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No commits in common. "master" and "ui-rework" have entirely different histories.
@ -19,8 +19,8 @@ SELECTION_GRAY = (128, 128, 128, 80)
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SELECTION_BORDER = (80, 80, 90)
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# Grid settings
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GRID_WIDTH = 50
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GRID_HEIGHT = 50
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GRID_WIDTH = 30
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GRID_HEIGHT = 25
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CELL_SIZE = 20
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RENDER_BUFFER = 50
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@ -5,7 +5,6 @@ import pygame
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import math
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from config.constants import *
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from world.base.brain import CellBrain
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from world.objects import DefaultCell
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class Renderer:
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@ -14,8 +13,11 @@ class Renderer:
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self.render_height = render_area.get_height()
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self.render_width = render_area.get_width()
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def clear_screen(self):
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def clear_screen(self, main_screen=None):
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"""Clear the screen with a black background."""
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if main_screen:
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main_screen.fill(BLACK)
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self.render_area.fill(BLACK)
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def draw_grid(self, camera, showing_grid=True):
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@ -99,9 +101,6 @@ class Renderer:
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return
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for obj in world.get_objects():
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if not isinstance(obj, DefaultCell):
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continue
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obj_x, obj_y = obj.position.get_position()
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radius = obj.interaction_radius
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@ -18,29 +18,21 @@ from ui.hud import HUD
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class SimulationEngine:
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def __init__(self):
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pygame.init()
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self._init_window()
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self._init_ui()
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self._init_simulation()
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self.running = True
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def _init_window(self):
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info = pygame.display.Info()
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self.window_width = int(info.current_w // 1.5)
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self.window_height = int(info.current_h // 1.5)
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self.screen = pygame.display.set_mode(
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(self.window_width, self.window_height),
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pygame.RESIZABLE, vsync=1
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)
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self.window_width, self.window_height = info.current_w // 2, info.current_h // 2
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self.screen = pygame.display.set_mode((self.window_width, self.window_height),
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pygame.RESIZABLE, vsync=1)
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self.ui_manager = UIManager((self.window_width, self.window_height))
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self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
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self._update_simulation_view()
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# self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=1)
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pygame.display.set_caption("Dynamic Abstraction System Testing")
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self.clock = pygame.time.Clock()
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def _init_ui(self):
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self.ui_manager = UIManager((self.window_width, self.window_height))
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self.hud = HUD(self.ui_manager, self.window_width, self.window_height)
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self.hud.update_layout(self.window_width, self.window_height)
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self._update_simulation_view()
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def _init_simulation(self):
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self.last_tick_time = time.perf_counter()
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self.last_tps_time = time.perf_counter()
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self.tick_counter = 0
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@ -50,17 +42,21 @@ class SimulationEngine:
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self.world = self._setup_world()
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self.input_handler = InputHandler(self.camera, self.world, self.sim_view_rect)
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self.renderer = Renderer(self.sim_view)
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self.hud = HUD(self.ui_manager, self.window_width, self.window_height)
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self.hud.update_layout(self.window_width, self.window_height)
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self.running = True
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def _update_simulation_view(self):
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viewport_rect = self.hud.get_viewport_rect()
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self.sim_view_width = viewport_rect.width
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self.sim_view_height = viewport_rect.height
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self.sim_view_width = int(self.window_width * 0.75)
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self.sim_view_height = int(self.window_height * 0.75)
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self.sim_view = pygame.Surface((self.sim_view_width, self.sim_view_height))
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self.sim_view_rect = self.sim_view.get_rect(topleft=(viewport_rect.left, viewport_rect.top))
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self.sim_view_rect = self.sim_view.get_rect(center=(self.window_width // 2, self.window_height // 2))
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self.ui_manager.set_window_resolution((self.window_width, self.window_height))
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self.renderer = Renderer(self.sim_view)
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# Update camera to match new sim_view size
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if hasattr(self, 'camera'):
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self.camera.screen_width = self.sim_view_width
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self.camera.screen_height = self.sim_view_height
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@ -68,8 +64,6 @@ class SimulationEngine:
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if hasattr(self, 'input_handler'):
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self.input_handler.update_sim_view_rect(self.sim_view_rect)
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if not hasattr(self, 'camera'):
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self.camera = Camera(self.sim_view_width, self.sim_view_height, RENDER_BUFFER)
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@staticmethod
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def _setup_world():
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@ -81,32 +75,23 @@ class SimulationEngine:
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if FOOD_SPAWNING:
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for _ in range(FOOD_OBJECTS_COUNT):
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x = random.randint(-half_width // 2, half_width // 2)
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y = random.randint(-half_height // 2, half_height // 2)
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x = random.randint(-half_width, half_width)
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y = random.randint(-half_height, half_height)
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world.add_object(FoodObject(Position(x=x, y=y)))
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for _ in range(350):
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new_cell = DefaultCell(
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Position(x=random.randint(-half_width // 2, half_width // 2), y=random.randint(-half_height // 2, half_height // 2)),
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Rotation(angle=0)
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)
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for _ in range(300):
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new_cell = DefaultCell(Position(x=random.randint(-half_width, half_width), y=random.randint(-half_height, half_height)), Rotation(angle=0))
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new_cell.behavioral_model = new_cell.behavioral_model.mutate(3)
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world.add_object(new_cell)
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return world
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def _count_cells(self):
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count = 0
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for entity in self.world.get_objects():
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if isinstance(entity, DefaultCell):
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count += 1
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return count
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def run(self):
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print(self.world.current_buffer)
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while self.running:
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self._handle_frame()
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pygame.quit()
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sys.exit()
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@ -114,24 +99,53 @@ class SimulationEngine:
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deltatime = self.clock.get_time() / 1000.0
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tick_interval = 1.0 / self.input_handler.tps
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# Handle events
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events = pygame.event.get()
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self.running = self.input_handler.handle_events(events, self.hud.manager)
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self._handle_window_events(events)
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for event in events:
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if event.type == pygame.VIDEORESIZE:
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self.window_width, self.window_height = event.w, event.h
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self.screen = pygame.display.set_mode((self.window_width, self.window_height),
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pygame.RESIZABLE)
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self._update_simulation_view()
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self.hud.update_layout(self.window_width, self.window_height)
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if self.input_handler.sprint_mode:
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self._handle_sprint_mode()
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# Sprint mode: run as many ticks as possible, skip rendering
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current_time = time.perf_counter()
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while True:
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self.input_handler.update_selected_objects()
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self.world.tick_all()
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self.tick_counter += 1
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self.total_ticks += 1
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# Optionally break after some time to allow event processing
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if time.perf_counter() - current_time > 0.05: # ~50ms per batch
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break
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# Update TPS every second
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if time.perf_counter() - self.last_tps_time >= 1.0:
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self.actual_tps = self.tick_counter
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self.tick_counter = 0
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self.last_tps_time = time.perf_counter()
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# No rendering or camera update
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self.renderer.clear_screen()
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self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks)
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pygame.display.flip()
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self.clock.tick(MAX_FPS)
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return
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# Only process one tick per frame if enough time has passed
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if not self.input_handler.is_paused:
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current_time = time.perf_counter()
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if current_time - self.last_tick_time >= tick_interval:
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while current_time - self.last_tick_time >= tick_interval:
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self.last_tick_time += tick_interval
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self.tick_counter += 1
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self.total_ticks += 1
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self.input_handler.update_selected_objects()
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self.world.tick_all()
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self.hud.manager.update(deltatime)
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if current_time - self.last_tps_time >= 1.0:
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self.actual_tps = self.tick_counter
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self.tick_counter = 0
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@ -144,85 +158,34 @@ class SimulationEngine:
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self._update(deltatime)
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self._render()
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def _handle_window_events(self, events):
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for event in events:
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self.hud.process_event(event)
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if event.type == pygame.VIDEORESIZE:
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self.window_width, self.window_height = event.w, event.h
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self.screen = pygame.display.set_mode(
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(self.window_width, self.window_height),
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pygame.RESIZABLE
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)
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self._update_simulation_view()
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self.hud.update_layout(self.window_width, self.window_height)
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self.hud.update_layout(self.window_width, self.window_height)
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self._update_simulation_view()
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def _handle_sprint_mode(self):
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current_time = time.perf_counter()
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while True:
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self.input_handler.update_selected_objects()
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self.world.tick_all()
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self.tick_counter += 1
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self.total_ticks += 1
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pygame.event.pump() # Prevent event queue overflow
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if time.perf_counter() - current_time > 0.05:
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break
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if time.perf_counter() - self.last_tps_time >= 1.0:
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self.actual_tps = self.tick_counter
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self.tick_counter = 0
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self.last_tps_time = time.perf_counter()
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self.screen.fill(BLACK)
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self.renderer.clear_screen()
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cell_count = self._count_cells()
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self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks, cell_count)
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pygame.display.flip()
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self.clock.tick(MAX_FPS)
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self.last_tick_time = time.perf_counter()
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def _handle_simulation_ticks(self, tick_interval, deltatime):
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current_time = time.perf_counter()
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while current_time - self.last_tick_time >= tick_interval:
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self.last_tick_time += tick_interval
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self.tick_counter += 1
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self.total_ticks += 1
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self.input_handler.update_selected_objects()
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self.world.tick_all()
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self.hud.manager.update(deltatime)
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if current_time - self.last_tps_time >= 1.0:
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self.actual_tps = self.tick_counter
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self.tick_counter = 0
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self.last_tps_time += 1.0
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def _update(self, deltatime):
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keys = pygame.key.get_pressed()
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self.input_handler.update_camera(keys, deltatime)
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def _render(self):
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self.screen.fill(BLACK)
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self.renderer.clear_screen()
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self.renderer.clear_screen(self.screen)
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self.renderer.draw_grid(self.camera, self.input_handler.show_grid)
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self.renderer.render_world(self.world, self.camera)
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self.renderer.render_interaction_radius(self.world, self.camera, self.input_handler.selected_objects, self.input_handler.show_interaction_radius)
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self.renderer.render_selection_rectangle(self.input_handler.get_selection_rect(), self.sim_view_rect)
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self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
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if not self.hud.dragging_splitter:
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self.renderer.draw_grid(self.camera, self.input_handler.show_grid)
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self.renderer.render_world(self.world, self.camera)
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self.renderer.render_interaction_radius(
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self.world, self.camera, self.input_handler.selected_objects, self.input_handler.show_interaction_radius
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)
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self.renderer.render_selection_rectangle(self.input_handler.get_selection_rect(), self.sim_view_rect)
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self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
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self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top))
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# In core/simulation_engine.py, in _render():
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self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top))
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self.hud.manager.draw_ui(self.screen)
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self.hud.draw_splitters(self.screen)
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# Draw border around sim_view
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border_color = (255, 255, 255) # White
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border_width = 3
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pygame.draw.rect(self.screen, border_color, self.sim_view_rect, border_width)
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# self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
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self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
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self.hud.render_fps(self.screen, self.clock)
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self.hud.render_tps(self.screen, self.actual_tps)
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# self.hud.render_tick_count(self.screen, self.total_ticks)
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# self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
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self.hud.render_tick_count(self.screen, self.total_ticks)
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self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
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self.hud.render_legend(self.screen, self.input_handler.show_legend)
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self.hud.render_pause_indicator(self.screen, self.input_handler.is_paused)
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if self.input_handler.selected_objects:
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self.hud.render_neural_network_visualization(self.screen, self.input_handler.selected_objects[0])
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5
main.py
5
main.py
@ -1,8 +1,5 @@
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from core.simulation_engine import SimulationEngine
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def main():
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if __name__ == "__main__":
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engine = SimulationEngine()
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engine.run()
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if __name__ == "__main__":
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main()
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@ -14,6 +14,5 @@ dependencies = [
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[dependency-groups]
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dev = [
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"psutil>=7.0.0",
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"ruff>=0.11.12",
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]
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@ -1,93 +0,0 @@
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import time
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import random
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import statistics
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import hashlib
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import pickle
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class HeadlessSimulationBenchmark:
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def __init__(self, setup_world, random_seed=42):
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"""
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:param setup_world: Callable that returns a World instance.
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:param random_seed: Seed for random number generation.
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"""
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self.setup_world = setup_world
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self.random_seed = random_seed
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self.world = None
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self.tps_history = []
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self._running = False
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self.ticks_elapsed_time = None # Track time for designated ticks
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def set_random_seed(self, seed):
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self.random_seed = seed
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random.seed(seed)
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def start(self, ticks=100, max_seconds=None):
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self.set_random_seed(self.random_seed)
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self.world = self.setup_world(self.random_seed)
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self.tps_history.clear()
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self._running = True
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tick_count = 0
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start_time = time.perf_counter()
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last_time = start_time
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# For precise tick timing
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tick_timing_start = None
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if ticks is not None:
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tick_timing_start = time.perf_counter()
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while self._running and (ticks is None or tick_count < ticks):
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self.world.tick_all()
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tick_count += 1
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now = time.perf_counter()
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elapsed = now - last_time
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if elapsed > 0:
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self.tps_history.append(1.0 / elapsed)
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last_time = now
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if max_seconds and (now - start_time) > max_seconds:
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break
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if ticks is not None:
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tick_timing_end = time.perf_counter()
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self.ticks_elapsed_time = tick_timing_end - tick_timing_start
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else:
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self.ticks_elapsed_time = None
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self._running = False
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def stop(self):
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self._running = False
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def get_tps_history(self):
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return self.tps_history
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def get_tps_average(self):
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return statistics.mean(self.tps_history) if self.tps_history else 0.0
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def get_tps_stddev(self):
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return statistics.stdev(self.tps_history) if len(self.tps_history) > 1 else 0.0
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def get_simulation_hash(self):
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# Serialize the world state and hash it for determinism checks
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state = []
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for obj in self.world.get_objects():
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state.append((
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type(obj).__name__,
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getattr(obj, "position", None),
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getattr(obj, "rotation", None),
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getattr(obj, "flags", None),
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getattr(obj, "interaction_radius", None),
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getattr(obj, "max_visual_width", None),
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))
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state_bytes = pickle.dumps(state)
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return hashlib.sha256(state_bytes).hexdigest()
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def get_summary(self):
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return {
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"tps_avg": self.get_tps_average(),
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"tps_stddev": self.get_tps_stddev(),
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"ticks": len(self.tps_history),
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"simulation_hash": self.get_simulation_hash(),
|
||||
"ticks_elapsed_time": self.ticks_elapsed_time,
|
||||
}
|
||||
@ -1,57 +0,0 @@
|
||||
import pytest
|
||||
import random
|
||||
|
||||
from world.world import World, Position, Rotation
|
||||
from world.objects import FoodObject, DefaultCell
|
||||
from tests.benchmarking import HeadlessSimulationBenchmark
|
||||
|
||||
# Hardcoded simulation parameters (copied from config/constants.py)
|
||||
CELL_SIZE = 20
|
||||
GRID_WIDTH = 30
|
||||
GRID_HEIGHT = 25
|
||||
FOOD_OBJECTS_COUNT = 500
|
||||
RANDOM_SEED = 12345
|
||||
|
||||
def _setup_world(seed=RANDOM_SEED):
|
||||
world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
|
||||
random.seed(seed)
|
||||
|
||||
half_width = GRID_WIDTH * CELL_SIZE // 2
|
||||
half_height = GRID_HEIGHT * CELL_SIZE // 2
|
||||
|
||||
for _ in range(FOOD_OBJECTS_COUNT):
|
||||
x = random.randint(-half_width, half_width)
|
||||
y = random.randint(-half_height, half_height)
|
||||
world.add_object(FoodObject(Position(x=x, y=y)))
|
||||
|
||||
for _ in range(300):
|
||||
new_cell = DefaultCell(
|
||||
Position(x=random.randint(-half_width, half_width), y=random.randint(-half_height, half_height)),
|
||||
Rotation(angle=0)
|
||||
)
|
||||
new_cell.behavioral_model = new_cell.behavioral_model.mutate(3)
|
||||
world.add_object(new_cell)
|
||||
|
||||
return world
|
||||
|
||||
def test_simulation_determinism():
|
||||
bench1 = HeadlessSimulationBenchmark(lambda seed: _setup_world(seed), random_seed=RANDOM_SEED)
|
||||
bench2 = HeadlessSimulationBenchmark(lambda seed: _setup_world(seed), random_seed=RANDOM_SEED)
|
||||
|
||||
bench1.start(ticks=100)
|
||||
bench2.start(ticks=100)
|
||||
|
||||
hash1 = bench1.get_simulation_hash()
|
||||
hash2 = bench2.get_simulation_hash()
|
||||
|
||||
assert hash1 == hash2, f"Simulation hashes differ: {hash1} != {hash2}"
|
||||
|
||||
def test_simulation_benchmark():
|
||||
bench = HeadlessSimulationBenchmark(lambda seed: _setup_world(seed), random_seed=RANDOM_SEED+1)
|
||||
tick_count = 100
|
||||
bench.start(ticks=tick_count)
|
||||
summary = bench.get_summary()
|
||||
print(f"{tick_count} ticks took {summary.get('ticks_elapsed_time', 0):.4f} seconds, TPS avg: {summary['tps_avg']:.2f}, stddev: {summary['tps_stddev']:.2f}")
|
||||
|
||||
assert summary['tps_avg'] > 0, "Average TPS should be greater than zero"
|
||||
assert summary['ticks_elapsed_time'] > 0, "Elapsed time should be greater than zero"
|
||||
@ -1,12 +1,10 @@
|
||||
import pytest
|
||||
from world.world import World, Position, BaseEntity, Rotation
|
||||
from world.world import World, Position, BaseEntity
|
||||
|
||||
|
||||
class DummyEntity(BaseEntity):
|
||||
def __init__(self, position, rotation=None):
|
||||
if rotation is None:
|
||||
rotation = Rotation(angle=0)
|
||||
super().__init__(position, rotation)
|
||||
def __init__(self, position):
|
||||
super().__init__(position)
|
||||
self.ticked = False
|
||||
self.rendered = False
|
||||
|
||||
@ -85,6 +83,9 @@ def test_tick_all_calls_tick(world):
|
||||
|
||||
def test_add_object_out_of_bounds(world):
|
||||
entity = DummyEntity(Position(x=1000, y=1000))
|
||||
|
||||
world.add_object(entity)
|
||||
|
||||
entity = world.get_objects()[0]
|
||||
|
||||
assert entity.position.x == 49 and entity.position.y == 49
|
||||
217
ui/hud.py
217
ui/hud.py
@ -6,188 +6,18 @@ import pygame_gui
|
||||
from config.constants import *
|
||||
from world.base.brain import CellBrain, FlexibleNeuralNetwork
|
||||
from world.objects import DefaultCell
|
||||
from pygame_gui.elements import UIPanel
|
||||
import math
|
||||
|
||||
DARK_GRAY = (40, 40, 40)
|
||||
DARKER_GRAY = (25, 25, 25)
|
||||
|
||||
class HUD:
|
||||
def __init__(self, ui_manager, screen_width=SCREEN_WIDTH, screen_height=SCREEN_HEIGHT):
|
||||
self.font = pygame.font.Font("freesansbold.ttf", FONT_SIZE)
|
||||
self.legend_font = pygame.font.Font("freesansbold.ttf", LEGEND_FONT_SIZE)
|
||||
|
||||
self.manager = ui_manager
|
||||
self.screen_width = screen_width
|
||||
self.screen_height = screen_height
|
||||
|
||||
# Panel size defaults
|
||||
self.control_bar_height = 48
|
||||
self.inspector_width = 260
|
||||
self.properties_width = 320
|
||||
self.console_height = 120
|
||||
self.splitter_thickness = 6
|
||||
|
||||
self.dragging_splitter = None
|
||||
self._create_panels()
|
||||
|
||||
def _create_panels(self):
|
||||
# Top control bar
|
||||
self.control_bar = UIPanel(
|
||||
relative_rect=pygame.Rect(0, 0, self.screen_width, self.control_bar_height),
|
||||
manager=self.manager,
|
||||
object_id="#control_bar",
|
||||
)
|
||||
|
||||
# Left inspector
|
||||
self.inspector_panel = UIPanel(
|
||||
relative_rect=pygame.Rect(
|
||||
0, self.control_bar_height,
|
||||
self.inspector_width,
|
||||
self.screen_height - self.control_bar_height
|
||||
),
|
||||
manager=self.manager,
|
||||
object_id="#inspector_panel",
|
||||
)
|
||||
|
||||
# Right properties
|
||||
self.properties_panel = UIPanel(
|
||||
relative_rect=pygame.Rect(
|
||||
self.screen_width - self.properties_width,
|
||||
self.control_bar_height,
|
||||
self.properties_width,
|
||||
self.screen_height - self.control_bar_height
|
||||
),
|
||||
manager=self.manager,
|
||||
object_id="#properties_panel",
|
||||
)
|
||||
|
||||
# Bottom console
|
||||
self.console_panel = UIPanel(
|
||||
relative_rect=pygame.Rect(
|
||||
self.inspector_width,
|
||||
self.screen_height - self.console_height,
|
||||
self.screen_width - self.inspector_width - self.properties_width,
|
||||
self.console_height
|
||||
),
|
||||
manager=self.manager,
|
||||
object_id="#console_panel",
|
||||
)
|
||||
|
||||
self.panels = [
|
||||
self.control_bar,
|
||||
self.inspector_panel,
|
||||
self.properties_panel,
|
||||
self.console_panel
|
||||
]
|
||||
self.dragging_splitter = None
|
||||
|
||||
def get_viewport_rect(self):
|
||||
# Returns the rect for the simulation viewport
|
||||
x = self.inspector_width
|
||||
y = self.control_bar_height
|
||||
w = self.screen_width - self.inspector_width - self.properties_width
|
||||
h = self.screen_height - self.control_bar_height - self.console_height
|
||||
return pygame.Rect(x, y, w, h)
|
||||
|
||||
def update_layout(self, window_width, window_height):
|
||||
self.screen_width = window_width
|
||||
self.screen_height = window_height
|
||||
|
||||
# Control bar (top)
|
||||
self.control_bar.set_relative_position((0, 0))
|
||||
self.control_bar.set_dimensions((self.screen_width, self.control_bar_height))
|
||||
|
||||
# Inspector panel (left) - goes all the way to the bottom
|
||||
self.inspector_panel.set_relative_position((0, self.control_bar_height))
|
||||
self.inspector_panel.set_dimensions((self.inspector_width, self.screen_height - self.control_bar_height))
|
||||
|
||||
# Properties panel (right) - goes all the way to the bottom
|
||||
self.properties_panel.set_relative_position(
|
||||
(self.screen_width - self.properties_width, self.control_bar_height))
|
||||
self.properties_panel.set_dimensions((self.properties_width, self.screen_height - self.control_bar_height))
|
||||
|
||||
# Console panel (bottom, spans between inspector and properties)
|
||||
self.console_panel.set_relative_position((self.inspector_width, self.screen_height - self.console_height))
|
||||
self.console_panel.set_dimensions(
|
||||
(self.screen_width - self.inspector_width - self.properties_width, self.console_height))
|
||||
|
||||
def process_event(self, event):
|
||||
# Handle splitter dragging for resizing panels
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
mx, my = event.pos
|
||||
# Check if mouse is on a splitter (left/right/bottom)
|
||||
if abs(mx - self.inspector_width) < self.splitter_thickness and self.control_bar_height < my < self.screen_height - self.console_height:
|
||||
self.dragging_splitter = "inspector"
|
||||
elif abs(mx - (self.screen_width - self.properties_width)) < self.splitter_thickness and self.control_bar_height < my < self.screen_height - self.console_height:
|
||||
self.dragging_splitter = "properties"
|
||||
elif abs(my - (self.screen_height - self.console_height)) < self.splitter_thickness and self.inspector_width < mx < self.screen_width - self.properties_width:
|
||||
self.dragging_splitter = "console"
|
||||
self.update_layout(self.screen_width, self.screen_height)
|
||||
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
|
||||
self.dragging_splitter = None
|
||||
elif event.type == pygame.MOUSEMOTION and self.dragging_splitter:
|
||||
mx, my = event.pos
|
||||
if self.dragging_splitter == "inspector":
|
||||
self.inspector_width = max(100, min(mx, self.screen_width - self.properties_width - 100))
|
||||
elif self.dragging_splitter == "properties":
|
||||
self.properties_width = max(100, min(self.screen_width - mx, self.screen_width - self.inspector_width - 100))
|
||||
elif self.dragging_splitter == "console":
|
||||
self.console_height = max(60, min(self.screen_height - my, self.screen_height - self.control_bar_height - 60))
|
||||
self.update_layout(self.screen_width, self.screen_height)
|
||||
|
||||
def draw_splitters(self, screen):
|
||||
# Draw draggable splitters for visual feedback
|
||||
indicator_color = (220, 220, 220)
|
||||
indicator_size = 6 # Length of indicator line
|
||||
indicator_gap = 4 # Gap between indicator lines
|
||||
indicator_count = 3 # Number of indicator lines
|
||||
|
||||
# Vertical splitter (inspector/properties)
|
||||
# Inspector/properties only if wide enough
|
||||
if self.inspector_width > 0:
|
||||
x = self.inspector_width - 2
|
||||
y1 = self.control_bar_height
|
||||
y2 = self.screen_height - self.console_height
|
||||
# Draw indicator (horizontal lines) in the middle
|
||||
mid_y = (y1 + y2) // 2
|
||||
for i in range(indicator_count):
|
||||
offset = (i - 1) * (indicator_gap + 1)
|
||||
pygame.draw.line(
|
||||
screen, indicator_color,
|
||||
(x - indicator_size // 2, mid_y + offset),
|
||||
(x + indicator_size // 2, mid_y + offset),
|
||||
2
|
||||
)
|
||||
|
||||
if self.properties_width > 0:
|
||||
x = self.screen_width - self.properties_width + 2
|
||||
y1 = self.control_bar_height
|
||||
y2 = self.screen_height - self.console_height
|
||||
mid_y = (y1 + y2) // 2
|
||||
for i in range(indicator_count):
|
||||
offset = (i - 1) * (indicator_gap + 1)
|
||||
pygame.draw.line(
|
||||
screen, indicator_color,
|
||||
(x - indicator_size // 2, mid_y + offset),
|
||||
(x + indicator_size // 2, mid_y + offset),
|
||||
2
|
||||
)
|
||||
|
||||
# Horizontal splitter (console)
|
||||
if self.console_height > 0:
|
||||
y = self.screen_height - self.console_height + 2
|
||||
x1 = self.inspector_width
|
||||
x2 = self.screen_width - self.properties_width
|
||||
mid_x = (x1 + x2) // 2
|
||||
for i in range(indicator_count):
|
||||
offset = (i - 1) * (indicator_gap + 1)
|
||||
pygame.draw.line(
|
||||
screen, indicator_color,
|
||||
(mid_x + offset, y - indicator_size // 2),
|
||||
(mid_x + offset, y + indicator_size // 2),
|
||||
2
|
||||
)
|
||||
self.manager = ui_manager
|
||||
|
||||
def render_mouse_position(self, screen, camera, sim_view_rect):
|
||||
"""Render mouse position in top left."""
|
||||
@ -315,7 +145,6 @@ class HUD:
|
||||
VIZ_WIDTH = 280 # Width of the neural network visualization area
|
||||
VIZ_HEIGHT = 300 # Height of the neural network visualization area
|
||||
VIZ_RIGHT_MARGIN = VIZ_WIDTH + 50 # Distance from right edge of screen to visualization
|
||||
VIZ_BOTTOM_MARGIN = 50 # Distance from the bottom of the screen
|
||||
|
||||
# Background styling constants
|
||||
BACKGROUND_PADDING = 30 # Padding around the visualization background
|
||||
@ -367,9 +196,6 @@ class HUD:
|
||||
TOOLTIP_MARGIN = 10
|
||||
TOOLTIP_LINE_SPACING = 0 # No extra spacing between lines
|
||||
|
||||
if self.properties_width < VIZ_RIGHT_MARGIN + 50:
|
||||
self.properties_width = VIZ_RIGHT_MARGIN + 50 # Ensure properties panel is wide enough for tooltip
|
||||
|
||||
if not hasattr(cell, 'behavioral_model'):
|
||||
return
|
||||
|
||||
@ -380,9 +206,9 @@ class HUD:
|
||||
|
||||
network: FlexibleNeuralNetwork = cell_brain.neural_network
|
||||
|
||||
# Calculate visualization position (bottom right)
|
||||
# Calculate visualization position
|
||||
viz_x = self.screen_width - VIZ_RIGHT_MARGIN # Right side of screen
|
||||
viz_y = self.screen_height - VIZ_HEIGHT - VIZ_BOTTOM_MARGIN # Above the bottom margin
|
||||
viz_y = (self.screen_height // 2) - (VIZ_HEIGHT // 2) # Centered vertically
|
||||
|
||||
layer_spacing = VIZ_WIDTH // max(1, len(network.layers) - 1) if len(network.layers) > 1 else VIZ_WIDTH
|
||||
|
||||
@ -392,8 +218,6 @@ class HUD:
|
||||
pygame.draw.rect(screen, BACKGROUND_COLOR, background_rect)
|
||||
pygame.draw.rect(screen, WHITE, background_rect, BACKGROUND_BORDER_WIDTH)
|
||||
|
||||
info = network.get_structure_info()
|
||||
|
||||
# Title
|
||||
title_text = self.font.render("Neural Network", True, WHITE)
|
||||
title_rect = title_text.get_rect()
|
||||
@ -401,13 +225,6 @@ class HUD:
|
||||
title_rect.top = viz_y - TITLE_TOP_MARGIN
|
||||
screen.blit(title_text, title_rect)
|
||||
|
||||
# Render network cost under the title
|
||||
cost_text = self.font.render(f"Cost: {info['network_cost']}", True, WHITE)
|
||||
cost_rect = cost_text.get_rect()
|
||||
cost_rect.centerx = title_rect.centerx
|
||||
cost_rect.top = title_rect.bottom + 4 # Small gap below the title
|
||||
screen.blit(cost_text, cost_rect)
|
||||
|
||||
# Get current activations by running a forward pass with current inputs
|
||||
input_values = [cell_brain.inputs[key] for key in cell_brain.input_keys]
|
||||
|
||||
@ -566,6 +383,22 @@ class HUD:
|
||||
label_rect.bottom = viz_y + VIZ_HEIGHT + LAYER_LABEL_BOTTOM_MARGIN
|
||||
screen.blit(label_text, label_rect)
|
||||
|
||||
# Draw network info
|
||||
info = network.get_structure_info()
|
||||
info_lines = [
|
||||
f"Layers: {info['total_layers']}",
|
||||
f"Neurons: {info['total_neurons']}",
|
||||
f"Connections: {info['total_connections']}",
|
||||
f"Network Cost: {info['network_cost']}",
|
||||
]
|
||||
|
||||
for i, line in enumerate(info_lines):
|
||||
info_text = self.legend_font.render(line, True, WHITE)
|
||||
info_rect = info_text.get_rect()
|
||||
info_rect.left = viz_x
|
||||
info_rect.top = viz_y + VIZ_HEIGHT + INFO_TEXT_TOP_MARGIN + i * INFO_TEXT_LINE_SPACING
|
||||
screen.blit(info_text, info_rect)
|
||||
|
||||
# --- Tooltip logic for neuron hover ---
|
||||
mouse_x, mouse_y = pygame.mouse.get_pos()
|
||||
tooltip_text = None
|
||||
@ -641,20 +474,22 @@ class HUD:
|
||||
screen.blit(surf, (tooltip_rect.left + TOOLTIP_PADDING_X, y))
|
||||
y += surf.get_height() + TOOLTIP_LINE_SPACING
|
||||
|
||||
def render_sprint_debug(self, screen, actual_tps, total_ticks, cell_count=None):
|
||||
def render_sprint_debug(self, screen, actual_tps, total_ticks):
|
||||
"""Render sprint debug info: header, TPS, and tick count."""
|
||||
header = self.font.render("Sprinting...", True, (255, 200, 0))
|
||||
tps_text = self.font.render(f"TPS: {actual_tps}", True, (255, 255, 255))
|
||||
ticks_text = self.font.render(f"Ticks: {total_ticks}", True, (255, 255, 255))
|
||||
cell_text = self.font.render(f"Cells: {cell_count}" if cell_count is not None else "Cells: N/A", True, (255, 255, 255))
|
||||
|
||||
y = self.screen_height // 2 - 80
|
||||
y = self.screen_height // 2 - 40
|
||||
header_rect = header.get_rect(center=(self.screen_width // 2, y))
|
||||
tps_rect = tps_text.get_rect(center=(self.screen_width // 2, y + 40))
|
||||
ticks_rect = ticks_text.get_rect(center=(self.screen_width // 2, y + 80))
|
||||
cell_rect = cell_text.get_rect(center=(self.screen_width // 2, y + 120))
|
||||
|
||||
screen.blit(header, header_rect)
|
||||
screen.blit(tps_text, tps_rect)
|
||||
screen.blit(ticks_text, ticks_rect)
|
||||
screen.blit(cell_text, cell_rect)
|
||||
|
||||
def update_layout(self, window_width, window_height):
|
||||
"""Update HUD layout on window resize."""
|
||||
self.screen_width = window_width
|
||||
self.screen_height = window_height
|
||||
|
||||
21
uv.lock
generated
21
uv.lock
generated
@ -53,7 +53,6 @@ dependencies = [
|
||||
|
||||
[package.dev-dependencies]
|
||||
dev = [
|
||||
{ name = "psutil" },
|
||||
{ name = "ruff" },
|
||||
]
|
||||
|
||||
@ -68,10 +67,7 @@ requires-dist = [
|
||||
]
|
||||
|
||||
[package.metadata.requires-dev]
|
||||
dev = [
|
||||
{ name = "psutil", specifier = ">=7.0.0" },
|
||||
{ name = "ruff", specifier = ">=0.11.12" },
|
||||
]
|
||||
dev = [{ name = "ruff", specifier = ">=0.11.12" }]
|
||||
|
||||
[[package]]
|
||||
name = "filelock"
|
||||
@ -210,21 +206,6 @@ wheels = [
|
||||
{ url = "https://files.pythonhosted.org/packages/88/74/a88bf1b1efeae488a0c0b7bdf71429c313722d1fc0f377537fbe554e6180/pre_commit-4.2.0-py2.py3-none-any.whl", hash = "sha256:a009ca7205f1eb497d10b845e52c838a98b6cdd2102a6c8e4540e94ee75c58bd", size = 220707, upload-time = "2025-03-18T21:35:19.343Z" },
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "psutil"
|
||||
version = "7.0.0"
|
||||
source = { registry = "https://pypi.org/simple" }
|
||||
sdist = { url = "https://files.pythonhosted.org/packages/2a/80/336820c1ad9286a4ded7e845b2eccfcb27851ab8ac6abece774a6ff4d3de/psutil-7.0.0.tar.gz", hash = "sha256:7be9c3eba38beccb6495ea33afd982a44074b78f28c434a1f51cc07fd315c456", size = 497003, upload-time = "2025-02-13T21:54:07.946Z" }
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wheels = [
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||||
{ url = "https://files.pythonhosted.org/packages/ed/e6/2d26234410f8b8abdbf891c9da62bee396583f713fb9f3325a4760875d22/psutil-7.0.0-cp36-abi3-macosx_10_9_x86_64.whl", hash = "sha256:101d71dc322e3cffd7cea0650b09b3d08b8e7c4109dd6809fe452dfd00e58b25", size = 238051, upload-time = "2025-02-13T21:54:12.36Z" },
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{ url = "https://files.pythonhosted.org/packages/04/8b/30f930733afe425e3cbfc0e1468a30a18942350c1a8816acfade80c005c4/psutil-7.0.0-cp36-abi3-macosx_11_0_arm64.whl", hash = "sha256:39db632f6bb862eeccf56660871433e111b6ea58f2caea825571951d4b6aa3da", size = 239535, upload-time = "2025-02-13T21:54:16.07Z" },
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{ url = "https://files.pythonhosted.org/packages/2a/ed/d362e84620dd22876b55389248e522338ed1bf134a5edd3b8231d7207f6d/psutil-7.0.0-cp36-abi3-manylinux_2_12_i686.manylinux2010_i686.manylinux_2_17_i686.manylinux2014_i686.whl", hash = "sha256:1fcee592b4c6f146991ca55919ea3d1f8926497a713ed7faaf8225e174581e91", size = 275004, upload-time = "2025-02-13T21:54:18.662Z" },
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{ url = "https://files.pythonhosted.org/packages/bf/b9/b0eb3f3cbcb734d930fdf839431606844a825b23eaf9a6ab371edac8162c/psutil-7.0.0-cp36-abi3-manylinux_2_12_x86_64.manylinux2010_x86_64.manylinux_2_17_x86_64.manylinux2014_x86_64.whl", hash = "sha256:4b1388a4f6875d7e2aff5c4ca1cc16c545ed41dd8bb596cefea80111db353a34", size = 277986, upload-time = "2025-02-13T21:54:21.811Z" },
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{ url = "https://files.pythonhosted.org/packages/eb/a2/709e0fe2f093556c17fbafda93ac032257242cabcc7ff3369e2cb76a97aa/psutil-7.0.0-cp36-abi3-manylinux_2_17_aarch64.manylinux2014_aarch64.whl", hash = "sha256:a5f098451abc2828f7dc6b58d44b532b22f2088f4999a937557b603ce72b1993", size = 279544, upload-time = "2025-02-13T21:54:24.68Z" },
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{ url = "https://files.pythonhosted.org/packages/50/e6/eecf58810b9d12e6427369784efe814a1eec0f492084ce8eb8f4d89d6d61/psutil-7.0.0-cp37-abi3-win32.whl", hash = "sha256:ba3fcef7523064a6c9da440fc4d6bd07da93ac726b5733c29027d7dc95b39d99", size = 241053, upload-time = "2025-02-13T21:54:34.31Z" },
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{ url = "https://files.pythonhosted.org/packages/50/1b/6921afe68c74868b4c9fa424dad3be35b095e16687989ebbb50ce4fceb7c/psutil-7.0.0-cp37-abi3-win_amd64.whl", hash = "sha256:4cf3d4eb1aa9b348dec30105c55cd9b7d4629285735a102beb4441e38db90553", size = 244885, upload-time = "2025-02-13T21:54:37.486Z" },
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||||
]
|
||||
|
||||
[[package]]
|
||||
name = "pydantic"
|
||||
version = "2.11.5"
|
||||
|
||||
@ -9,7 +9,6 @@ import pygame
|
||||
from typing import Optional, List, Any, Union
|
||||
|
||||
from world.utils import get_distance_between_objects
|
||||
from world.physics import Physics
|
||||
|
||||
from math import atan2, degrees
|
||||
|
||||
@ -264,8 +263,6 @@ class DefaultCell(BaseEntity):
|
||||
|
||||
self.tick_count = 0
|
||||
|
||||
self.physics = Physics(0.02, 0.05)
|
||||
|
||||
|
||||
def set_brain(self, behavioral_model: CellBrain) -> None:
|
||||
self.behavioral_model = behavioral_model
|
||||
@ -300,7 +297,7 @@ class DefaultCell(BaseEntity):
|
||||
distance_to_food = get_distance_between_objects(self, food_object)
|
||||
|
||||
if distance_to_food < self.max_visual_width and food_objects:
|
||||
self.energy += 130
|
||||
self.energy += 110
|
||||
food_object.flag_for_death()
|
||||
return self
|
||||
|
||||
@ -315,10 +312,10 @@ class DefaultCell(BaseEntity):
|
||||
duplicate_y_2 += random.randint(-self.max_visual_width, self.max_visual_width)
|
||||
|
||||
new_cell = DefaultCell(Position(x=int(duplicate_x), y=int(duplicate_y)), Rotation(angle=random.randint(0, 359)))
|
||||
new_cell.set_brain(self.behavioral_model.mutate(0.05))
|
||||
new_cell.set_brain(self.behavioral_model.mutate(0.4))
|
||||
|
||||
new_cell_2 = DefaultCell(Position(x=int(duplicate_x_2), y=int(duplicate_y_2)), Rotation(angle=random.randint(0, 359)))
|
||||
new_cell_2.set_brain(self.behavioral_model.mutate(0.05))
|
||||
new_cell_2.set_brain(self.behavioral_model.mutate(0.4))
|
||||
|
||||
return [new_cell, new_cell_2]
|
||||
|
||||
@ -331,12 +328,44 @@ class DefaultCell(BaseEntity):
|
||||
|
||||
output_data = self.behavioral_model.tick(input_data)
|
||||
|
||||
# everything below this point is physics simulation and needs to be extracted to a separate class
|
||||
|
||||
# clamp accelerations
|
||||
output_data["linear_acceleration"] = max(-MAX_ACCELERATION, min(MAX_ACCELERATION, output_data["linear_acceleration"]))
|
||||
output_data["angular_acceleration"] = max(-MAX_ANGULAR_ACCELERATION, min(MAX_ANGULAR_ACCELERATION, output_data["angular_acceleration"]))
|
||||
|
||||
# request physics data from Physics class
|
||||
self.velocity, self.acceleration, self.rotational_velocity, self.angular_acceleration = self.physics.move(output_data["linear_acceleration"], output_data["angular_acceleration"], self.rotation.get_rotation())
|
||||
# 2. Apply drag force
|
||||
drag_coefficient = 0.02
|
||||
drag_x = -self.velocity[0] * drag_coefficient
|
||||
drag_y = -self.velocity[1] * drag_coefficient
|
||||
|
||||
# 3. Combine all forces
|
||||
total_linear_accel = output_data["linear_acceleration"]
|
||||
total_linear_accel = max(-0.1, min(0.1, total_linear_accel))
|
||||
|
||||
# 4. Convert to world coordinates
|
||||
x_component = total_linear_accel * math.cos(math.radians(self.rotation.get_rotation()))
|
||||
y_component = total_linear_accel * math.sin(math.radians(self.rotation.get_rotation()))
|
||||
|
||||
# 5. Add drag to total acceleration
|
||||
total_accel_x = x_component + drag_x
|
||||
total_accel_y = y_component + drag_y
|
||||
|
||||
self.acceleration = (total_accel_x, total_accel_y)
|
||||
|
||||
rotational_drag = 0.05
|
||||
self.angular_acceleration = output_data["angular_acceleration"] - self.rotational_velocity * rotational_drag
|
||||
|
||||
# tick acceleration
|
||||
velocity_x = self.velocity[0] + self.acceleration[0]
|
||||
velocity_y = self.velocity[1] + self.acceleration[1]
|
||||
self.velocity = (velocity_x, velocity_y)
|
||||
|
||||
# # clamp velocity
|
||||
speed = math.sqrt(self.velocity[0] ** 2 + self.velocity[1] ** 2)
|
||||
if speed > MAX_VELOCITY:
|
||||
scale = MAX_VELOCITY / speed
|
||||
self.velocity = (self.velocity[0] * scale, self.velocity[1] * scale)
|
||||
|
||||
# tick velocity
|
||||
x, y = self.position.get_position()
|
||||
@ -345,12 +374,19 @@ class DefaultCell(BaseEntity):
|
||||
|
||||
self.position.set_position(x, y)
|
||||
|
||||
# tick rotational acceleration
|
||||
self.angular_acceleration = output_data["angular_acceleration"]
|
||||
self.rotational_velocity += self.angular_acceleration
|
||||
|
||||
# clamp rotational velocity
|
||||
self.rotational_velocity = max(-MAX_ROTATIONAL_VELOCITY, min(MAX_ROTATIONAL_VELOCITY, self.rotational_velocity))
|
||||
|
||||
# tick rotational velocity
|
||||
self.rotation.set_rotation(self.rotation.get_rotation() + self.rotational_velocity)
|
||||
|
||||
movement_cost = abs(output_data["angular_acceleration"]) + abs(output_data["linear_acceleration"])
|
||||
|
||||
self.energy -= (self.behavioral_model.neural_network.network_cost * 0.1) + 1.2 + (0.15 * movement_cost)
|
||||
self.energy -= (self.behavioral_model.neural_network.network_cost * 0.01) + 1 + (0.5 * movement_cost)
|
||||
|
||||
return self
|
||||
|
||||
|
||||
@ -1,82 +0,0 @@
|
||||
import math
|
||||
|
||||
from config.constants import MAX_VELOCITY, MAX_ROTATIONAL_VELOCITY
|
||||
|
||||
|
||||
class Physics:
|
||||
"""
|
||||
Simulates basic 2D physics for an object, including linear and rotational motion
|
||||
with drag effects.
|
||||
"""
|
||||
def __init__(self, drag_coefficient: float, rotational_drag: float):
|
||||
"""
|
||||
Initialize the Physics object.
|
||||
|
||||
Args:
|
||||
drag_coefficient (float): Linear drag coefficient.
|
||||
rotational_drag (float): Rotational drag coefficient.
|
||||
"""
|
||||
|
||||
self.drag_coefficient: float = drag_coefficient
|
||||
self.rotational_drag: float = rotational_drag
|
||||
|
||||
self.velocity: tuple[int, int] = (0, 0)
|
||||
self.acceleration: tuple[int, int] = (0, 0)
|
||||
|
||||
self.rotational_velocity: int = 0
|
||||
self.angular_acceleration: int = 0
|
||||
|
||||
|
||||
def move(self, linear_acceleration: float, angular_acceleration: int, rotational_position):
|
||||
"""
|
||||
Update the object's velocity and acceleration based on input forces and drag.
|
||||
|
||||
Args:
|
||||
linear_acceleration (float): The applied linear acceleration.
|
||||
angular_acceleration (int): The applied angular acceleration.
|
||||
rotational_position: The current rotational position in degrees.
|
||||
|
||||
Returns:
|
||||
tuple: Updated (velocity, acceleration, rotational_velocity, angular_acceleration).
|
||||
"""
|
||||
# Apply drag force
|
||||
drag_coefficient = self.drag_coefficient
|
||||
drag_x = -self.velocity[0] * drag_coefficient
|
||||
drag_y = -self.velocity[1] * drag_coefficient
|
||||
|
||||
# Combine all forces
|
||||
total_linear_accel = linear_acceleration
|
||||
total_linear_accel = max(-0.1, min(0.1, total_linear_accel))
|
||||
|
||||
# Convert to world coordinates
|
||||
x_component = total_linear_accel * math.cos(math.radians(rotational_position))
|
||||
y_component = total_linear_accel * math.sin(math.radians(rotational_position))
|
||||
|
||||
# Add drag to total acceleration
|
||||
total_accel_x = x_component + drag_x
|
||||
total_accel_y = y_component + drag_y
|
||||
|
||||
self.acceleration = (total_accel_x, total_accel_y)
|
||||
|
||||
# Apply drag force to angular acceleration
|
||||
rotational_drag = self.rotational_drag
|
||||
self.angular_acceleration = angular_acceleration - self.rotational_velocity * rotational_drag
|
||||
|
||||
# tick acceleration
|
||||
velocity_x = self.velocity[0] + self.acceleration[0]
|
||||
velocity_y = self.velocity[1] + self.acceleration[1]
|
||||
self.velocity = (velocity_x, velocity_y)
|
||||
|
||||
# clamp velocity
|
||||
speed = math.sqrt(self.velocity[0] ** 2 + self.velocity[1] ** 2)
|
||||
if speed > MAX_VELOCITY:
|
||||
scale = MAX_VELOCITY / speed
|
||||
self.velocity = (self.velocity[0] * scale, self.velocity[1] * scale)
|
||||
|
||||
self.angular_acceleration = angular_acceleration
|
||||
self.rotational_velocity += self.angular_acceleration
|
||||
|
||||
# clamp rotational velocity
|
||||
self.rotational_velocity = max(-MAX_ROTATIONAL_VELOCITY, min(MAX_ROTATIONAL_VELOCITY, self.rotational_velocity))
|
||||
|
||||
return self.velocity, self.acceleration, self.rotational_velocity, self.angular_acceleration
|
||||
@ -153,8 +153,6 @@ class World:
|
||||
|
||||
:param camera: The camera object for coordinate transformation.
|
||||
:param screen: The Pygame screen surface.
|
||||
|
||||
Time complexity: O(n), where n is the number of objects in the current buffer.
|
||||
"""
|
||||
for obj_list in self.buffers[self.current_buffer].values():
|
||||
for obj in obj_list:
|
||||
@ -163,9 +161,6 @@ class World:
|
||||
def tick_all(self) -> None:
|
||||
"""
|
||||
Advances all objects in the world by one tick, updating their state and handling interactions.
|
||||
|
||||
Time complexity: O(N + K) / O(N*M), where N is the number of objects in the current buffer,
|
||||
K is the number of objects that can interact with each object, and M is number of objects in checked cells where C is the number of cells checked within the interaction radius.
|
||||
"""
|
||||
next_buffer: int = 1 - self.current_buffer
|
||||
self.buffers[next_buffer].clear()
|
||||
@ -213,8 +208,6 @@ class World:
|
||||
:param y: Y coordinate of the center.
|
||||
:param radius: Search radius.
|
||||
:return: List of objects within the radius.
|
||||
|
||||
Time complexity: O(C * M) / O(N), where C is the number of cells checked within the radius and M is the number of objects in those cells.
|
||||
"""
|
||||
result: List[BaseEntity] = []
|
||||
cell_x, cell_y = int(x // self.partition_size), int(y // self.partition_size)
|
||||
@ -241,8 +234,6 @@ class World:
|
||||
:param x2: Maximum X coordinate.
|
||||
:param y2: Maximum Y coordinate.
|
||||
:return: List of objects within the rectangle.
|
||||
|
||||
Time complexity: O(C * M) / O(N), where C is the number of cells checked within the rectangle and M is the number of objects in those cells.
|
||||
"""
|
||||
result: List[BaseEntity] = []
|
||||
cell_x1, cell_y1 = (
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user