DynamicAbstractionSystem/core/simulation_engine.py

194 lines
7.8 KiB
Python

import pygame
import time
import random
import sys
from pygame_gui import UIManager
from world.base.brain import CellBrain, FlexibleNeuralNetwork
from world.world import World, Position, Rotation
from world.objects import FoodObject, DefaultCell
from world.simulation_interface import Camera
from config.constants import *
from core.input_handler import InputHandler
from core.renderer import Renderer
from ui.hud import HUD
class SimulationEngine:
def __init__(self):
pygame.init()
info = pygame.display.Info()
self.window_width, self.window_height = info.current_w // 2, info.current_h // 2
self.screen = pygame.display.set_mode((self.window_width, self.window_height),
pygame.RESIZABLE, vsync=1)
self.ui_manager = UIManager((self.window_width, self.window_height))
self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
self._update_simulation_view()
# self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=1)
pygame.display.set_caption("Dynamic Abstraction System Testing")
self.clock = pygame.time.Clock()
self.last_tick_time = time.perf_counter()
self.last_tps_time = time.perf_counter()
self.tick_counter = 0
self.actual_tps = 0
self.total_ticks = 0
self.world = self._setup_world()
self.input_handler = InputHandler(self.camera, self.world, self.sim_view_rect)
self.renderer = Renderer(self.sim_view)
self.hud = HUD(self.ui_manager, self.window_width, self.window_height)
self.hud.update_layout(self.window_width, self.window_height)
self.running = True
def _update_simulation_view(self):
self.sim_view_width = int(self.window_width * 0.75)
self.sim_view_height = int(self.window_height * 0.75)
self.sim_view = pygame.Surface((self.sim_view_width, self.sim_view_height))
self.sim_view_rect = self.sim_view.get_rect(center=(self.window_width // 2, self.window_height // 2))
self.ui_manager.set_window_resolution((self.window_width, self.window_height))
self.renderer = Renderer(self.sim_view)
# Update camera to match new sim_view size
if hasattr(self, 'camera'):
self.camera.screen_width = self.sim_view_width
self.camera.screen_height = self.sim_view_height
if hasattr(self, 'input_handler'):
self.input_handler.update_sim_view_rect(self.sim_view_rect)
@staticmethod
def _setup_world():
world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
random.seed(RANDOM_SEED)
half_width = GRID_WIDTH * CELL_SIZE // 2
half_height = GRID_HEIGHT * CELL_SIZE // 2
if FOOD_SPAWNING:
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 run(self):
while self.running:
self._handle_frame()
pygame.quit()
sys.exit()
def _handle_frame(self):
deltatime = self.clock.get_time() / 1000.0
tick_interval = 1.0 / self.input_handler.tps
# Handle events
events = pygame.event.get()
self.running = self.input_handler.handle_events(events, self.hud.manager)
for event in events:
if event.type == pygame.VIDEORESIZE:
self.window_width, self.window_height = event.w, event.h
self.screen = pygame.display.set_mode((self.window_width, self.window_height),
pygame.RESIZABLE)
self._update_simulation_view()
self.hud.update_layout(self.window_width, self.window_height)
if self.input_handler.sprint_mode:
# Sprint mode: run as many ticks as possible, skip rendering
current_time = time.perf_counter()
while True:
self.input_handler.update_selected_objects()
self.world.tick_all()
self.tick_counter += 1
self.total_ticks += 1
# Optionally break after some time to allow event processing
if time.perf_counter() - current_time > 0.05: # ~50ms per batch
break
# Update TPS every second
if time.perf_counter() - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time = time.perf_counter()
# No rendering or camera update
self.renderer.clear_screen()
self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks)
pygame.display.flip()
self.clock.tick(MAX_FPS)
return
if not self.input_handler.is_paused:
current_time = time.perf_counter()
while current_time - self.last_tick_time >= tick_interval:
self.last_tick_time += tick_interval
self.tick_counter += 1
self.total_ticks += 1
self.input_handler.update_selected_objects()
self.world.tick_all()
self.hud.manager.update(deltatime)
if current_time - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time += 1.0
else:
self.last_tick_time = time.perf_counter()
self.last_tps_time = time.perf_counter()
self.hud.manager.draw_ui(self.screen)
self._update(deltatime)
self._render()
def _update(self, deltatime):
keys = pygame.key.get_pressed()
self.input_handler.update_camera(keys, deltatime)
def _render(self):
self.renderer.clear_screen(self.screen)
self.renderer.draw_grid(self.camera, self.input_handler.show_grid)
self.renderer.render_world(self.world, self.camera)
self.renderer.render_interaction_radius(self.world, self.camera, self.input_handler.selected_objects, self.input_handler.show_interaction_radius)
self.renderer.render_selection_rectangle(self.input_handler.get_selection_rect(), self.sim_view_rect)
self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
# In core/simulation_engine.py, in _render():
self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top))
# Draw border around sim_view
border_color = (255, 255, 255) # White
border_width = 3
pygame.draw.rect(self.screen, border_color, self.sim_view_rect, border_width)
self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
self.hud.render_fps(self.screen, self.clock)
self.hud.render_tps(self.screen, self.actual_tps)
self.hud.render_tick_count(self.screen, self.total_ticks)
self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
self.hud.render_legend(self.screen, self.input_handler.show_legend)
self.hud.render_pause_indicator(self.screen, self.input_handler.is_paused)
if self.input_handler.selected_objects:
self.hud.render_neural_network_visualization(self.screen, self.input_handler.selected_objects[0])
pygame.display.flip()
self.clock.tick(MAX_FPS)