-8 _*_
from random import randint
import sys
import pygame
from pygame.locals import *
from gameobjects.vector2 import Vector2
import time

__author__ = 'admin'

'''
    蚂蚁状态机(十一)
    新目标:实现蚂蚁攻击蜘蛛,并消灭蜘蛛
    在蜘蛛中增加血条
    增加ant的hunt状态
    在hunt中实现攻击

'''
SCREEN_SIZE = (640, 480)
NEST_POSITION = (320, 240)
NEST_SIZE = 100.

WHITE = (255, 255, 255)

clock = pygame.time.Clock()


class Microcosm(object):
    def __init__(self):
        self.objects_dict = {}
        self.capricious_dict = {}
        self.obj_id = 0
        self.capricious_list = []

    def addObj(self, obj):
        #   在changeState方法中需要传入一个包含所有蚂蚁对象的列表,这个列表中也包含有未被拾取的叶子
        self.capricious_list.append(obj)
        #   用于存储程序运行之后生成的所有对象及其对应的id
        self.objects_dict[self.obj_id] = obj
        #   道理同objects_dict,只不过该dict会不断的被添加和删除,主要是确定哪些叶子允许被蚂蚁seek
        self.capricious_dict[self.obj_id] = obj
        #   是在这个位置为对象附上id属性的,下面删除字典元素时要用到这个id
        obj.id = self.obj_id
        self.obj_id += 1

    def getObj(self, obj_id):
        return self.objects_dict[obj_id]

    def get_closeTo_obj(self, name, position, range=50):
        for obj in self.capricious_dict.values():
            if obj.name == name:
                distance = position.get_distance_to(obj.position)
                if distance <= range:
                    return obj
        return None

    def get_obj_InNest(self, name):
        for obj in self.capricious_dict.values():
            if obj.name == name:
                distance = obj.position.get_distance_to(NEST_POSITION)
                if distance < NEST_SIZE:
                    return obj
        return None

    #   绘制方法存在这里,每个继承的子类都在这里绘制,无需在每个对象类中再绘制了
    #   每个对象类中只需要实时的变更其位置即可
    def draw(self, surface):
        surface.fill(WHITE)
        pygame.draw.circle(surface, (200, 255, 200), NEST_POSITION, int(NEST_SIZE))
        for obj in self.objects_dict.values():
            obj.draw(surface)

class ObjProduct(object):
    def __init__(self, microcosm, name, path):
        self.microcosm = microcosm
        self.name = name
        self.image_path = path
        self.image = pygame.image.load(self.image_path).convert_alpha()
        self.state = 0
        self.fsm = None
        self.id = 0
        self.speed = 0
        self.position = Vector2(0, 0)
        self.destination = Vector2(0, 0)

    def bind(self, state, fsm):
        self.fsm = fsm
        self.state = state

    def draw(self, surface):
        x, y = self.position
        w, h = self.image.get_size()
        surface.blit(self.image, (x - w / 2, y - h / 2))

    def explore(self):
        print("[%s-%d]探索中....." % (self.name, self.id))
        distance = self.destination - self.position
        #   获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)
        x = self.position.get_distance_to(self.destination)
        #   获取单位向量,即每次蚂蚁移动的向量
        heading = distance.normalise()
        #   如果蚂蚁再移动单位向量就会越过目标点
        if x <= heading.get_length():
            print("[%s-%d]到达目的地了....前往下一个点" % (self.name, self.id))
            # self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
            return True
        else:
            self.position += heading

class Spider(ObjProduct):
    def __init__(self, microcosm, name, path):
        ObjProduct.__init__(self, microcosm, name, path)
        self.position = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
        self.health = 25

    def draw(self, surface):
        ObjProduct.draw(self, surface)
        #   为蜘蛛增加血条,依据health进行血量调整
        x, y = self.position
        w, h = self.image.get_size()
        blood_x = x - w / 2
        blood_y = y + h / 2
        screen.fill((255, 0, 0), (blood_x, blood_y, 25, 4))
        screen.fill((0, 255, 0), (blood_x, blood_y, self.health, 4))

    def wait(self):
        print("[%s-%d]停顿下,思考人生....." % (self.name, self.id))
        pygame.time.delay(10)

class Leaf(ObjProduct):
    def __init__(self, microcosm, name, path):
        ObjProduct.__init__(self, microcosm, name, path)
        self.position = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))

    def draw(self, surface):
        ObjProduct.draw(self, surface)

class Ant(ObjProduct):
    def __init__(self, microcosm, name, path):
        ObjProduct.__init__(self, microcosm, name, path)
        self.position = Vector2(NEST_POSITION)
        self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
        #   这里让leaf_id为None,单纯就是不想给它一个数字而已,避免这个默认值作为Key使用时报错
        self.leaf_id = None
        #   这里让leaf_id为None,单纯就是不想给它一个数字而已,避免这个默认值作为Key使用时报错
        self.spider_id = None

    def draw(self, surface):
        ObjProduct.draw(self, surface)

    def wait(self):
        print("[%s-%d]停顿下,思考人生....." % (self.name, self.id))
        pygame.time.delay(10)

class State(object):
    def exec(self, obj):
        pass

    def exit(self, obj):
        pass


class ExploreState(State):
    def exec(self, obj):
        #   决定探索过程中触发wait的频率
        if randint(1, 1000) == 1:
            #   信号置为0
            obj.state = 0
        else:
            if obj.name == 'ant':
                #   检测此时是否有蜘蛛进入巢穴
                spider_ = obj.microcosm.get_obj_InNest('spider')
                #   如果有这样的蜘蛛对象
                if spider_ is not None:
                    #   为当前蚂蚁对象添加该目标蜘蛛id属性(将该蜘蛛绑定到该蚂蚁上,方便调用)
                    obj.spider_id = spider_.id
                    obj.state = 4
                else:
                    #   判断当前蚂蚁对象附近范围内是否有叶子存在,并获取这个叶子对象
                    leaf_ = obj.microcosm.get_closeTo_obj('leaf', obj.position)
                    #   如果有这样的叶子对象
                    if leaf_ is not None:
                        #   为当前蚂蚁对象添加该目标叶子id属性(将该叶子绑定到该蚂蚁上,方便调用)
                        obj.leaf_id = leaf_.id
                        #   信号置为seek
                        obj.state = 2
                    else:
                        #   附近没有叶子就执行explore
                        if obj.explore():
                            obj.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))
            elif obj.name == 'spider':
                if obj.explore():
                    obj.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))


class WaitSate(State):
    def exec(self, obj):
        #   执行wait方法
        obj.wait()
        #   信号置为1,使得蚂蚁再动起来
        obj.state = 1


class SeekState(State):
    def exec(self, obj):
        #   当前蚂蚁对象是否绑定了leaf_id属性(这点可以说明蚂蚁附近是否有叶子)
        if obj.leaf_id is not None:
            #   当前蚂蚁已经有了叶子目标,capricious_dict中该叶子还未被删除,说明未被其他蚂蚁抢先拾取
            if obj.leaf_id in obj.microcosm.capricious_dict.keys():
                print("[%s-%d]发现目标叶子..走过去" % (obj.name, obj.id))
                #   通过已知的叶子id获取对应的叶子对象
                leaf_ = obj.microcosm.getObj(obj.leaf_id)
                #   将叶子的位置当做蚂蚁本次行为的终点
                obj.destination = leaf_.position
                if obj.explore():
                    print("[%s-%d]已达到目标叶子" % (obj.name, obj.id))
                    #   将该叶子移出capricious_dict中,起到不可被seek的作用
                    obj.microcosm.capricious_dict.pop(leaf_.id)
                    obj.microcosm.capricious_list.remove(leaf_)
                    #   将巢穴范围内随机的一个位置当做蚂蚁TransState的终点
                    obj.destination = Vector2(NEST_POSITION) + Vector2(randint(-40, 40), randint(-40, 40))
                    obj.state = 3
            else:
                #   当前蚂蚁锁定的叶子被其他蚂蚁抢先拾取
                print("[%s-%d]的叶子被别的蚂蚁抢先拾取...." % (obj.name, obj.id))
                #   叶子被别的蚂蚁抢先拾取,则把该蚂蚁绑定的叶子id置为None吧
                obj.leaf_id = None
                obj.state = 1
        else:
            #   当前蚂蚁附近没有叶子了,执行探索
            obj.state = 1

class TransState(State):
    def exec(self, obj):
        leaf_ = obj.microcosm.getObj(obj.leaf_id)
        print("[%s-%d]拾起叶子,走回巢穴..." % (obj.name, obj.id))
        #   通过蚂蚁当前的位置确定其拾取到的叶子的位置-----》待优化
        leaf_.position = Vector2(obj.position)
        #   获取此时蚂蚁起点->终点的向量
        distance = obj.destination - obj.position
        #   获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)
        x = obj.position.get_distance_to(obj.destination)
        #   获取单位向量,即每次蚂蚁移动的向量
        heading = distance.normalise()
        #   如果蚂蚁再移动单位向量就会越过目标点
        if x <= heading.get_length():
            # print("[Ant-%d]已回到巢穴之中" % obj.id)
            #   将该蚂蚁绑定的叶子id置为None
            obj.leaf_id = None
            #   信号置为1,继续探索
            obj.state = 1
        else:
            obj.position += heading
            #   还未将叶子运回巢穴之内,继续trans
            obj.state = 3

class HuntState(State):
    def exec(self, obj):
        #   当前蚂蚁已经有了蜘蛛目标,capricious_dict中该蜘蛛还未被删除,说明该蜘蛛还未死亡
        if obj.spider_id in obj.microcosm.capricious_dict.keys():
            print("[%s-%d]发现目标蜘蛛..走过去" % (obj.name, obj.id))
            spider_ = obj.microcosm.getObj(obj.spider_id)
            obj.destination = spider_.position
            if obj.explore():
                print("[%s-%d]已经追击到蜘蛛" % (obj.name, obj.id))
                #   这里模拟攻击状态--------》待优化
                if randint(1, 1) == 1:
                    print("[%s-%d]正在攻击蜘蛛" % (obj.name, obj.id))
                    spider_.health -= 1
                    if spider_.health <= 0:
                        #   将该叶子移出capricious_dict中,起到不可被seek的作用,这里其实也应该将objects_dict中的该蜘蛛删除
                        obj.microcosm.capricious_dict.pop(spider_.id)
                        obj.microcosm.capricious_list.remove(spider_)
                        obj.microcosm.objects_dict.pop(spider_.id)
                        obj.spider_id = None
                        #   蜘蛛已死,进入explore
                        obj.state = 1
                    else:
                        #   该侵犯巢穴的蜘蛛未死亡,继续追击
                        obj.state = 2
        else:
            #   当前蚂蚁锁定的蜘蛛被其他蚂蚁抢先杀死
            print("[%s-%d]锁定的蜘蛛已被其他蚂蚁杀死...." % (obj.name, obj.id))
            #   蜘蛛被别的蚂蚁杀死,则把该蚂蚁绑定的蜘蛛id置为None吧
            obj.spider_id = None
            #   进入explore
            obj.state = 1


class StateMachine(object):
    def __init__(self):
        #   状态集合
        self.states_Ant = {0: WaitSate(), 1: ExploreState(), 2: SeekState(), 3: TransState(), 4: HuntState()}
        self.states_Spider = {0: WaitSate(), 1: ExploreState()}

    #   改变状态
    def changeState(self, objs):
        for obj in objs:
            #   这里先留着吧,考虑下state是否有为None的必要
            if obj.state is None:
                return
            else:
                if obj.name == 'leaf':
                    #   无状态,不做处理,其实也可以在外层先过滤掉leaf对象
                    pass
                elif obj.name == 'spider':
                    # print("name[%s]--state[%d]" % (obj.name, obj.state))
                    newFsm = self.states_Spider[obj.state]
                    newFsm.exec(obj)
                else:
                    # print("name[%s]--state[%d]" % (obj.name, obj.state))
                    newFsm = self.states_Ant[obj.state]
                    newFsm.exec(obj)

def checkForOut():
    for event in pygame.event.get():
        if event.type == 12:
            sys.exit()
        if event.type == 2:
            if event.key == 27:
                exit()


pygame.init()
screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32)

micr = Microcosm()
sm = StateMachine()
for i in range(10):
    ant = Ant(micr, 'ant', r"E:\PycharmProjects\PGStudy\resource\ant.png")
    ant.bind(0, sm.states_Ant[0])
    micr.addObj(ant)


while True:
    checkForOut()
    #   生出叶子
    if randint(1, 100) == 1:
        leaf = Leaf(micr, 'leaf', r"E:\PycharmProjects\PGStudy\resource\leaf.png")
        micr.addObj(leaf)

    if randint(1, 1000) == 1:
        spider = Spider(micr, 'spider', r"E:\PycharmProjects\PGStudy\resource\spider.png")
        micr.addObj(spider)

    #   将绘制方法全部封装,每次循环重刷屏幕上所有对象
    micr.draw(screen)
    sm.changeState(micr.capricious_list)
    pygame.display.update()
    pygame.time.delay(10)

 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值