import argparse import json import logging import os import random import re import signal import subprocess import sys import uuid from enum import Enum from subprocess import Popen import numpy as np import pygame import pygame_gui import requests import yaml from fluent.runtime import FluentBundle, FluentResource from pygame import mixer from websockets.sync.client import connect from cooperative_cuisine import ROOT_DIR from cooperative_cuisine.action import ActionType, InterActionData, Action from cooperative_cuisine.game_server import ( CreateEnvironmentConfig, WebsocketMessage, PlayerRequestType, ) from cooperative_cuisine.pygame_2d_vis.drawing import Visualizer from cooperative_cuisine.pygame_2d_vis.game_colors import colors from cooperative_cuisine.state_representation import StateRepresentation from cooperative_cuisine.utils import ( url_and_port_arguments, disable_websocket_logging_arguments, add_list_of_manager_ids_arguments, setup_logging, add_gui_arguments, ) def create_bundle(lang, path_to_ftl): with open(path_to_ftl, "r", encoding="utf-8") as f: ftl_content = f.read() resource = FluentResource(ftl_content) bundle = FluentBundle(lang) bundle.add_resource(resource) return bundle class MenuStates(Enum): """Enumeration of "Page" types in the 2D pygame vis.""" Start = "Start" ControllerTutorial = "ControllerTutorial" PreGame = "PreGame" Game = "Game" PostGame = "PostGame" End = "End" log = logging.getLogger(__name__) """The logger for this module.""" class PlayerKeySet: """Set of keyboard keys for controlling a player. First four keys are for movement. Order: Down, Up, Left, Right. 5th key is for interacting with counters. 6th key ist for picking up things or dropping them. """ def __init__( self, move_keys: list[pygame.key], interact_key: pygame.key, pickup_key: pygame.key, switch_key: pygame.key, players: list[str], joystick: int, ): """Creates a player key set which contains information about which keyboard keys control the player. Movement keys in the following order: Down, Up, Left, Right Args: move_keys: The keys which control this players movement in the following order: Down, Up, Left, Right. interact_key: The key to interact with objects in the game. pickup_key: The key to pick items up or put them down. switch_key: The key for switching through controllable players. players: The player indices which this keyset can control. joystick: number of joystick (later check if available) """ self.move_vectors: list[list[int]] = [[-1, 0], [1, 0], [0, -1], [0, 1]] self.key_to_movement: dict[pygame.key, list[int]] = { key: vec for (key, vec) in zip(move_keys, self.move_vectors) } self.move_keys: list[pygame.key] = move_keys self.interact_key: pygame.key = interact_key self.pickup_key: pygame.key = pickup_key self.switch_key: pygame.key = switch_key self.controlled_players: list[str] = players self.current_player: str = players[0] if players else "0" self.current_idx = 0 self.other_keyset: list[PlayerKeySet] = [] self.joystick = joystick def set_controlled_players(self, controlled_players: list[str]) -> None: self.controlled_players = controlled_players self.current_player = self.controlled_players[0] self.current_idx = 0 def next_player(self) -> None: self.current_idx = (self.current_idx + 1) % len(self.controlled_players) if self.other_keyset: for ok in self.other_keyset: if ok.current_idx == self.current_idx: self.next_player() return self.current_player = self.controlled_players[self.current_idx] class PyGameGUI: """Visualisation of the overcooked environment and reading keyboard inputs using pygame.""" def __init__( self, study_host: str, study_port: int, game_host: str, game_port: int, manager_ids: list[str], CONNECT_WITH_STUDY_SERVER: bool, USE_AAAMBOS_AGENT: bool, debug: bool, ): self.CONNECT_WITH_STUDY_SERVER = CONNECT_WITH_STUDY_SERVER self.USE_AAAMBOS_AGENT = USE_AAAMBOS_AGENT self.show_debug_elements = debug pygame.init() pygame.display.set_icon( pygame.image.load(ROOT_DIR / "pygame_2d_vis" / "images" / "brain_icon.png") ) self.participant_id = uuid.uuid4().hex self.game_screen: pygame.Surface | None = None self.running = True self.key_sets: list[PlayerKeySet] = [] self.websockets = {} if CONNECT_WITH_STUDY_SERVER: self.request_url = f"http://{study_host}:{study_port}" else: self.request_url = f"http://{game_host}:{game_port}" self.manager_id = random.choice(manager_ids) with open(ROOT_DIR / "pygame_2d_vis" / "visualization.yaml", "r") as file: self.visualization_config = yaml.safe_load(file) self.language = self.visualization_config["Gui"]["language"] # self.fluent_bundle: FluentBundle = create_bundle( # self.visualization_config["Gui"]["language"], # ROOT_DIR # / "pygame_2d_vis" # / "locales" # / f"gui_messages_{self.language}.ftl", # ) self.FPS = self.visualization_config["GameWindow"]["FPS"] self.screen_margin = self.visualization_config["GameWindow"]["screen_margin"] self.min_width = self.visualization_config["GameWindow"]["min_width"] self.min_height = self.visualization_config["GameWindow"]["min_height"] self.buttons_width = self.visualization_config["GameWindow"]["buttons_width"] self.buttons_height = self.visualization_config["GameWindow"]["buttons_height"] self.order_bar_height = self.visualization_config["GameWindow"][ "order_bar_height" ] ( self.window_width_fullscreen, self.window_height_fullscreen, ) = pygame.display.get_desktop_sizes()[0] if ( self.window_width_fullscreen >= 3840 and self.window_height_fullscreen >= 2160 ): self.window_width_fullscreen /= 2 self.window_height_fullscreen /= 2 self.window_width_windowed = self.min_width self.window_height_windowed = self.min_height self.kitchen_width = 1 self.kitchen_height = 1 self.kitchen_aspect_ratio = 1 self.images_path = ROOT_DIR / "pygame_gui" / "images" self.vis = Visualizer(self.visualization_config) self.fullscreen = False if self.show_debug_elements else True self.menu_state = MenuStates.Start self.manager: pygame_gui.UIManager self.sub_processes = [] self.layout_file_paths_dict = { p.name: p for p in (ROOT_DIR / "configs" / "layouts").rglob("*.layout") } self.layout_file_paths = sorted(list(self.layout_file_paths_dict.keys())) self.current_layout_idx = 0 self.last_state: StateRepresentation self.player_info = {"0": {"name": "0"}} self.level_info = {"name": "Level", "recipe_graphs": []} self.last_level = False self.beeped_once = False self.all_completed_meals = [] self.last_completed_meals = [] self.all_recipes_labels = [] self.last_recipes_labels = [] def setup_player_keys(self, players: list[str], number_key_sets=1, disjunct=False): # First four keys are for movement. Order: Down, Up, Left, Right. # 5th key is for interacting with counters. # 6th key ist for picking up things or dropping them. if number_key_sets: key_set1 = PlayerKeySet( move_keys=[pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s], interact_key=pygame.K_f, pickup_key=pygame.K_e, switch_key=pygame.K_SPACE, players=players, joystick=0, ) key_set2 = PlayerKeySet( move_keys=[pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN], interact_key=pygame.K_i, pickup_key=pygame.K_o, switch_key=pygame.K_p, players=players, joystick=1, ) key_sets = [key_set1, key_set2] if disjunct: key_set1.set_controlled_players(players[::2]) key_set2.set_controlled_players(players[1::2]) elif number_key_sets > 1: key_set1.set_controlled_players(players) key_set2.set_controlled_players(players) key_set1.other_keyset = [key_set2] key_set2.other_keyset = [key_set1] key_set2.next_player() return key_sets[:number_key_sets] else: return [] def handle_keys(self): """Handles keyboard inputs. Sends action for the respective players. When a key is held down, every frame an action is sent in this function. """ keys = pygame.key.get_pressed() for key_set in self.key_sets: current_player_name = str(key_set.current_player) relevant_keys = [keys[k] for k in key_set.move_keys] if any(relevant_keys): move_vec = np.zeros(2) for idx, pressed in enumerate(relevant_keys): if pressed: move_vec += key_set.move_vectors[idx] if np.linalg.norm(move_vec) != 0: move_vec = move_vec / np.linalg.norm(move_vec) action = Action( current_player_name, ActionType.MOVEMENT.value, move_vec, duration=self.time_delta, ) self.send_action(action) def handle_joy_stick_input(self, joysticks): """Handles joystick inputs for movement every frame Args: joysticks: list of joysticks """ # Axis 0: joy stick left: -1 = left, ~0 = center, 1 = right # Axis 1: joy stick left: -1 = up, ~0 = center, 1 = down # see control stuff here (at the end of the page): https://www.pygame.org/docs/ref/joystick.html for key_set in self.key_sets: current_player_name = str(key_set.current_player) # if a joystick is connected for current player if key_set.joystick in joysticks: # Usually axis run in pairs, up/down for one, and left/right for the other. Triggers count as axes. # You may want to take into account some tolerance to handle jitter, and # joystick drift may keep the joystick from centering at 0 or using the full range of position values. tolerance_threshold = 0.2 # axis 0 = joy stick left --> left & right axis_left_right = joysticks[key_set.joystick].get_axis(0) axis_up_down = joysticks[key_set.joystick].get_axis(1) if ( abs(axis_left_right) > tolerance_threshold or abs(axis_up_down) > tolerance_threshold ): move_vec = np.zeros(2) if abs(axis_left_right) > tolerance_threshold: move_vec[0] += axis_left_right # axis 1 = joy stick right --> up & down if abs(axis_up_down) > tolerance_threshold: move_vec[1] += axis_up_down # if np.linalg.norm(move_vec) != 0: # move_vec = move_vec / np.linalg.norm(move_vec) action = Action( current_player_name, ActionType.MOVEMENT.value, move_vec, duration=self.time_delta, ) self.send_action(action) def handle_key_event(self, event): """Handles key events for the pickup and interaction keys. Pickup is a single action, for interaction keydown and keyup is necessary, because the player has to be able to hold the key down. Args: event: Pygame event for extracting the key action. """ for key_set in self.key_sets: current_player_name = str(key_set.current_player) if event.key == key_set.pickup_key and event.type == pygame.KEYDOWN: action = Action(current_player_name, ActionType.PICK_UP_DROP, None) self.send_action(action) if event.key == key_set.interact_key: if event.type == pygame.KEYDOWN: action = Action( current_player_name, ActionType.INTERACT, InterActionData.START ) self.send_action(action) elif event.type == pygame.KEYUP: action = Action( current_player_name, ActionType.INTERACT, InterActionData.STOP ) self.send_action(action) if event.key == key_set.switch_key: if event.type == pygame.KEYDOWN: key_set.next_player() def handle_joy_stick_event(self, event, joysticks): """Handles joy stick events for the pickup and interaction keys. Pickup is a single action, for interaction buttondown and buttonup is necessary, because the player has to be able to hold the button down. Args: event: Pygame event for extracting the button action. joysticks: list of joysticks """ for key_set in self.key_sets: current_player_name = str(key_set.current_player) # if a joystick is connected for current player if key_set.joystick in joysticks: # pickup = Button A <-> 0 if ( joysticks[key_set.joystick].get_button(0) and event.type == pygame.JOYBUTTONDOWN ): action = Action(current_player_name, ActionType.PICK_UP_DROP, None) self.send_action(action) # interact = Button X <-> 2 if ( joysticks[key_set.joystick].get_button(2) and event.type == pygame.JOYBUTTONDOWN ): action = Action( current_player_name, ActionType.INTERACT, InterActionData.START ) self.send_action(action) # stop interaction if last pressed button was X <-> 2 if event.button == 2 and event.type == pygame.JOYBUTTONUP: action = Action( current_player_name, ActionType.INTERACT, InterActionData.STOP ) self.send_action(action) # switch button Y <-> 3 if joysticks[key_set.joystick].get_button(3): if event.type == pygame.JOYBUTTONDOWN: key_set.next_player() def set_window_size(self): if self.fullscreen: flags = pygame.FULLSCREEN self.window_width = self.window_width_fullscreen self.window_height = self.window_height_fullscreen else: flags = 0 self.window_width = self.window_width_windowed self.window_height = self.window_height_windowed self.main_window = pygame.display.set_mode( ( self.window_width, self.window_height, ), flags=flags, ) def reset_window_size(self): self.game_width = 0 self.game_height = 0 self.set_window_size() def set_game_size(self, max_width=None, max_height=None): if max_width is None: max_width = self.window_width - (2 * self.screen_margin) if max_height is None: max_height = self.window_height - (2 * self.screen_margin) self.kitchen_aspect_ratio = self.kitchen_height / self.kitchen_width if self.kitchen_width > self.kitchen_height: self.game_width = max_width self.game_height = self.game_width * self.kitchen_aspect_ratio if self.game_height > max_height: self.game_height = max_height self.game_width = self.game_height / self.kitchen_aspect_ratio else: self.game_height = max_height self.game_width = self.game_height / self.kitchen_aspect_ratio if self.game_width > max_width: self.game_width = max_width self.game_height = self.game_width * self.kitchen_aspect_ratio self.grid_size = int(self.game_width / self.kitchen_width) self.game_width = max(self.game_width, 100) self.game_height = max(self.game_height, 100) self.grid_size = max(self.grid_size, 1) residual_x = self.game_width - (self.kitchen_width * self.grid_size) residual_y = self.game_height - (self.kitchen_height * self.grid_size) self.game_width -= residual_x self.game_height -= residual_y self.game_screen = pygame.Surface( ( self.game_width, self.game_height, ) ) def get_translated_message(self, message: str) -> str: # message: Message = self.fluent_bundle.get_message(message) # text, errors = self.fluent_bundle.format_pattern(message.value) return message def init_ui_elements(self): self.manager = pygame_gui.UIManager( (self.window_width, self.window_height), starting_language=self.language, translation_directory_paths=[ROOT_DIR / "pygame_2d_vis" / "locales"], ) self.manager.get_theme().load_theme( ROOT_DIR / "pygame_2d_vis" / "gui_theme.json" ) self.elements_margin = self.window_height * 0.02 ######################################################################## # All screens ######################################################################## fullscreen_button_rect = pygame.Rect( (0, 0), (self.buttons_width * 0.7, self.buttons_height) ) fullscreen_button_rect.topright = (-self.buttons_width, 0) self.fullscreen_button = pygame_gui.elements.UIButton( relative_rect=fullscreen_button_rect, text="translations.fullscreen", manager=self.manager, object_id="#fullscreen_button", anchors={"right": "right", "top": "top"}, ) rect = pygame.Rect((0, 0), (self.buttons_width, self.buttons_height)) rect.topright = (0, 0) self.quit_button = pygame_gui.elements.UIButton( relative_rect=rect, text="translations.quit_game", manager=self.manager, object_id="#quit_button", anchors={"right": "right", "top": "top"}, ) ######################################################################## # Start screen ######################################################################## self.start_button = pygame_gui.elements.UIButton( relative_rect=pygame.Rect( (0, 0), (self.buttons_width, self.buttons_height) ), text="translations.start_game", text_kwargs={}, manager=self.manager, anchors={"center": "center"}, object_id="#start_button", ) img = pygame.image.load( ROOT_DIR / "pygame_2d_vis" / "gui_images" / f"continue_{self.language}.png" ).convert_alpha() image_rect = img.get_rect() img_width = self.buttons_width * 1.5 img_height = img_width * (image_rect.height / image_rect.width) new_dims = (img_width, img_height) img = pygame.transform.smoothscale(img, new_dims) image_rect = img.get_rect() image_rect.centery += 80 self.press_a_image = pygame_gui.elements.UIImage( image_rect, img, manager=self.manager, anchors={"centerx": "centerx", "centery": "centery"}, ) # self.press_a_image.set_dimensions(new_dims) if not self.CONNECT_WITH_STUDY_SERVER: assert len(self.layout_file_paths) != 0, "No layout files." dropdown_width, dropdown_height = 200, 40 self.layout_selection = pygame_gui.elements.UIDropDownMenu( relative_rect=pygame.Rect( ( 0, 0, ), (dropdown_width, dropdown_height), ), manager=self.manager, options_list=self.layout_file_paths, starting_option="basic.layout" if "basic.layout" in self.layout_file_paths else random.choice(self.layout_file_paths), ) player_selection_rect = pygame.Rect( (0, 0), ( self.window_width * 0.9, (self.window_height // 4), ), ) player_selection_rect.bottom = -self.elements_margin self.player_selection_container = pygame_gui.elements.UIPanel( player_selection_rect, manager=self.manager, object_id="#players", anchors={"bottom": "bottom", "centerx": "centerx"}, ) multiple_keysets_button_rect = pygame.Rect((0, 0), (190, 50)) self.multiple_keysets_button = pygame_gui.elements.UIButton( relative_rect=multiple_keysets_button_rect, manager=self.manager, container=self.player_selection_container, text="not set", anchors={"left": "left", "centery": "centery"}, object_id="#multiple_keysets_button", ) split_players_button_rect = pygame.Rect((0, 0), (190, 50)) self.split_players_button = pygame_gui.elements.UIButton( relative_rect=split_players_button_rect, manager=self.manager, container=self.player_selection_container, text="not set", anchors={"centerx": "centerx", "centery": "centery"}, object_id="#split_players_button", ) players_container_rect = pygame.Rect( (0, 0), ( self.window_width * 0.6, self.player_selection_container.get_abs_rect().height // 3, ), ) self.player_number_container = pygame_gui.elements.UIPanel( relative_rect=players_container_rect, manager=self.manager, object_id="#players_players", container=self.player_selection_container, anchors={"top": "top", "centerx": "centerx"}, ) bot_container_rect = pygame.Rect( (0, 0), ( self.window_width * 0.6, self.player_selection_container.get_abs_rect().height // 3, ), ) bot_container_rect.bottom = 0 self.bot_number_container = pygame_gui.elements.UIPanel( relative_rect=bot_container_rect, manager=self.manager, object_id="#players_bots", container=self.player_selection_container, anchors={"bottom": "bottom", "centerx": "centerx"}, ) number_players_rect = pygame.Rect((0, 0), (200, 200)) self.added_players_label = pygame_gui.elements.UILabel( number_players_rect, manager=self.manager, object_id="#number_players_label", container=self.player_number_container, text=f"not set: -", anchors={"center": "center"}, ) number_bots_rect = pygame.Rect((0, 0), (200, 200)) self.added_bots_label = pygame_gui.elements.UILabel( number_bots_rect, manager=self.manager, object_id="#number_bots_label", container=self.bot_number_container, text=f"not set: -", anchors={"center": "center"}, ) size = 50 add_player_button_rect = pygame.Rect((0, 0), (size, size)) add_player_button_rect.right = 0 self.add_human_player_button = pygame_gui.elements.UIButton( relative_rect=add_player_button_rect, text="+", manager=self.manager, object_id="#quantity_button", container=self.player_number_container, anchors={"right": "right", "centery": "centery"}, ) remove_player_button_rect = pygame.Rect((0, 0), (size, size)) remove_player_button_rect.left = 0 self.remove_human_button = pygame_gui.elements.UIButton( relative_rect=remove_player_button_rect, text="-", manager=self.manager, object_id="#quantity_button", container=self.player_number_container, anchors={"left": "left", "centery": "centery"}, ) add_bot_button_rect = pygame.Rect((0, 0), (size, size)) add_bot_button_rect.right = 0 self.add_bot_button = pygame_gui.elements.UIButton( relative_rect=add_bot_button_rect, text="+", manager=self.manager, object_id="#quantity_button", container=self.bot_number_container, anchors={"right": "right", "centery": "centery"}, ) remove_bot_button_rect = pygame.Rect((0, 0), (size, size)) remove_bot_button_rect.left = 0 self.remove_bot_button = pygame_gui.elements.UIButton( relative_rect=remove_bot_button_rect, text="-", manager=self.manager, object_id="#quantity_button", container=self.bot_number_container, anchors={"left": "left", "centery": "centery"}, ) ######################################################################## # Tutorial screen ######################################################################## button_rect = pygame.Rect((0, 0), (220, 80)) button_rect.bottom = -self.elements_margin self.continue_button = pygame_gui.elements.UIButton( relative_rect=button_rect, text="translations.continue", manager=self.manager, anchors={"centerx": "centerx", "bottom": "bottom"}, ) image = pygame.image.load( ROOT_DIR / "pygame_2d_vis" / "gui_images" / f"controls_{self.language}.png" ).convert_alpha() image_rect = image.get_rect() # img_width = self.window_width * 0.68 # img_height = img_width * (image_rect.height / image_rect.width) img_height = self.window_height * 0.95 img_width = img_height * (image_rect.width / image_rect.height) new_dims = (img_width, img_height) image = pygame.transform.smoothscale(image, new_dims) image_rect = image.get_rect() image_rect.left = self.elements_margin image_rect.top = self.elements_margin self.tutorial_image = pygame_gui.elements.UIImage( image_rect, image, manager=self.manager, anchors={"top": "top", "left": "left"}, ) arrow_img = pygame.image.load( ROOT_DIR / "pygame_2d_vis" / "gui_images" / f"try_{self.language}.png" ).convert_alpha() image_rect = arrow_img.get_rect() img_width = self.window_width * 0.2 img_height = img_width * (image_rect.height / image_rect.width) new_dims = (img_width, img_height) arrow_img = pygame.transform.smoothscale(arrow_img, new_dims) rect = arrow_img.get_rect() rect.left = self.window_width * 0.55 rect.top = self.window_height * 0.7 self.arrow_img = pygame_gui.elements.UIImage( relative_rect=rect, image_surface=arrow_img, manager=self.manager, anchors={ "left": "left", "top": "top", }, ) rect = pygame.Rect( (0, 0), (self.window_width * 0.25, self.window_height * 0.4), ) rect.right = -self.elements_margin self.tutorial_recipe_container = pygame_gui.elements.UIPanel( relative_rect=rect, manager=self.manager, object_id="#graph_container", anchors={"right": "right", "top": "top", "top_target": self.quit_button}, ) self.tutorial_recipe_graph_rect = pygame.Rect( (0, 0), (self.window_width * 0.25, self.window_height * 0.2) ) self.tutorial_recipe_graph_rect.bottom = 0 self.tutorial_graph_image = pygame_gui.elements.UIImage( relative_rect=self.tutorial_recipe_graph_rect, image_surface=pygame.Surface(self.tutorial_recipe_graph_rect.size), manager=self.manager, object_id="#recipe_graph", container=self.tutorial_recipe_container, anchors={"centerx": "centerx", "bottom": "bottom"}, ) r = pygame.Rect((0, 0), (self.window_width * 0.25, self.window_height * 0.05)) r.bottom = 0 text = pygame_gui.elements.UILabel( text="translations.salad_recipe", relative_rect=r, manager=self.manager, container=self.tutorial_recipe_container, object_id="#recipe_name", anchors={ "centerx": "centerx", "bottom": "bottom", "bottom_target": self.tutorial_graph_image, }, ) ######################################################################## # PreGame screen ######################################################################## rect = pygame.Rect( (0, 0), (self.window_width, 50), ) rect.top = 20 self.level_name_label = pygame_gui.elements.UILabel( text=f"not set", relative_rect=rect, manager=self.manager, object_id="#level_name", anchors={"centerx": "centerx", "top": "top"}, ) self.text_recipes_label = pygame_gui.elements.UILabel( text="translations.recipes_in_this_level", relative_rect=pygame.Rect( (0, 0), (self.window_width * 0.5, 50), ), manager=self.manager, anchors={"centerx": "centerx", "top_target": self.level_name_label}, ) scroll_height = ( self.continue_button.get_abs_rect().top - self.text_recipes_label.get_abs_rect().bottom ) self.scroll_width = self.window_width self.scroll_space_recipes = pygame_gui.elements.UIScrollingContainer( relative_rect=pygame.Rect((0, 0), (self.scroll_width, scroll_height)), manager=self.manager, anchors={"centerx": "centerx", "top_target": self.text_recipes_label}, ) ######################################################################## # Game screen ######################################################################## self.orders_label = pygame_gui.elements.UILabel( text="translations.orders", relative_rect=pygame.Rect(0, 0, self.buttons_width, self.screen_margin), manager=self.manager, object_id="#orders_label", ) self.orders_container_width = ( self.window_width - (2 * self.buttons_width) - (self.buttons_width * 0.7) ) # rect = pygame.Rect( # 0, # 0, # self.orders_container_width, # self.screen_margin, # ) # self.orders_container = pygame_gui.elements.UIPanel( # relative_rect=rect, # manager=self.manager, # object_id="#graph_container", # anchors={ # "top": "top", # "left": "left", # "left_target": self.orders_label, # }, # ) self.orders_image = pygame_gui.elements.UIImage( relative_rect=pygame.Rect( 0, 0, self.orders_container_width, self.screen_margin ), image_surface=pygame.Surface( (self.orders_container_width, self.screen_margin) ), manager=self.manager, object_id="#recipe_graph", anchors={"top": "top", "left_target": self.orders_label}, ) rect = pygame.Rect( (0, 0), (self.window_width * 0.2, self.buttons_height), ) rect.bottomleft = (0, 0) self.score_label = pygame_gui.elements.UILabel( text=f"Score not set", relative_rect=rect, manager=self.manager, object_id="#score_label", anchors={"bottom": "bottom", "left": "left"}, ) rect = pygame.Rect( (0, 0), (self.window_width * 0.4, self.buttons_height), ) rect.bottom = 0 self.timer_label = pygame_gui.elements.UILabel( text="GAMETIME not set", relative_rect=rect, manager=self.manager, object_id="#timer_label", anchors={"bottom": "bottom", "centerx": "centerx"}, ) rect = pygame.Rect( (0, 0), (self.window_width, self.screen_margin), ) rect.right = 20 self.wait_players_label = pygame_gui.elements.UILabel( text="translations.waiting_for_players", relative_rect=rect, manager=self.manager, object_id="#wait_players_label", anchors={"centery": "centery", "right": "right"}, ) ######################################################################## # PostGame screen ######################################################################## rect = pygame.Rect((0, 0), (220, 80)) rect.bottom = -self.elements_margin self.next_game_button = pygame_gui.elements.UIButton( relative_rect=rect, manager=self.manager, text="translations.next_game", anchors={"centerx": "centerx", "bottom": "bottom"}, object_id="#split_players_button", ) rect = pygame.Rect( (0, 0), (self.window_width, self.window_height * 0.07), ) self.score_conclusion = pygame_gui.elements.UILabel( text=f"not set", relative_rect=rect, manager=self.manager, object_id="#score_conclusion", anchors={"centerx": "centerx", "top_target": self.level_name_label}, ) self.completed_meals_text_label = pygame_gui.elements.UILabel( text="translations.completed_meals", relative_rect=pygame.Rect( (0, 0), (self.window_width, self.window_height * 0.05), ), manager=self.manager, object_id="#completed_meals_label", anchors={"centerx": "centerx", "top_target": self.score_conclusion}, ) scroll_height = ( self.continue_button.get_abs_rect().top - self.completed_meals_text_label.get_abs_rect().bottom - 10 ) self.scroll_width_completed_meals = self.window_width self.scroll_space_completed_meals = pygame_gui.elements.UIScrollingContainer( relative_rect=pygame.Rect((0, 0), (self.scroll_width, scroll_height)), manager=self.manager, anchors={ "centerx": "centerx", "top_target": self.completed_meals_text_label, }, ) rect = pygame.Rect((0, 0), (220, 80)) rect.bottom = -self.elements_margin self.finish_study_button = pygame_gui.elements.UIButton( relative_rect=rect, manager=self.manager, text="translations.finish_study", anchors={"centerx": "centerx", "bottom": "bottom"}, object_id="#split_players_button", ) ######################################################################## # End screen ######################################################################## rect = pygame.Rect(0, 0, self.window_width * 0.9, self.window_height * 0.4) final_text_container = pygame_gui.elements.UIPanel( relative_rect=rect, manager=self.manager, object_id="#graph_container", anchors={"center": "center"}, ) height = self.window_height * 0.1 rect = pygame.Rect((0, 0), (self.window_width * 0.9, height)) rect.centery -= height / 2 text1 = pygame_gui.elements.UILabel( text="translations.thank_you", relative_rect=rect, manager=self.manager, object_id="#score_label", container=final_text_container, anchors={"centery": "centery", "centerx": "centerx"}, ) rect = pygame.Rect((0, 0), (self.window_width * 0.9, self.window_height * 0.1)) text2 = pygame_gui.elements.UILabel( text="translations.signal_supervisor", relative_rect=rect, manager=self.manager, object_id="#score_label", container=final_text_container, anchors={"top_target": text1, "centerx": "centerx"}, ) ######################################################################## if self.show_debug_elements: self.start_screen_elements = [ self.start_button, self.quit_button, self.fullscreen_button, self.player_selection_container, self.bot_number_container, self.press_a_image, ] self.on_all_screens = [ self.fullscreen_button, self.quit_button, ] self.other_elements = [] else: self.start_screen_elements = [ self.start_button, self.press_a_image, ] self.on_all_screens = [] self.other_elements = [ self.player_selection_container, self.bot_number_container, self.press_a_image, self.quit_button, self.fullscreen_button, ] if not self.CONNECT_WITH_STUDY_SERVER: self.start_screen_elements.append(self.layout_selection) else: self.other_elements.append(self.layout_selection) self.tutorial_screen_elements = [ self.tutorial_image, self.continue_button, self.tutorial_recipe_container, self.arrow_img, ] self.pregame_screen_elements = [ self.level_name_label, self.text_recipes_label, self.scroll_space_recipes, self.continue_button, ] self.game_screen_elements = [ self.orders_label, self.orders_image, self.score_label, self.timer_label, self.wait_players_label, ] self.postgame_screen_elements = [ self.score_conclusion, self.scroll_space_completed_meals, self.level_name_label, self.next_game_button, self.finish_study_button, self.completed_meals_text_label, ] self.end_screen_elements = [ final_text_container, ] def show_screen_elements(self, elements: list): all_elements = ( self.start_screen_elements + self.tutorial_screen_elements + self.pregame_screen_elements + self.game_screen_elements + self.postgame_screen_elements + self.end_screen_elements + self.on_all_screens + self.other_elements ) for element in all_elements: element.hide() for element in elements + self.on_all_screens: element.show() def update_tutorial_screen(self): self.show_screen_elements(self.tutorial_screen_elements) self.set_game_size( max_height=self.window_height * 0.4, max_width=self.window_width * 0.3, ) self.game_center = ( self.window_width - self.game_width / 2 - (self.window_height * 0.04), self.window_height - self.game_height / 2 - (self.window_height * 0.04), ) width, height = self.tutorial_recipe_graph_rect.size tutorial_graph_surface = pygame.Surface( self.tutorial_recipe_graph_rect.size, flags=pygame.SRCALPHA ) self.vis.draw_recipe_image( tutorial_graph_surface, self.level_info["recipe_graphs"][0], width, height, grid_size=self.window_height / 18, ) self.tutorial_graph_image.set_image(tutorial_graph_surface) # self.tutorial_graph_image.set_dimensions((self.game_width, self.game_height)) def update_screen_elements(self): match self.menu_state: case MenuStates.Start: self.show_screen_elements(self.start_screen_elements) if self.CONNECT_WITH_STUDY_SERVER: self.bot_number_container.hide() self.update_selection_elements() case MenuStates.ControllerTutorial: self.update_tutorial_screen() case MenuStates.PreGame: self.init_ui_elements() self.show_screen_elements(self.pregame_screen_elements) self.update_pregame_screen() case MenuStates.Game: self.show_screen_elements(self.game_screen_elements) case MenuStates.PostGame: self.init_ui_elements() self.show_screen_elements(self.postgame_screen_elements) self.update_postgame_screen(self.last_state) if self.last_level: self.next_game_button.hide() self.finish_study_button.show() else: self.next_game_button.show() self.finish_study_button.hide() case MenuStates.End: self.show_screen_elements(self.end_screen_elements) def draw_main_window(self): self.main_window.fill( colors[self.visualization_config["GameWindow"]["background_color"]] ) match self.menu_state: case MenuStates.ControllerTutorial: self.draw_tutorial_screen_frame() case MenuStates.Game: self.draw_game_screen_frame() self.manager.draw_ui(self.main_window) self.manager.update(self.time_delta) pygame.display.flip() def draw_tutorial_screen_frame(self): self.handle_keys() self.handle_joy_stick_input(joysticks=self.joysticks) state = self.request_state() self.vis.draw_gamescreen( self.game_screen, state, self.grid_size, [int(k.current_player) for k in self.key_sets], ) game_screen_rect = self.game_screen.get_rect() game_screen_rect.center = self.game_center self.main_window.blit(self.game_screen, game_screen_rect) def update_postgame_screen(self, state): score = state["score"] # self.score_conclusion.set_text(f"Your final score is {score}. Hurray!") self.score_conclusion.set_text( "translations.final_score", text_kwargs={"score": str(score)} ) self.level_name_label.set_text( "translations.completed_level", text_kwargs={"level": str(self.level_info["name"])}, ) served_meals = state["served_meals"] row_height = self.window_height * 0.07 container_width = self.scroll_width_completed_meals container_height = len(served_meals) * row_height main_container = pygame_gui.elements.UIPanel( relative_rect=pygame.Rect( (0, 0), ( container_width, container_height, ), ), object_id="#graph_container", manager=self.manager, container=self.scroll_space_completed_meals, ) last_completed_meals = [] for idx, (player, meal) in enumerate(served_meals): if idx == 0: anchors = {"centerx": "centerx", "top": "top"} else: anchors = { "centerx": "centerx", "top_target": last_completed_meals[idx - 1], } rect = pygame.Rect( (0, 0), ( container_width / 2, row_height, ), ) container = pygame_gui.elements.UIPanel( relative_rect=rect, object_id="#graph_container", manager=self.manager, container=main_container, anchors=anchors, ) text = ":" rect = pygame.Rect( (0, 0), (container_width / 10, row_height), ) rect.left = 0 meal_label = pygame_gui.elements.UILabel( text=text, relative_rect=rect, manager=self.manager, container=container, object_id="#served_meal", anchors={"center": "center"}, ) cook_surface = pygame.Surface( (row_height, row_height), flags=pygame.SRCALPHA ) player_idx = int(player) player_color = colors[self.vis.player_colors[player_idx]] self.vis.draw_cook( screen=cook_surface, grid_size=row_height, pos=np.array([row_height / 2, row_height / 2]), color=player_color, facing=np.array([0, 1]), ) rect = cook_surface.get_rect() rect.right = 0 cook_image = pygame_gui.elements.UIImage( relative_rect=rect, image_surface=cook_surface, manager=self.manager, container=container, anchors={ "centery": "centery", "right": "right", "right_target": meal_label, }, ) meal_surface = pygame.Surface( (row_height, row_height), flags=pygame.SRCALPHA ) self.vis.draw_item( pos=np.array([row_height / 2, row_height / 2]), item={"type": "Plate"}, plate=True, screen=meal_surface, grid_size=row_height, ) self.vis.draw_item( pos=np.array([row_height / 2, row_height / 2]), item={"type": meal}, plate=True, screen=meal_surface, grid_size=row_height, ) rect = meal_surface.get_rect() # rect.left = 0 meal_image = pygame_gui.elements.UIImage( relative_rect=rect, image_surface=meal_surface, manager=self.manager, container=container, anchors={"centery": "centery", "left_target": meal_label}, ) last_completed_meals.append(container) self.scroll_space_completed_meals.set_scrollable_area_dimensions( (self.scroll_width_completed_meals * 0.95, container_height) ) def exit_game(self): self.menu_state = MenuStates.PostGame if self.CONNECT_WITH_STUDY_SERVER: self.send_level_done() self.disconnect_websockets() self.update_postgame_screen(self.last_state) self.update_screen_elements() self.beeped_once = False def draw_game_screen_frame(self): self.last_state = self.request_state() self.handle_keys() self.handle_joy_stick_input(joysticks=self.joysticks) if not self.beeped_once and self.last_state["all_players_ready"]: self.beeped_once = True self.play_bell_sound() if self.last_state["ended"]: self.exit_game() else: self.draw_game(self.last_state) game_screen_rect = self.game_screen.get_rect() game_screen_rect.center = [ self.window_width // 2, self.window_height // 2, ] self.main_window.blit(self.game_screen, game_screen_rect) if not self.last_state["all_players_ready"]: self.wait_players_label.show() else: self.wait_players_label.hide() def draw_game(self, state): """Main visualization function. Args: state: The game state returned by the environment.""" self.vis.draw_gamescreen( self.game_screen, state, self.grid_size, [int(k.current_player) for k in self.key_sets], ) # orders_surface = pygame.Surface((self.orders_container_width, self.screen_margin)) self.vis.draw_orders( screen=self.orders_image.image, state=state, grid_size=self.buttons_height, width=self.orders_container_width, height=self.screen_margin, config=self.visualization_config, ) # self.orders_image.set_image(orders_surface) border = self.visualization_config["GameWindow"]["game_border_size"] border_rect = pygame.Rect( self.window_width // 2 - (self.game_width // 2) - border, self.window_height // 2 - (self.game_height // 2) - border, self.game_width + 2 * border, self.game_height + 2 * border, ) pygame.draw.rect( self.main_window, colors[self.visualization_config["GameWindow"]["game_border_color"]], border_rect, width=border, ) self.update_score_label(state) self.update_remaining_time(state["remaining_time"]) if state["info_msg"]: for idx, msg in enumerate(reversed(state["info_msg"])): text_surface = self.comic_sans.render( msg[0], antialias=True, color=(0, 0, 0) if msg[1] == "Normal" else ((255, 0, 0) if msg[1] == "Warning" else (0, 255, 0)), # bgcolor=(255, 255, 255), ) self.main_window.blit( text_surface, ( self.window_width / 4, self.window_height - self.screen_margin + 5 + (20 * idx), ), ) def update_score_label(self, state): score = state["score"] self.score_label.set_text( "translations.score", text_kwargs={"score": str(score)} ) def update_remaining_time(self, remaining_time: float): hours, rem = divmod(int(remaining_time), 3600) minutes, seconds = divmod(rem, 60) display_time = f"{minutes}:{'%02d' % seconds}" self.timer_label.set_text( "translations.time_remaining", text_kwargs={"time": display_time} ) def create_env_on_game_server(self, tutorial): if tutorial: layout_path = ROOT_DIR / "configs" / "layouts" / "tutorial.layout" environment_config_path = ROOT_DIR / "configs" / "tutorial_env_config.yaml" else: environment_config_path = ROOT_DIR / "configs" / "environment_config.yaml" layout_path = self.layout_file_paths_dict[ self.layout_selection.selected_option ] # layout_path = self.layout_file_paths[self.current_layout_idx] item_info_path = ROOT_DIR / "configs" / "item_info.yaml" with open(item_info_path, "r") as file: item_info = file.read() with open(layout_path, "r") as file: layout = file.read() with open(environment_config_path, "r") as file: environment_config = file.read() num_players = 1 if tutorial else self.number_players seed = int(random.random() * 100000) creation_json = CreateEnvironmentConfig( manager_id=self.manager_id, number_players=num_players, environment_settings={"all_player_can_pause_game": False}, item_info_config=item_info, environment_config=environment_config, layout_config=layout, seed=seed, ).model_dump(mode="json") # print(CreateEnvironmentConfig.model_validate_json(json_data=creation_json)) env_info = requests.post( f"{self.request_url}/manage/create_env/", json=creation_json, ) if env_info.status_code == 403: raise ValueError(f"Forbidden Request: {env_info.json()['detail']}") elif env_info.status_code == 409: print("CONFLICT") env_info = env_info.json() assert isinstance(env_info, dict), "Env info must be a dictionary" self.current_env_id = env_info["env_id"] self.player_info = env_info["player_info"] if tutorial: self.player_ids = [str(list(self.player_info.keys())[0])] if tutorial: self.key_sets = self.setup_player_keys( players=["0"], number_key_sets=1, disjunct=False, ) else: num_key_set = 2 if self.multiple_keysets else 1 self.key_sets = self.setup_player_keys( players=[str(i) for i in range(self.number_humans_to_be_added)], number_key_sets=min(self.number_humans_to_be_added, num_key_set), disjunct=self.split_players, ) self.level_info = env_info self.level_info["name"] = self.layout_selection.selected_option def update_pregame_screen(self): self.level_name_label.set_text( "translations.level_name", text_kwargs={"level": self.level_info["name"]} ) graph_width = self.window_width * 0.55 rows = 0 for rg in self.level_info["recipe_graphs"]: rows += len(np.unique(np.array(list(rg["layout"].values()))[:, 1])) row_height = self.window_height / 14 container_width = self.scroll_width * 0.9 container_height = rows * row_height icon_size = row_height * 0.9 main_container = pygame_gui.elements.UIPanel( relative_rect=pygame.Rect( (0, 0), ( container_width, container_height, ), ), object_id="#graph_container", manager=self.manager, container=self.scroll_space_recipes, ) last_recipes_labels = [] for idx, rg in enumerate(self.level_info["recipe_graphs"]): meal = rg["meal"] meal = re.sub(r"(?<!^)(?=[A-Z])", " ", meal) positions = np.array(list(rg["layout"].values())) unique_vals = np.unique(positions[:, 1]) height = row_height * len(unique_vals) graph_height = height * 0.9 graph_surface = pygame.Surface( (graph_width, graph_height), flags=pygame.SRCALPHA ) self.vis.draw_recipe_image( graph_surface, rg, graph_width, graph_height, icon_size ) if idx == 0: anchors = {"centerx": "centerx", "top": "top"} else: anchors = { "centerx": "centerx", "top_target": last_recipes_labels[idx - 1], } container = pygame_gui.elements.UIPanel( relative_rect=pygame.Rect( (0, 0), ( container_width, height, ), ), object_id="#graph_container", manager=self.manager, container=main_container, anchors=anchors, ) rect = pygame.Rect( (0, 0), (self.window_width / 5, height), ) label = pygame_gui.elements.UILabel( text=f"translations.{meal}", relative_rect=rect, manager=self.manager, container=container, object_id="#recipe_name", anchors={"centery": "centery", "left": "left"}, ) rect = graph_surface.get_rect() rect.right = 0 graph_image = pygame_gui.elements.UIImage( relative_rect=rect, image_surface=graph_surface, manager=self.manager, object_id="#recipe_graph", container=container, anchors={"centery": "centery", "right": "right"}, ) last_recipes_labels.append(container) self.scroll_space_recipes.set_scrollable_area_dimensions( (self.scroll_width * 0.95, container_height) ) def setup_tutorial(self): answer = requests.post( f"{self.request_url}/connect_to_tutorial/{self.participant_id}" ) if answer.status_code == 200: answer = requests.post( f"{self.request_url}/get_game_connection/{self.participant_id}" ) if answer.status_code == 200: answer_json = answer.json() self.player_info = answer_json["player_info"]["0"] print("TUTORIAL PLAYER INFO", self.player_info) self.level_info = answer_json["level_info"] self.player_info = {self.player_info["player_id"]: self.player_info} else: log.warning("Could not connect to tutorial.") else: self.menu_state = MenuStates.Start log.warning("Could not create tutorial.") def get_game_connection(self): if self.menu_state == MenuStates.ControllerTutorial: self.setup_tutorial() self.key_sets = self.setup_player_keys(["0"], 1, False) self.vis.create_player_colors(1) else: answer = requests.post( f"{self.request_url}/get_game_connection/{self.participant_id}" ) if answer.status_code == 200: answer_json = answer.json() self.player_info = answer_json["player_info"] print("GAME PLAYER INFO", self.player_info) self.level_info = answer_json["level_info"] self.last_level = self.level_info["last_level"] else: log.warning("COULD NOT GET GAME CONNECTION") self.menu_state = MenuStates.Start self.number_players = -1 if self.split_players: assert ( self.number_humans_to_be_added > 1 ), "Not enough players for key configuration." num_key_set = 2 if self.multiple_keysets else 1 self.key_sets = self.setup_player_keys( list(self.player_info.keys()), min(self.number_humans_to_be_added, num_key_set), self.split_players, ) self.player_ids = list(self.player_info.keys()) def create_and_connect_bot(self, player_id, player_info): player_hash = player_info["player_hash"] print( f'--general_plus="agent_websocket:{player_info["websocket_url"]};player_hash:{player_hash};agent_id:{player_id}"' ) if self.USE_AAAMBOS_AGENT: sub = Popen( " ".join( [ "exec", "aaambos", "run", "--arch_config", str(ROOT_DIR / "configs" / "agents" / "arch_config.yml"), "--run_config", str(ROOT_DIR / "configs" / "agents" / "run_config.yml"), f'--general_plus="agent_websocket:{player_info["websocket_url"]};player_hash:{player_hash};agent_id:{player_id}"', f"--instance={player_hash}", ] ), shell=True, ) else: sub = Popen( " ".join( [ "python", str(ROOT_DIR / "configs" / "agents" / "random_agent.py"), f'--uri {player_info["websocket_url"]}', f"--player_hash {player_hash}", f"--player_id {player_id}", ] ), shell=True, ) self.sub_processes.append(sub) def connect_websockets(self): for p, (player_id, player_info) in enumerate(self.player_info.items()): if p < self.number_humans_to_be_added: # add player websockets websocket = connect(player_info["websocket_url"]) message_dict = { "type": PlayerRequestType.READY.value, "player_hash": player_info["player_hash"], } ws_message = WebsocketMessage(**message_dict) websocket.send(ws_message.json()) assert ( json.loads(websocket.recv())["status"] == 200 ), "not accepted player" self.websockets[player_id] = websocket else: # create bots and add bot websockets self.create_and_connect_bot(player_id, player_info) if p == 0: self.state_player_id = player_id def setup_game(self): self.connect_websockets() state = self.request_state() self.vis.create_player_colors(self.level_info["number_players"]) self.kitchen_width = state["kitchen"]["width"] self.kitchen_height = state["kitchen"]["height"] def stop_game_on_server(self, reason: str) -> None: log.debug(f"Stopping game: {reason}") if not self.CONNECT_WITH_STUDY_SERVER: answer = requests.post( f"{self.request_url}/manage/stop_env/", json={ "manager_id": self.manager_id, "env_id": self.current_env_id, "reason": reason, }, ) if answer.status_code != 200: log.warning( "Could not send level done.", answer.status_code, answer.json()["detail"], ) def send_tutorial_finished(self): requests.post( f"{self.request_url}/disconnect_from_tutorial/{self.participant_id}", ) def finished_button_press(self): if not self.CONNECT_WITH_STUDY_SERVER: self.stop_game_on_server("finished_button_pressed") self.menu_state = MenuStates.PostGame log.debug("Pressed finished button") self.update_screen_elements() def fullscreen_button_press(self): self.fullscreen = not self.fullscreen self.set_window_size() self.init_ui_elements() self.set_game_size() self.update_screen_elements() def reset_gui_values(self): self.currently_controlled_player_idx = 0 self.number_humans_to_be_added = 1 self.number_bots_to_be_added = 0 self.number_players = ( self.number_humans_to_be_added + self.number_bots_to_be_added ) self.split_players = False self.multiple_keysets = False self.player_minimum = 1 def update_selection_elements(self): if self.number_humans_to_be_added <= self.player_minimum: self.remove_human_button.disable() self.number_humans_to_be_added = self.player_minimum else: self.remove_human_button.enable() self.number_humans_to_be_added = max( self.player_minimum, self.number_humans_to_be_added ) self.number_players = ( self.number_humans_to_be_added + self.number_bots_to_be_added ) text = ( "translations.2_players" if self.multiple_keysets else "translations.1_player" ) self.multiple_keysets_button.set_text(text) self.added_players_label.set_text( "translations.humans_to_be_added", text_kwargs={"number": str(self.number_humans_to_be_added)}, ) self.added_bots_label.set_text( "translations.bots_to_be_added", text_kwargs={"number": str(self.number_bots_to_be_added)}, ) text = ( "translations.split_players_yes" if self.split_players else "translations.split_players_no" ) self.split_players_button.set_text(text) if self.multiple_keysets: self.split_players_button.show() else: self.split_players_button.hide() if self.number_players == 0: self.start_button.disable() else: self.start_button.enable() def send_action(self, action: Action): """Sends an action to the game environment. Args: action: The action to be sent. Contains the player, action type and move direction if action is a movement. """ if isinstance(action.action_data, np.ndarray): action.action_data = [ float(action.action_data[0]), float(action.action_data[1]), ] message_dict = { "type": PlayerRequestType.ACTION.value, "action": action, "player_hash": self.player_info[action.player]["player_hash"], } ws_message = WebsocketMessage(**message_dict) self.websockets[action.player].send(ws_message.json()) self.websockets[action.player].recv() def request_state(self): message_dict = { "type": PlayerRequestType.GET_STATE.value, "action": None, "player_hash": self.player_info[self.state_player_id]["player_hash"], } ws_message = WebsocketMessage(**message_dict) self.websockets[self.state_player_id].send(ws_message.json()) state = json.loads(self.websockets[self.state_player_id].recv()) return state def disconnect_websockets(self): for sub in self.sub_processes: try: if self.USE_AAAMBOS_AGENT: pgrp = os.getpgid(sub.pid) os.killpg(pgrp, signal.SIGINT) subprocess.run( "kill $(ps aux | grep 'aaambos' | awk '{print $2}')", shell=True ) else: sub.kill() except ProcessLookupError: pass self.sub_processes = [] for websocket in self.websockets.values(): websocket.close() def play_bell_sound(self): bell_path = str(ROOT_DIR / "pygame_2d_vis" / "sync_bell.wav") mixer.init() mixer.music.load(bell_path) mixer.music.set_volume(0.9) mixer.music.play() log.log(logging.INFO, "Started game, played bell sound") def start_study(self): answer = requests.post( f"{self.request_url}/start_study/{self.participant_id}/{self.number_humans_to_be_added}" ) if answer.status_code == 200: self.last_level = False self.get_game_connection() else: self.menu_state = MenuStates.Start print( "COULD NOT START STUDY; Response:", answer.status_code, answer.json()["detail"], ) def send_level_done(self): answer = requests.post(f"{self.request_url}/level_done/{self.participant_id}") if answer.status_code != 200: log.warning( "Could not send level done.", answer.status_code, answer.json()["detail"], ) def button_continue_postgame_pressed(self): if self.CONNECT_WITH_STUDY_SERVER: if not self.last_level: self.get_game_connection() else: # self.current_layout_idx += 1 self.menu_state = MenuStates.Start return # self.create_env_on_game_server(tutorial=False) # if self.current_layout_idx == len(self.layout_file_paths) - 1: # self.last_level = True # else: # log.debug(f"LEVEL: {self.layout_file_paths[self.current_layout_idx]}") self.menu_state = MenuStates.PreGame def manage_button_event(self, button: pygame_gui.core.UIElement | None = None): if button == self.quit_button: if self.fullscreen: self.fullscreen_button_press() self.running = False self.disconnect_websockets() self.stop_game_on_server("Quit button") self.menu_state = MenuStates.Start log.debug("Pressed quit button") return elif button == self.fullscreen_button: self.fullscreen_button_press() log.debug("Pressed fullscreen button") return # Filter by shown screen page match self.menu_state: ############################################ case MenuStates.Start: match button: case self.start_button: if not ( self.number_humans_to_be_added + self.number_bots_to_be_added ): pass else: self.menu_state = MenuStates.ControllerTutorial if self.CONNECT_WITH_STUDY_SERVER: self.get_game_connection() else: self.create_env_on_game_server(tutorial=True) self.setup_game() case self.add_human_player_button: self.number_humans_to_be_added += 1 case self.add_bot_button: self.number_bots_to_be_added += 1 case self.remove_human_button: self.number_humans_to_be_added = max( self.player_minimum, self.number_humans_to_be_added - 1 ) case self.remove_bot_button: self.number_bots_to_be_added = max( 0, self.number_bots_to_be_added - 1 ) case self.multiple_keysets_button: self.multiple_keysets = not self.multiple_keysets self.split_players = False case self.split_players_button: self.split_players = not self.split_players if self.split_players: self.player_minimum = 2 else: self.player_minimum = 0 ############################################ case MenuStates.ControllerTutorial: self.exit_tutorial() if self.CONNECT_WITH_STUDY_SERVER: self.start_study() else: self.create_env_on_game_server(tutorial=False) ############################################ case MenuStates.PreGame: if button == self.continue_button: self.setup_game() self.set_game_size() self.menu_state = MenuStates.Game ############################################ case MenuStates.PostGame: if button in [ self.finish_study_button, self.next_game_button, self.continue_button, ]: if self.last_level: self.menu_state = MenuStates.End else: self.button_continue_postgame_pressed() ############################################ def start_pygame(self): """Starts pygame and the gui loop. Each frame the game state is visualized and keyboard inputs are read.""" log.debug(f"Starting pygame gui at {self.FPS} fps") pygame.font.init() self.comic_sans = pygame.font.SysFont("Comic Sans MS", 30) pygame.display.set_caption("Cooperative Cuisine") clock = pygame.time.Clock() self.reset_window_size() self.init_ui_elements() self.reset_window_size() self.reset_gui_values() self.update_screen_elements() # Game loop self.running = True # This dict can be left as-is, since pygame will generate a # pygame.JOYDEVICEADDED event for every joystick connected # at the start of the program. self.joysticks = {} while self.running: try: self.time_delta = clock.tick(self.FPS) / 1000 # PROCESSING EVENTS for event in pygame.event.get(): if event.type == pygame.QUIT: self.disconnect_websockets() self.running = False # connect joystick if ( pygame.joystick.get_count() > 0 and event.type == pygame.JOYDEVICEADDED ): # This event will be generated when the program starts for every # joystick, filling up the list without needing to create them manually. joy = pygame.joystick.Joystick(event.device_index) self.joysticks[joy.get_instance_id()] = joy print(f"Joystick {joy.get_instance_id()} connected") # disconnect joystick if event.type == pygame.JOYDEVICEREMOVED: del self.joysticks[event.instance_id] print(f"Joystick {event.instance_id} disconnected") print("Number of joysticks:", pygame.joystick.get_count()) # Press enter key or controller start button instead of mouse button press if ( event.type == pygame.JOYBUTTONDOWN and any( [ self.joysticks and self.joysticks[i].get_button(7) for i in range(len(self.joysticks)) ] ) or ( event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN ) ): if self.menu_state == MenuStates.Start: self.manage_button_event(self.start_button) self.update_screen_elements() elif self.menu_state in [ MenuStates.ControllerTutorial, MenuStates.PreGame, MenuStates.PostGame, ]: self.manage_button_event(self.continue_button) self.update_screen_elements() if event.type == pygame_gui.UI_BUTTON_PRESSED: button = event.ui_element self.manage_button_event(button) if button in [ self.start_button, self.continue_button, self.finish_study_button, self.next_game_button, ]: self.update_screen_elements() elif self.menu_state == MenuStates.Start: self.update_selection_elements() if event.type in [ pygame.KEYDOWN, pygame.KEYUP, ] and self.menu_state in [ MenuStates.Game, MenuStates.ControllerTutorial, ]: self.handle_key_event(event) if event.type in [ pygame.JOYBUTTONDOWN, pygame.JOYBUTTONUP, ] and self.menu_state in [ MenuStates.Game, MenuStates.ControllerTutorial, ]: self.handle_joy_stick_event(event, joysticks=self.joysticks) self.manager.process_events(event) # DRAWING self.draw_main_window() except (KeyboardInterrupt, SystemExit): self.running = False self.disconnect_websockets() if not self.CONNECT_WITH_STUDY_SERVER: self.stop_game_on_server("Program exited.") if self.fullscreen_button: self.fullscreen_button_press() self.disconnect_websockets() if not self.CONNECT_WITH_STUDY_SERVER: self.stop_game_on_server("Program exited.") if self.fullscreen: self.fullscreen_button_press() pygame.quit() sys.exit() def exit_tutorial(self): self.disconnect_websockets() self.menu_state = MenuStates.PreGame if self.CONNECT_WITH_STUDY_SERVER: self.send_tutorial_finished() else: self.stop_game_on_server("tutorial_finished") def main( study_url: str, study_port: int, game_url: str, game_port: int, manager_ids: list[str], CONNECT_WITH_STUDY_SERVER=False, USE_AAAMBOS_AGENT=False, debug=False, ): setup_logging() gui = PyGameGUI( study_host=study_url, study_port=study_port, game_host=game_url, game_port=game_port, manager_ids=manager_ids, CONNECT_WITH_STUDY_SERVER=CONNECT_WITH_STUDY_SERVER, USE_AAAMBOS_AGENT=USE_AAAMBOS_AGENT, debug=debug, ) gui.start_pygame() if __name__ == "__main__": parser = argparse.ArgumentParser( prog="Cooperative Cuisine 2D PyGame Visualization", description="PyGameGUI: a PyGame 2D Visualization window.", epilog="For further information, see https://scs.pages.ub.uni-bielefeld.de/cocosy/overcooked-simulator/overcooked_simulator.html", ) url_and_port_arguments(parser) disable_websocket_logging_arguments(parser) add_list_of_manager_ids_arguments(parser) add_gui_arguments(parser) args = parser.parse_args() main( args.study_url, args.study_port, args.game_url, args.game_port, args.manager_ids, CONNECT_WITH_STUDY_SERVER=True, debug=args.do_study, )