DynamicAbstractionSystem/core/simulation_engine.py
Sam deee83edb3
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Build Simulation and Test / Run All Tests (push) Failing after 30s
Enhance simulation performance and add sprint mode functionality
2025-06-16 16:57:03 -05:00

136 lines
5.1 KiB
Python

import pygame
import time
import random
import sys
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()
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.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
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.renderer = Renderer(self.screen)
self.hud = HUD()
self.running = True
@staticmethod
def _setup_world():
world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT))
random.seed(RANDOM_SEED)
if FOOD_SPAWNING:
for _ in range(FOOD_OBJECTS_COUNT):
x = random.randint(-100, 100)
y = random.randint(-100, 100)
world.add_object(FoodObject(Position(x=x, y=y)))
for _ in range(20):
world.add_object(DefaultCell(Position(x=random.randint(-100, 100), y=random.randint(-100, 100)), Rotation(angle=0)))
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
self.running = self.input_handler.handle_events(pygame.event.get())
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()
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._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.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.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
self.hud.render_mouse_position(self.screen, self.camera)
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)