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2025-11-04 06:15:13 +03:00
commit 46b75d19e4
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202
ai_decision.py Normal file
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import random
from typing import List, Dict
class AIDecision:
def __init__(self, difficulty: str = "medium"):
self.difficulty = difficulty
self.last_decision_time = 0
self.decision_cooldown = self._get_decision_cooldown()
def decide(self, snapshot: Dict, dt: float) -> List[Dict]:
self.last_decision_time += dt
if self.last_decision_time < self.decision_cooldown:
return []
commands = []
commands.extend(self.plan_expand(snapshot))
commands.extend(self.plan_attack(snapshot))
commands.extend(self.plan_build(snapshot))
self.last_decision_time = 0
return commands
def plan_expand(self, snapshot: Dict) -> List[Dict]:
commands = []
resources = snapshot.get('resources', {})
minerals = resources.get('minerals', 0)
if minerals >= 400 and random.random() < 0.3:
commands.append({
'type': 'create_entity',
'entity_type': 'supply_depot',
'position': self._find_expansion_position(snapshot)
})
return commands
def plan_attack(self, snapshot: Dict) -> List[Dict]:
commands = []
entities = snapshot.get('entities', [])
ai_units = [e for e in entities if e.get('owner') == 'ai']
player_units = [e for e in entities if e.get('owner') == 'player']
if len(ai_units) >= 5 and player_units and random.random() < 0.4:
target_unit = random.choice(player_units)
for unit in ai_units:
if unit.get('type') == 'unit' and unit.get('state') == 'idle':
commands.append({
'type': 'attack',
'entity_id': unit['id'],
'target_id': target_unit['id']
})
return commands
def plan_build(self, snapshot: Dict) -> List[Dict]:
commands = []
resources = snapshot.get('resources', {})
minerals = resources.get('minerals', 0)
entities = snapshot.get('entities', [])
ai_units = [e for e in entities if e.get('owner') == 'ai']
if minerals >= 150 and len(ai_units) < 8 and random.random() < 0.5:
commands.append({
'type': 'create_entity',
'entity_type': 'worker',
'position': self._find_build_position(snapshot)
})
if minerals >= 300 and random.random() < 0.2:
commands.append({
'type': 'create_entity',
'entity_type': 'barracks',
'position': self._find_build_position(snapshot)
})
return commands
def _find_expansion_position(self, snapshot: Dict) -> tuple:
base_x = snapshot.get('ai_base_x', 100)
base_y = snapshot.get('ai_base_y', 100)
offset_x = random.randint(-200, 200)
offset_y = random.randint(-200, 200)
return (base_x + offset_x, base_y + offset_y)
def _find_build_position(self, snapshot: Dict) -> tuple:
base_x = snapshot.get('ai_base_x', 100)
base_y = snapshot.get('ai_base_y', 100)
offset_x = random.randint(-50, 50)
offset_y = random.randint(-50, 50)
return (base_x + offset_x, base_y + offset_y)
def _get_decision_cooldown(self) -> float:
if self.difficulty == "easy":
return 3.0
elif self.difficulty == "medium":
return 2.0
elif self.difficulty == "hard":
return 1.0
else:
return 2.0

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entity_behavior.py Normal file
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from typing import List, Dict, Tuple
import math
class EntityBehavior:
def __init__(self):
pass
def process_behaviors(self, state, dt: float) -> List[Dict]:
actions = []
if not hasattr(state, 'entities'):
return actions
for entity in state.entities:
if entity.get('type') == 'unit':
entity_actions = self._process_unit_behavior(state, entity, dt)
actions.extend(entity_actions)
elif entity.get('type') == 'building':
entity_actions = self._process_building_behavior(state, entity, dt)
actions.extend(entity_actions)
return actions
def _process_unit_behavior(self, state, entity: Dict, dt: float) -> List[Dict]:
actions = []
current_state = entity.get('state', 'idle')
if current_state == 'moving':
if self._has_reached_target(entity):
actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
else:
self._continue_movement(entity, dt)
elif current_state == 'attacking':
target_id = entity.get('target_id')
target = self._find_entity_by_id(state, target_id)
if not target or target.get('health', 0) <= 0:
actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
else:
if self._is_in_attack_range(entity, target):
actions.append({'type': 'deal_damage', 'attacker_id': entity['id'], 'target_id': target_id, 'damage': entity.get('attack_power', 10)})
else:
entity['target_x'] = target['x']
entity['target_y'] = target['y']
actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'moving'})
elif current_state == 'gathering':
target_id = entity.get('target_id')
target = self._find_entity_by_id(state, target_id)
if not target or target.get('type') != 'resource':
actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'idle'})
else:
if self._is_in_gather_range(entity, target):
gather_rate = entity.get('gather_rate', 5)
actions.append({'type': 'gather_resources', 'gatherer_id': entity['id'], 'resource_id': target_id, 'amount': gather_rate})
else:
entity['target_x'] = target['x']
entity['target_y'] = target['y']
actions.append({'type': 'change_state', 'entity_id': entity['id'], 'new_state': 'moving'})
return actions
def _process_building_behavior(self, state, entity: Dict, dt: float) -> List[Dict]:
actions = []
if not entity.get('completed', False):
build_progress = entity.get('build_progress', 0) + dt
build_time = entity.get('build_time', 0)
if build_progress >= build_time:
actions.append({'type': 'building_completed', 'entity_id': entity['id']})
else:
actions.append({'type': 'building_progress', 'entity_id': entity['id'], 'progress': build_progress})
return actions
def pathfind(self, entity: Dict, target_pos: Tuple[float, float], map_tiles: List[List[Dict]]) -> List[Tuple[float, float]]:
start_pos = (entity['x'], entity['y'])
path = [start_pos, target_pos]
return path
def _has_reached_target(self, entity: Dict) -> bool:
if 'target_x' not in entity or 'target_y' not in entity:
return True
dx = entity['target_x'] - entity['x']
dy = entity['target_y'] - entity['y']
distance = math.sqrt(dx*dx + dy*dy)
return distance < 5.0
def _continue_movement(self, entity: Dict, dt: float) -> None:
if 'target_x' not in entity or 'target_y' not in entity:
return
dx = entity['target_x'] - entity['x']
dy = entity['target_y'] - entity['y']
distance = math.sqrt(dx*dx + dy*dy)
if distance > 0:
speed = entity.get('speed', 50.0)
move_dist = speed * dt
entity['x'] += (dx / distance) * move_dist
entity['y'] += (dy / distance) * move_dist
def _is_in_attack_range(self, entity: Dict, target: Dict) -> bool:
dx = target['x'] - entity['x']
dy = target['y'] - entity['y']
distance = math.sqrt(dx*dx + dy*dy)
attack_range = entity.get('attack_range', 50.0)
return distance <= attack_range
def _is_in_gather_range(self, entity: Dict, target: Dict) -> bool:
dx = target['x'] - entity['x']
dy = target['y'] - entity['y']
distance = math.sqrt(dx*dx + dy*dy)
gather_range = entity.get('gather_range', 20.0)
return distance <= gather_range
def _find_entity_by_id(self, state, entity_id: int) -> Dict:
if hasattr(state, 'entities'):
for entity in state.entities:
if entity.get('id') == entity_id:
return entity
return None

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entity_creation.py Normal file
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class EntityCreation:
def __init__(self):
self.entity_templates = {
'worker': {
'type': 'unit',
'name': 'Worker',
'health': 100,
'movable': True,
'speed': 40.0,
'gather_rate': 10,
'build_power': 5
},
'barracks': {
'type': 'building',
'name': 'Barracks',
'health': 500,
'movable': False,
'build_time': 30.0
},
'supply_depot': {
'type': 'building',
'name': 'Supply Depot',
'health': 400,
'movable': False,
'build_time': 20.0
},
'mineral_field': {
'type': 'resource',
'name': 'Mineral Field',
'resources': {'minerals': 1500}
}
}
def create_entity(self, state, create_cmd: dict) -> dict:
entity_type = create_cmd.get('entity_type')
position = create_cmd.get('position', (0, 0))
if entity_type not in self.entity_templates:
return None
entity_def = self.entity_templates[entity_type]
entity = self.init_entity(entity_def, position)
return {
'type': 'add_entity',
'entity': entity
}
def init_entity(self, entity_def: dict, position: tuple) -> dict:
entity = entity_def.copy()
entity['x'] = position[0]
entity['y'] = position[1]
if entity['type'] == 'unit':
entity['id'] = self._generate_id()
entity['state'] = 'idle'
elif entity['type'] == 'building':
entity['id'] = self._generate_id()
entity['build_progress'] = 0.0
entity['completed'] = False
elif entity['type'] == 'resource':
entity['id'] = self._generate_id()
return entity
def _generate_id(self) -> int:
return id(self)

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input_commands.py Normal file
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from typing import List, Dict, Tuple
class InputCommands:
def __init__(self):
pass
def generate_commands(self, events: List, snapshot: Dict) -> List[Dict]:
commands = []
camera = snapshot.get('camera', {})
for event in events:
command = self._process_event(event, camera)
if command:
commands.append(command)
return commands
def _process_event(self, event, camera: Dict) -> Dict:
if event.type == event.MOUSEBUTTONDOWN:
if event.button == 1: # Left click
world_x, world_y = self.screen_to_world(event.pos[0], event.pos[1], camera)
return {'type': 'select', 'world_pos': (world_x, world_y)}
elif event.button == 3: # Right click
world_x, world_y = self.screen_to_world(event.pos[0], event.pos[1], camera)
return {'type': 'move', 'world_pos': (world_x, world_y)}
elif event.type == event.KEYDOWN:
if event.key == event.K_b:
return {'type': 'build', 'building_type': 'barracks'}
elif event.key == event.K_s:
return {'type': 'build', 'building_type': 'supply_depot'}
elif event.key == event.K_g:
return {'type': 'gather'}
return None
def screen_to_world(self, x: int, y: int, camera: Dict) -> Tuple[float, float]:
camera_x = camera.get('x', 0)
camera_y = camera.get('y', 0)
zoom = camera.get('zoom', 1.0)
world_x = (x / zoom) + camera_x
world_y = (y / zoom) + camera_y
return world_x, world_y

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input_events.py Normal file
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import pygame
from typing import List
class InputEvents:
def __init__(self):
self.quit_requested = False
def poll_events(self) -> List[pygame.event.Event]:
raw_events = pygame.event.get()
filtered_events = []
for event in raw_events:
if self._handle_quit(event):
continue
filtered_events.append(event)
return filtered_events
def _handle_quit(self, event: pygame.event.Event) -> bool:
if event.type == pygame.QUIT:
self.quit_requested = True
return True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.quit_requested = True
return True
return False