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Build Simulation and Test / Run All Tests (push) Failing after 30s
136 lines
5.1 KiB
Python
136 lines
5.1 KiB
Python
import pygame
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import time
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import random
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import sys
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from world.world import World, Position, Rotation
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from world.objects import FoodObject, DefaultCell
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from world.simulation_interface import Camera
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from config.constants import *
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from core.input_handler import InputHandler
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from core.renderer import Renderer
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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.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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self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
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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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self.actual_tps = 0
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self.total_ticks = 0
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self.world = self._setup_world()
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self.input_handler = InputHandler(self.camera, self.world)
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self.renderer = Renderer(self.screen)
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self.hud = HUD()
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self.running = True
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@staticmethod
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def _setup_world():
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world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
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random.seed(RANDOM_SEED)
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if FOOD_SPAWNING:
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for _ in range(FOOD_OBJECTS_COUNT):
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x = random.randint(-100, 100)
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y = random.randint(-100, 100)
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world.add_object(FoodObject(Position(x=x, y=y)))
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for _ in range(20):
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world.add_object(DefaultCell(Position(x=random.randint(-100, 100), y=random.randint(-100, 100)), Rotation(angle=0)))
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return world
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def run(self):
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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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def _handle_frame(self):
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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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self.running = self.input_handler.handle_events(pygame.event.get())
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if self.input_handler.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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if not self.input_handler.is_paused:
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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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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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else:
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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._update(deltatime)
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self._render()
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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.renderer.clear_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())
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self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
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self.hud.render_mouse_position(self.screen, self.camera)
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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_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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pygame.display.flip()
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self.clock.tick(MAX_FPS)
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