forked from ukoethe/bomberman_rl
-
Notifications
You must be signed in to change notification settings - Fork 0
/
environment.py
682 lines (573 loc) · 27.2 KB
/
environment.py
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
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
import json
import logging
import pickle
import subprocess
from collections import namedtuple
from datetime import datetime
from pathlib import Path
from threading import Event
from time import time
from typing import List, Tuple, Dict
from collections import deque # added
import numpy as np
import events as e
import settings as s
from agents import Agent, SequentialAgentBackend
from fallbacks import pygame
from items import Coin, Explosion, Bomb
WorldArgs = namedtuple("WorldArgs",
["no_gui", "fps", "turn_based", "update_interval", "save_replay", "replay", "make_video", "continue_without_training", "log_dir", "save_stats", "match_name", "seed", "silence_errors", "scenario"])
class Trophy:
coin_trophy = pygame.transform.smoothscale(pygame.image.load(s.ASSET_DIR / 'coin.png'), (15, 15))
suicide_trophy = pygame.transform.smoothscale(pygame.image.load(s.ASSET_DIR / 'explosion_0.png'), (15, 15))
time_trophy = pygame.image.load(s.ASSET_DIR / 'hourglass.png')
class GenericWorld:
logger: logging.Logger
running: bool = False
step: int
replay: Dict
round_statistics: Dict
agents: List[Agent]
active_agents: List[Agent]
arena: np.ndarray
coins: List[Coin]
bombs: List[Bomb]
explosions: List[Explosion]
round_id: str
def __init__(self, args: WorldArgs):
self.args = args
self.setup_logging()
self.colors = list(s.AGENT_COLORS)
self.round = 0
self.round_statistics = {}
self.running = False
def setup_logging(self):
self.logger = logging.getLogger('BombeRLeWorld')
self.logger.setLevel(s.LOG_GAME)
handler = logging.FileHandler(f'{self.args.log_dir}/game.log', mode="w")
handler.setLevel(logging.DEBUG)
formatter = logging.Formatter('%(asctime)s [%(name)s] %(levelname)s: %(message)s')
handler.setFormatter(formatter)
self.logger.addHandler(handler)
self.logger.info('Initializing game world')
def new_round(self):
if self.running:
self.logger.warning('New round requested while still running')
self.end_round()
new_round = self.round + 1
self.logger.info(f'STARTING ROUND #{new_round}')
# Bookkeeping
self.step = 0
self.bombs = []
self.explosions = []
if self.args.match_name is not None:
match_prefix = f"{self.args.match_name} | "
else:
match_prefix = ""
self.round_id = f'{match_prefix}Round {new_round:02d} ({datetime.now().strftime("%Y-%m-%d %H-%M-%S")})'
# Arena with wall and crate layout
self.arena, self.coins, self.active_agents = self.build_arena()
for agent in self.active_agents:
agent.start_round()
self.replay = {
'round': new_round,
'arena': np.array(self.arena),
'coins': [c.get_state() for c in self.coins],
'agents': [a.get_state() for a in self.agents],
'actions': dict([(a.name, []) for a in self.agents]),
'permutations': []
}
self.round = new_round
self.running = True
# added
self.action_memory = deque(["INITIAL", "INITIAL","INITIAL", "INITIAL"], maxlen = 4)
def build_arena(self) -> Tuple[np.array, List[Coin], List[Agent]]:
raise NotImplementedError()
def add_agent(self, agent_dir, name, train=False):
assert len(self.agents) < s.MAX_AGENTS
# if self.args.single_process:
backend = SequentialAgentBackend(train, name, agent_dir)
# else:
# backend = ProcessAgentBackend(train, name, agent_dir)
backend.start()
color = self.colors.pop()
agent = Agent(name, agent_dir, name, train, backend, color, color)
self.agents.append(agent)
def tile_is_free(self, x, y):
is_free = (self.arena[x, y] == 0)
if is_free:
for obstacle in self.bombs + self.active_agents:
is_free = is_free and (obstacle.x != x or obstacle.y != y)
return is_free
def perform_agent_action(self, agent: Agent, action: str):
# Perform the specified action if possible, wait otherwise
if action == 'UP' and self.tile_is_free(agent.x, agent.y - 1):
agent.y -= 1
agent.add_event(e.MOVED_UP)
elif action == 'DOWN' and self.tile_is_free(agent.x, agent.y + 1):
agent.y += 1
agent.add_event(e.MOVED_DOWN)
elif action == 'LEFT' and self.tile_is_free(agent.x - 1, agent.y):
agent.x -= 1
agent.add_event(e.MOVED_LEFT)
elif action == 'RIGHT' and self.tile_is_free(agent.x + 1, agent.y):
agent.x += 1
agent.add_event(e.MOVED_RIGHT)
elif action == 'BOMB' and agent.bombs_left:
self.logger.info(f'Agent <{agent.name}> drops bomb at {(agent.x, agent.y)}')
self.bombs.append(Bomb((agent.x, agent.y), agent, s.BOMB_TIMER, s.BOMB_POWER, agent.bomb_sprite))
agent.bombs_left = False
agent.add_event(e.BOMB_DROPPED)
elif action == 'WAIT':
agent.add_event(e.WAITED)
else:
agent.add_event(e.INVALID_ACTION)
# added
self.action_memory.append(action)
self.logger.debug(f'paa(): action_memory = {self.action_memory}.')
# print(self.action_memory)
if self.action_memory.count("WAIT") == 5:
agent.add_event(e.WAITED_TOO_LONG)
"""
still buggy:
elif self.action_memory == deque(["UP", "DOWN", "UP", "DOWN"]) or self.action_memory == deque(["DOWN", "UP", "DOWN", "UP"]) or \
self.action_memory == deque(["RIGHT", "LEFT", "RIGHT", "LEFT"]) or self.action_memory == deque(["LEFT", "RIGHT", "LEFT", "RIGHT"]):
agent.add_event(e.LOOP)
# print("LOOP DETECTED")
"""
def poll_and_run_agents(self):
raise NotImplementedError()
def send_game_events(self):
pass
def do_step(self, user_input='WAIT'):
assert self.running
self.step += 1
self.logger.info(f'STARTING STEP {self.step}')
self.user_input = user_input
self.logger.debug(f'User input: {self.user_input}')
self.poll_and_run_agents()
# Progress world elements based
self.collect_coins()
self.update_explosions()
self.update_bombs()
self.evaluate_explosions()
self.send_game_events()
if self.time_to_stop():
self.end_round()
def collect_coins(self):
for coin in self.coins:
if coin.collectable:
for a in self.active_agents:
if a.x == coin.x and a.y == coin.y:
coin.collectable = False
self.logger.info(f'Agent <{a.name}> picked up coin at {(a.x, a.y)} and receives 1 point')
a.update_score(s.REWARD_COIN)
a.add_event(e.COIN_COLLECTED)
a.trophies.append(Trophy.coin_trophy)
def update_explosions(self):
# Progress explosions
remaining_explosions = []
for explosion in self.explosions:
explosion.timer -= 1
if explosion.timer <= 0:
explosion.next_stage()
if explosion.stage == 1:
explosion.owner.bombs_left = True
if explosion.stage is not None:
remaining_explosions.append(explosion)
self.explosions = remaining_explosions
def update_bombs(self):
"""
Count down bombs placed
Explode bombs at zero timer.
:return:
"""
for bomb in self.bombs:
if bomb.timer <= 0:
# Explode when timer is finished
self.logger.info(f'Agent <{bomb.owner.name}>\'s bomb at {(bomb.x, bomb.y)} explodes')
bomb.owner.add_event(e.BOMB_EXPLODED)
blast_coords = bomb.get_blast_coords(self.arena)
# Clear crates
for (x, y) in blast_coords:
if self.arena[x, y] == 1:
self.arena[x, y] = 0
bomb.owner.add_event(e.CRATE_DESTROYED)
# Maybe reveal a coin
for c in self.coins:
if (c.x, c.y) == (x, y):
c.collectable = True
self.logger.info(f'Coin found at {(x, y)}')
bomb.owner.add_event(e.COIN_FOUND)
# Create explosion
screen_coords = [(s.GRID_OFFSET[0] + s.GRID_SIZE * x, s.GRID_OFFSET[1] + s.GRID_SIZE * y) for (x, y) in
blast_coords]
self.explosions.append(Explosion(blast_coords, screen_coords, bomb.owner, s.EXPLOSION_TIMER))
bomb.active = False
else:
# Progress countdown
bomb.timer -= 1
self.bombs = [b for b in self.bombs if b.active]
def evaluate_explosions(self):
# Explosions
agents_hit = set()
for explosion in self.explosions:
# Kill agents
if explosion.is_dangerous():
for a in self.active_agents:
if (not a.dead) and (a.x, a.y) in explosion.blast_coords:
agents_hit.add(a)
# Note who killed whom, adjust scores
if a is explosion.owner:
self.logger.info(f'Agent <{a.name}> blown up by own bomb')
a.add_event(e.KILLED_SELF)
explosion.owner.trophies.append(Trophy.suicide_trophy)
else:
self.logger.info(f'Agent <{a.name}> blown up by agent <{explosion.owner.name}>\'s bomb')
self.logger.info(f'Agent <{explosion.owner.name}> receives 1 point')
explosion.owner.update_score(s.REWARD_KILL)
explosion.owner.add_event(e.KILLED_OPPONENT)
explosion.owner.trophies.append(pygame.transform.smoothscale(a.avatar, (15, 15)))
# Remove hit agents
for a in agents_hit:
a.dead = True
self.active_agents.remove(a)
a.add_event(e.GOT_KILLED)
for aa in self.active_agents:
if aa is not a:
aa.add_event(e.OPPONENT_ELIMINATED)
def end_round(self):
if not self.running:
raise ValueError('End-of-round requested while no round was running')
# Wait in case there is still a game step running
self.running = False
for a in self.agents:
a.note_stat("score", a.score)
a.note_stat("rounds")
self.round_statistics[self.round_id] = {"round": self.round,
"steps": self.step,
# Custom tweak to see individual agent's performances
**{key: [a.statistics[key] for a in self.agents] for key in ["coins", "kills", "suicides", "got killed", "invalid"]}
#**{key: sum(a.statistics[key] for a in self.agents) for key in ["coins", "kills", "suicides"]}
}
def time_to_stop(self):
# Check round stopping criteria
if len(self.active_agents) == 0:
self.logger.info(f'No agent left alive, wrap up round')
return True
if (len(self.active_agents) == 1
and (self.arena == 1).sum() == 0
and all([not c.collectable for c in self.coins])
and len(self.bombs) + len(self.explosions) == 0):
self.logger.info(f'One agent left alive with nothing to do, wrap up round')
return True
if any(a.train for a in self.agents) and not self.args.continue_without_training:
if not any([a.train for a in self.active_agents]):
self.logger.info('No training agent left alive, wrap up round')
return True
if self.step >= s.MAX_STEPS:
self.logger.info('Maximum number of steps reached, wrap up round')
return True
return False
def end(self):
if self.running:
self.end_round()
results = {'by_agent': {a.name: a.lifetime_statistics for a in self.agents}}
for a in self.agents:
results['by_agent'][a.name]['score'] = a.total_score
results['by_round'] = self.round_statistics
if self.args.save_stats is not False:
if self.args.save_stats is not True:
file_name = self.args.save_stats
elif self.args.match_name is not None:
file_name = f'results/{self.args.match_name}.json'
else:
file_name = f'results/{datetime.now().strftime("%Y-%m-%d %H-%M-%S")}.json'
name = Path(file_name)
if not name.parent.exists():
name.parent.mkdir(parents=True)
with open(name, "w") as file:
json.dump(results, file, indent=4, sort_keys=True)
class BombeRLeWorld(GenericWorld):
def __init__(self, args: WorldArgs, agents):
super().__init__(args)
self.rng = np.random.default_rng(args.seed)
self.setup_agents(agents)
def setup_agents(self, agents):
# Add specified agents and start their subprocesses
self.agents = []
for agent_dir, train in agents:
if list([d for d, t in agents]).count(agent_dir) > 1:
name = agent_dir + '_' + str(list([a.code_name for a in self.agents]).count(agent_dir))
else:
name = agent_dir
self.add_agent(agent_dir, name, train=train)
def build_arena(self):
WALL = -1
FREE = 0
CRATE = 1
arena = np.zeros((s.COLS, s.ROWS), int)
scenario_info = s.SCENARIOS[self.args.scenario]
# Crates in random locations
arena[self.rng.random((s.COLS, s.ROWS)) < scenario_info["CRATE_DENSITY"]] = CRATE
# Walls
arena[:1, :] = WALL
arena[-1:, :] = WALL
arena[:, :1] = WALL
arena[:, -1:] = WALL
for x in range(s.COLS):
for y in range(s.ROWS):
if (x + 1) * (y + 1) % 2 == 1:
arena[x, y] = WALL
# Clean the start positions
start_positions = [(1, 1), (1, s.ROWS - 2), (s.COLS - 2, 1), (s.COLS - 2, s.ROWS - 2)]
for (x, y) in start_positions:
for (xx, yy) in [(x, y), (x - 1, y), (x + 1, y), (x, y - 1), (x, y + 1)]:
if arena[xx, yy] == 1:
arena[xx, yy] = FREE
# Place coins at random, at preference under crates
coins = []
all_positions = np.stack(np.meshgrid(np.arange(s.COLS), np.arange(s.ROWS), indexing="ij"), -1)
crate_positions = self.rng.permutation(all_positions[arena == CRATE])
free_positions = self.rng.permutation(all_positions[arena == FREE])
coin_positions = np.concatenate([
crate_positions,
free_positions
], 0)[:scenario_info["COIN_COUNT"]]
for x, y in coin_positions:
coins.append(Coin((x, y), collectable=arena[x, y] == FREE))
# Reset agents and distribute starting positions
active_agents = []
for agent, start_position in zip(self.agents, self.rng.permutation(start_positions)):
active_agents.append(agent)
agent.x, agent.y = start_position
return arena, coins, active_agents
def get_state_for_agent(self, agent: Agent):
if agent.dead:
return None
state = {
'round': self.round,
'step': self.step,
'field': np.array(self.arena),
'self': agent.get_state(),
'others': [other.get_state() for other in self.active_agents if other is not agent],
'bombs': [bomb.get_state() for bomb in self.bombs],
'coins': [coin.get_state() for coin in self.coins if coin.collectable],
'user_input': self.user_input,
}
explosion_map = np.zeros(self.arena.shape)
for exp in self.explosions:
if exp.is_dangerous():
for (x, y) in exp.blast_coords:
explosion_map[x, y] = max(explosion_map[x, y], exp.timer - 1)
state['explosion_map'] = explosion_map
return state
def poll_and_run_agents(self):
# Tell agents to act
for a in self.active_agents:
if a.available_think_time > 0:
a.act(self.get_state_for_agent(a))
# Give agents time to decide
perm = self.rng.permutation(len(self.active_agents))
self.replay['permutations'].append(perm)
for i in perm:
a = self.active_agents[i]
if a.available_think_time > 0:
try:
action, think_time = a.wait_for_act()
except KeyboardInterrupt:
# Stop the game
raise
except:
if not self.args.silence_errors:
raise
# Agents with errors cannot continue
action = "ERROR"
think_time = float("inf")
self.logger.info(f'Agent <{a.name}> chose action {action} in {think_time:.2f}s.')
if think_time > a.available_think_time:
next_think_time = a.base_timeout - (think_time - a.available_think_time)
self.logger.warning(f'Agent <{a.name}> exceeded think time by {think_time - a.available_think_time:.2f}s. Setting action to "WAIT" and decreasing available time for next round to {next_think_time:.2f}s.')
action = "WAIT"
a.trophies.append(Trophy.time_trophy)
a.available_think_time = next_think_time
else:
self.logger.info(f'Agent <{a.name}> stayed within acceptable think time.')
a.available_think_time = a.base_timeout
else:
self.logger.info(f'Skipping agent <{a.name}> because of last slow think time.')
a.available_think_time += a.base_timeout
action = "WAIT"
self.replay['actions'][a.name].append(action)
self.perform_agent_action(a, action)
def send_game_events(self):
# Send events to all agents that expect them, then reset and wait for them
for a in self.agents:
if a.train:
if not a.dead:
a.process_game_events(self.get_state_for_agent(a))
for enemy in self.active_agents:
if enemy is not a:
pass
# a.process_enemy_game_events(self.get_state_for_agent(enemy), enemy)
for a in self.agents:
if a.train:
if not a.dead:
a.wait_for_game_event_processing()
for enemy in self.active_agents:
if enemy is not a:
pass
# a.wait_for_enemy_game_event_processing()
for a in self.active_agents:
a.store_game_state(self.get_state_for_agent(a))
a.reset_game_events()
def end_round(self):
super().end_round()
self.logger.info(f'WRAPPING UP ROUND #{self.round}')
# Clean up survivors
for a in self.active_agents:
a.add_event(e.SURVIVED_ROUND)
# Send final event to agents that expect them
for a in self.agents:
if a.train:
a.round_ended()
# Save course of the game for future replay
if self.args.save_replay:
self.replay['n_steps'] = self.step
name = f'replays/{self.round_id}.pt' if self.args.save_replay is True else self.args.save_replay
with open(name, 'wb') as f:
pickle.dump(self.replay, f)
def end(self):
super().end()
self.logger.info('SHUT DOWN')
for a in self.agents:
# Send exit message to shut down agent
self.logger.debug(f'Sending exit message to agent <{a.name}>')
# todo multiprocessing shutdown
class GUI:
def __init__(self, world: GenericWorld):
self.world = world
self.screenshot_dir = Path(__file__).parent / "screenshots"
# Initialize screen
self.screen = pygame.display.set_mode((s.WIDTH, s.HEIGHT))
pygame.display.set_caption('BombeRLe')
icon = pygame.image.load(s.ASSET_DIR / f'bomb_yellow.png')
pygame.display.set_icon(icon)
# Background and tiles
self.background = pygame.Surface((s.WIDTH, s.HEIGHT))
self.background = self.background.convert()
self.background.fill((0, 0, 0))
self.t_wall = pygame.image.load(s.ASSET_DIR / 'brick.png')
self.t_crate = pygame.image.load(s.ASSET_DIR / 'crate.png')
# Font for scores and such
font_name = s.ASSET_DIR / 'emulogic.ttf'
self.fonts = {
'huge': pygame.font.Font(font_name, 20),
'big': pygame.font.Font(font_name, 16),
'medium': pygame.font.Font(font_name, 10),
'small': pygame.font.Font(font_name, 8),
}
self.frame = 0
def render_text(self, text, x, y, color, halign='left', valign='top', size='medium', aa=False):
text_surface = self.fonts[size].render(text, aa, color)
text_rect = text_surface.get_rect()
if halign == 'left': text_rect.left = x
if halign == 'center': text_rect.centerx = x
if halign == 'right': text_rect.right = x
if valign == 'top': text_rect.top = y
if valign == 'center': text_rect.centery = y
if valign == 'bottom': text_rect.bottom = y
self.screen.blit(text_surface, text_rect)
def render(self):
self.screen.blit(self.background, (0, 0))
if self.world.round == 0:
return
self.frame += 1
pygame.display.set_caption(f'BombeRLe | Round #{self.world.round}')
# World
for x in range(self.world.arena.shape[1]):
for y in range(self.world.arena.shape[0]):
if self.world.arena[x, y] == -1:
self.screen.blit(self.t_wall,
(s.GRID_OFFSET[0] + s.GRID_SIZE * x, s.GRID_OFFSET[1] + s.GRID_SIZE * y))
if self.world.arena[x, y] == 1:
self.screen.blit(self.t_crate,
(s.GRID_OFFSET[0] + s.GRID_SIZE * x, s.GRID_OFFSET[1] + s.GRID_SIZE * y))
self.render_text(f'Step {self.world.step:d}', s.GRID_OFFSET[0], s.HEIGHT - s.GRID_OFFSET[1] / 2, (64, 64, 64),
valign='center', halign='left', size='medium')
# Items
for bomb in self.world.bombs:
bomb.render(self.screen, s.GRID_OFFSET[0] + s.GRID_SIZE * bomb.x, s.GRID_OFFSET[1] + s.GRID_SIZE * bomb.y)
for coin in self.world.coins:
if coin.collectable:
coin.render(self.screen, s.GRID_OFFSET[0] + s.GRID_SIZE * coin.x,
s.GRID_OFFSET[1] + s.GRID_SIZE * coin.y)
# Agents
for agent in self.world.active_agents:
agent.render(self.screen, s.GRID_OFFSET[0] + s.GRID_SIZE * agent.x,
s.GRID_OFFSET[1] + s.GRID_SIZE * agent.y)
# Explosions
for explosion in self.world.explosions:
explosion.render(self.screen)
# Scores
# agents = sorted(self.agents, key=lambda a: (a.score, -a.mean_time), reverse=True)
agents = self.world.agents
leading = max(agents, key=lambda a: (a.score, a.name))
y_base = s.GRID_OFFSET[1] + 15
for i, a in enumerate(agents):
bounce = 0 if (a is not leading or self.world.running) else np.abs(10 * np.sin(5 * time()))
a.render(self.screen, 600, y_base + 50 * i - 15 - bounce)
self.render_text(a.display_name, 650, y_base + 50 * i,
(64, 64, 64) if a.dead else (255, 255, 255),
valign='center', size='small')
for j, trophy in enumerate(a.trophies):
self.screen.blit(trophy, (660 + 10 * j, y_base + 50 * i + 12))
self.render_text(f'{a.score:d}', 830, y_base + 50 * i, (255, 255, 255),
valign='center', halign='right', size='big')
self.render_text(f'{a.total_score:d}', 890, y_base + 50 * i, (64, 64, 64),
valign='center', halign='right', size='big')
# End of round info
if not self.world.running:
x_center = (s.WIDTH - s.GRID_OFFSET[0] - s.COLS * s.GRID_SIZE) / 2 + s.GRID_OFFSET[0] + s.COLS * s.GRID_SIZE
color = np.int_((255 * (np.sin(3 * time()) / 3 + .66),
255 * (np.sin(4 * time() + np.pi / 3) / 3 + .66),
255 * (np.sin(5 * time() - np.pi / 3) / 3 + .66)))
self.render_text(leading.display_name, x_center, 320, color,
valign='top', halign='center', size='huge')
self.render_text('has won the round!', x_center, 350, color,
valign='top', halign='center', size='big')
leading_total = max(self.world.agents, key=lambda a: (a.total_score, a.display_name))
if leading_total is leading:
self.render_text(f'{leading_total.display_name} is also in the lead.', x_center, 390, (128, 128, 128),
valign='top', halign='center', size='medium')
else:
self.render_text(f'But {leading_total.display_name} is in the lead.', x_center, 390, (128, 128, 128),
valign='top', halign='center', size='medium')
if self.world.running and self.world.args.make_video:
self.world.logger.debug(f'Saving screenshot for frame {self.frame}')
pygame.image.save(self.screen, str(self.screenshot_dir / f'{self.world.round_id}_{self.frame:05d}.png'))
def make_video(self):
# Turn screenshots into videos
assert self.world.args.make_video is not False
if self.world.args.make_video is True:
files = [self.screenshot_dir / f'{self.world.round_id}_video.mp4',
self.screenshot_dir / f'{self.world.round_id}_video.webm']
else:
files = [Path(self.world.args.make_video)]
self.world.logger.debug(f'Turning screenshots into video')
PARAMS = {
".mp4": ['-preset', 'veryslow', '-tune', 'animation', '-crf', '5', '-c:v', 'libx264',
'-pix_fmt', 'yuv420p'],
".webm": ['-threads', '2', '-tile-columns', '2', '-frame-parallel', '0', '-g', '100', '-speed', '1', '-pix_fmt', 'yuv420p', '-qmin', '0', '-qmax', '10', '-crf', '5', '-b:v', '2M', '-c:v', 'libvpx-vp9', ]
}
for video_file in files:
subprocess.call([
'ffmpeg', '-y', '-framerate', f'{self.world.args.fps}',
'-f', 'image2', '-pattern_type', 'glob',
'-i', self.screenshot_dir / f'{self.world.round_id}_*.png',
*PARAMS[video_file.suffix],
video_file
])
self.world.logger.info("Done writing videos.")
for f in self.screenshot_dir.glob(f'{self.world.round_id}_*.png'):
f.unlink()