PyGmae:有限状态机实践(十三)
# _*_ coding:utf-8 _*_
from random import randint
import sys
import pygame
from pygame.locals import *
from gameobjects.vector2 import Vector2
import time__author__ = 'admin''''蚂蚁状态机(十三)新目标:若蜘蛛死亡,将蜘蛛运回巢中objects_dict中就不能将health为0的蜘蛛删除了,需要保留hunt中将蜘蛛杀死后也进入ant的trans状态改造trans状态的方法,在里面判断被携带的对象是leaf还是spider
'''
SCREEN_SIZE = (640, 480)
NEST_POSITION = (320, 240)
NEST_SIZE = 100.WHITE = (255, 255, 255)clock = pygame.time.Clock()class Microcosm(object):def __init__(self):self.objects_dict = {}self.capricious_dict = {}self.obj_id = 0self.capricious_list = []def addObj(self, obj):# 在changeState方法中需要传入一个包含所有蚂蚁对象的列表,这个列表中也包含有未被拾取的叶子self.capricious_list.append(obj)# 用于存储程序运行之后生成的所有对象及其对应的idself.objects_dict[self.obj_id] = obj# 道理同objects_dict,只不过该dict会不断的被添加和删除,主要是确定哪些叶子允许被蚂蚁seekself.capricious_dict[self.obj_id] = obj# 是在这个位置为对象附上id属性的,下面删除字典元素时要用到这个idobj.id = self.obj_idself.obj_id += 1def getObj(self, obj_id):return self.objects_dict[obj_id]def get_closeTo_obj(self, name, position, range=50):for obj in self.capricious_dict.values():if obj.name == name:distance = position.get_distance_to(obj.position)if distance <= range:return objreturn Nonedef get_obj_InNest(self, name):for obj in self.capricious_dict.values():if obj.name == name:distance = obj.position.get_distance_to(NEST_POSITION)if distance < NEST_SIZE:return objreturn None# 绘制方法存在这里,每个继承的子类都在这里绘制,无需在每个对象类中再绘制了# 每个对象类中只需要实时的变更其位置即可def draw(self, surface):surface.fill(WHITE)pygame.draw.circle(surface, (200, 255, 200), NEST_POSITION, int(NEST_SIZE))for obj in self.objects_dict.values():obj.draw(surface)class ObjProduct(object):def __init__(self, microcosm, name, path):self.microcosm = microcosmself.name = nameself.image_path = pathself.image = pygame.image.load(self.image_path).convert_alpha()self.state = 0self.fsm = Noneself.id = 0self.speed = 0self.position = Vector2(0, 0)self.destination = Vector2(0, 0)def bind(self, state, fsm):self.fsm = fsmself.state = statedef draw(self, surface):x, y = self.positionw, h = self.image.get_size()surface.blit(self.image, (x - w / 2, y - h / 2))def explore(self):print("[%s-%d]探索中....." % (self.name, self.id))distance = self.destination - self.position# 获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)x = self.position.get_distance_to(self.destination)# 获取单位向量,即每次蚂蚁移动的向量heading = distance.normalise()# 如果蚂蚁再移动单位向量就会越过目标点if x <= heading.get_length():print("[%s-%d]到达目的地了....前往下一个点" % (self.name, self.id))# self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))return Trueelse:self.position += headingclass Spider(ObjProduct):def __init__(self, microcosm, name, path):ObjProduct.__init__(self, microcosm, name, path)self.position = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))self.health = 25def draw(self, surface):ObjProduct.draw(self, surface)# 为蜘蛛增加血条,依据health进行血量调整x, y = self.positionw, h = self.image.get_size()blood_x = x - w / 2blood_y = y + h / 2screen.fill((255, 0, 0), (blood_x, blood_y, 25, 4))screen.fill((0, 255, 0), (blood_x, blood_y, self.health, 4))def wait(self):print("[%s-%d]停顿下,思考人生....." % (self.name, self.id))pygame.time.delay(10)class Leaf(ObjProduct):def __init__(self, microcosm, name, path):ObjProduct.__init__(self, microcosm, name, path)self.position = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))def draw(self, surface):ObjProduct.draw(self, surface)class Ant(ObjProduct):def __init__(self, microcosm, name, path):ObjProduct.__init__(self, microcosm, name, path)self.position = Vector2(NEST_POSITION)self.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))# 这里让leaf_id为None,单纯就是不想给它一个数字而已,避免这个默认值作为Key使用时报错self.leaf_id = None# 这里让leaf_id为None,单纯就是不想给它一个数字而已,避免这个默认值作为Key使用时报错self.spider_id = Nonedef draw(self, surface):ObjProduct.draw(self, surface)def wait(self):print("[%s-%d]停顿下,思考人生....." % (self.name, self.id))pygame.time.delay(10)class State(object):def exec(self, obj):passdef exit(self, obj):passclass ExploreState(State):def exec(self, obj):# 决定探索过程中触发wait的频率if randint(1, 1000) == 1:# 信号置为0obj.state = 0else:if obj.name == 'ant':# 检测此时是否有蜘蛛进入巢穴spider_ = obj.microcosm.get_obj_InNest('spider')# 如果有这样的蜘蛛对象if spider_ is not None:# 为当前蚂蚁对象添加该目标蜘蛛id属性(将该蜘蛛绑定到该蚂蚁上,方便调用)obj.spider_id = spider_.idobj.state = 4else:# 判断当前蚂蚁对象附近范围内是否有叶子存在,并获取这个叶子对象leaf_ = obj.microcosm.get_closeTo_obj('leaf', obj.position)# 如果有这样的叶子对象if leaf_ is not None:# 为当前蚂蚁对象添加该目标叶子id属性(将该叶子绑定到该蚂蚁上,方便调用)obj.leaf_id = leaf_.id# 信号置为seekobj.state = 2else:# 附近没有叶子就执行exploreif obj.explore():obj.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))elif obj.name == 'spider':if obj.explore():obj.destination = Vector2(randint(0, SCREEN_SIZE[0] // 2), randint(0, SCREEN_SIZE[1] // 2))class WaitSate(State):def exec(self, obj):# 执行wait方法obj.wait()# 信号置为1,使得蚂蚁再动起来obj.state = 1class SeekState(State):def exec(self, obj):# 当前蚂蚁对象是否绑定了leaf_id属性(这点可以说明蚂蚁附近是否有叶子)if obj.leaf_id is not None:# 当前蚂蚁已经有了叶子目标,capricious_dict中该叶子还未被删除,说明未被其他蚂蚁抢先拾取if obj.leaf_id in obj.microcosm.capricious_dict.keys():print("[%s-%d]发现目标叶子..走过去" % (obj.name, obj.id))# 通过已知的叶子id获取对应的叶子对象leaf_ = obj.microcosm.getObj(obj.leaf_id)# 将叶子的位置当做蚂蚁本次行为的终点obj.destination = leaf_.positionif obj.explore():print("[%s-%d]已达到目标叶子" % (obj.name, obj.id))# 将该叶子移出capricious_dict中,起到不可被seek的作用obj.microcosm.capricious_dict.pop(leaf_.id)obj.microcosm.capricious_list.remove(leaf_)# 将巢穴范围内随机的一个位置当做蚂蚁TransState的终点obj.destination = Vector2(NEST_POSITION) + Vector2(randint(-40, 40), randint(-40, 40))obj.state = 3else:# 当前蚂蚁锁定的叶子被其他蚂蚁抢先拾取print("[%s-%d]的叶子被别的蚂蚁抢先拾取...." % (obj.name, obj.id))# 叶子被别的蚂蚁抢先拾取,则把该蚂蚁绑定的叶子id置为None吧obj.leaf_id = Noneobj.state = 1else:# 当前蚂蚁附近没有叶子了,执行探索obj.state = 1class TransState(State):def exec(self, obj):global prey, prey_id# prey意为猎物,这里代指叶子或蜘蛛if obj.leaf_id is not None:prey = obj.microcosm.getObj(obj.leaf_id)prey_id = obj.leaf_idelif obj.spider_id is not None:prey = obj.microcosm.getObj(obj.spider_id)prey_id = obj.spider_idprint("[%s-%d]拾起[%s],走回巢穴..." % (obj.name, obj.id, prey.name))# 通过蚂蚁当前的位置确定其拾取到的叶子的位置-----》待优化prey.position = Vector2(obj.position)# 获取此时蚂蚁起点->终点的向量distance = obj.destination - obj.position# 获取此时蚂蚁距离目标点间的向量长度(即两点间的实际距离)x = obj.position.get_distance_to(obj.destination)# 获取单位向量,即每次蚂蚁移动的向量heading = distance.normalise()# 如果蚂蚁再移动单位向量就会越过目标点if x <= heading.get_length():# print("[Ant-%d]已回到巢穴之中" % obj.id)# 将该蚂蚁绑定的叶子id置为Noneprey_id = None# 信号置为1,继续探索obj.state = 1else:obj.position += heading# 还未将叶子运回巢穴之内,继续transobj.state = 3class HuntState(State):def exec(self, obj):# 当前蚂蚁已经有了蜘蛛目标,capricious_dict中该蜘蛛还未被删除,说明该蜘蛛还未死亡if obj.spider_id in obj.microcosm.capricious_dict.keys():print("[%s-%d]发现目标蜘蛛..走过去" % (obj.name, obj.id))spider_ = obj.microcosm.getObj(obj.spider_id)obj.destination = spider_.positionif obj.explore():print("[%s-%d]已经追击到蜘蛛" % (obj.name, obj.id))# 这里模拟攻击状态--------》待优化if randint(1, 1) == 1:print("[%s-%d]正在攻击蜘蛛" % (obj.name, obj.id))spider_.health -= 1if spider_.health <= 0:# 将该叶子移出capricious_dict中,起到不可被seek的作用,这里其实也应该将objects_dict中的该蜘蛛删除obj.microcosm.capricious_dict.pop(spider_.id)obj.microcosm.capricious_list.remove(spider_)# obj.microcosm.objects_dict.pop(spider_.id)# 将巢穴范围内随机的一个位置当做蚂蚁TransState的终点obj.destination = Vector2(NEST_POSITION) + Vector2(randint(-40, 40), randint(-40, 40))# 蜘蛛已死,开始搬运死蜘蛛回巢obj.state = 3else:# 该侵犯巢穴的蜘蛛未死亡,继续huntobj.state = 4else:# 当前蚂蚁锁定的蜘蛛被其他蚂蚁抢先杀死print("[%s-%d]锁定的蜘蛛已被其他蚂蚁杀死...." % (obj.name, obj.id))# 蜘蛛被别的蚂蚁杀死,则把该蚂蚁绑定的蜘蛛id置为None吧obj.spider_id = None# 进入exploreobj.state = 1class StateMachine(object):def __init__(self):# 状态集合self.states_Ant = {0: WaitSate(), 1: ExploreState(), 2: SeekState(), 3: TransState(), 4: HuntState()}self.states_Spider = {0: WaitSate(), 1: ExploreState()}# 改变状态def changeState(self, objs):for obj in objs:# 这里先留着吧,考虑下state是否有为None的必要if obj.state is None:returnelse:if obj.name == 'leaf':# 无状态,不做处理,其实也可以在外层先过滤掉leaf对象passelif obj.name == 'spider':# print("name[%s]--state[%d]" % (obj.name, obj.state))newFsm = self.states_Spider[obj.state]newFsm.exec(obj)else:# print("name[%s]--state[%d]" % (obj.name, obj.state))newFsm = self.states_Ant[obj.state]newFsm.exec(obj)def checkForOut():for event in pygame.event.get():if event.type == 12:sys.exit()if event.type == 2:if event.key == 27:exit()pygame.init()
screen = pygame.display.set_mode(SCREEN_SIZE, 0, 32)micr = Microcosm()
sm = StateMachine()
for i in range(10):ant = Ant(micr, 'ant', r"E:\PycharmProjects\PGStudy\resource\ant.png")ant.bind(0, sm.states_Ant[0])micr.addObj(ant)while True:checkForOut()# 生出叶子if randint(1, 50) == 1:leaf = Leaf(micr, 'leaf', r"E:\PycharmProjects\PGStudy\resource\leaf.png")micr.addObj(leaf)if randint(1, 1000) == 1:spider = Spider(micr, 'spider', r"E:\PycharmProjects\PGStudy\resource\spider.png")micr.addObj(spider)# 将绘制方法全部封装,每次循环重刷屏幕上所有对象micr.draw(screen)sm.changeState(micr.capricious_list)pygame.display.update()pygame.time.delay(10)
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