""" path finding implementation 1) For each position on the map, create a node representing the position. 2) For each NPC/item, mark nearby nodes as members of that NPC's threat zone (note that they can be members of multiple zones simultaneously). """ import pokemontools.configuration config = pokemontools.configuration.Config() import pokemontools.crystal import pokemontools.map_gfx from PIL import ( Image, ImageDraw, ) PENALTIES = { # The minimum cost for a step must be greater than zero or else the path # finding implementation might take the player through elaborate routes # through nowhere. "NONE": 1, # for any area that might be near a trainer or moving object "THREAT_ZONE": 50, # for any nodes that might be under active observation (sight) by a trainer "SIGHT_RANGE": 80, # active sight range is where the trainer will definitely see the player "ACTIVE_SIGHT_RANGE": 100, # This is impossible, but the pathfinder might have a bug, and it would be # nice to know about such a bug very soon. "COLLISION": -999999, } DIRECTIONS = { "UP": "UP", "DOWN": "DOWN", "LEFT": "LEFT", "RIGHT": "RIGHT", } class Node(object): """ A ``Node`` represents a position on the map. """ def __init__(self, position, threat_zones=None, contents=None): self.position = position self.y = position[0] self.x = position[1] # by default a node is not a member of any threat zones self.threat_zones = threat_zones or set() # by default a node does not have any objects at this location self.contents = contents or set() self.cost = self.calculate_cost() def calculate_cost(self, PENALTIES=PENALTIES): """ Calculates a cost associated with passing through this node. """ penalty = PENALTIES["NONE"] # 1) assign a penalty based on whether or not this object is passable, # if it's a collision then return a priority immediately if self.is_collision_by_map_data() or self.is_collision_by_map_obstacle(): penalty += PENALTIES["COLLISION"] return penalty # 2) assign a penalty based on whether or not this object is grass/water # 3) assign a penalty based on whether or not there is a map_obstacle here, # check each of the contents to see if there are any objects that exist # at this location, if anything exists here then return a priority immediately # 4) consider any additional penalties due to the presence of a threat # zone. Only calculate detailed penalties about the threat zone if the # player is within range. for threat_zone in self.threat_zones: # the player might be inside the threat zone or the player might be # just on the boundary player_y = get_player_y() player_x = get_player_x() if threat_zone.is_player_near(player_y, player_x): consider_sight_range = True else: consider_sight_range = False penalty += threat_zone.calculate_node_cost(self.y, self.x, consider_sight_range=consider_sight_range, PENALTIES=PENALTIES) return penalty def is_collision_by_map_data(self): """ Checks if the player can walk on this location. """ raise NotImplementedError def is_collision_by_map_obstacle(self): """ Checks if there is a map_obstacle on the current position that prevents the player walking here. """ for content in self.contents: if self.content.y == self.y and self.content.x == self.x: return True else: return False class MapObstacle(object): """ A ``MapObstacle`` represents an item, npc or trainer on the map. """ def __init__(self, some_map, identifier, sight_range=None, movement=None, turn=None, simulation=False, facing_direction=DIRECTIONS["DOWN"]): """ :param some_map: a reference to the map that this object belongs to :param identifier: which object on the map does this correspond to? :param simulation: set to False to not read from RAM """ self.simulation = simulation self.some_map = some_map self.identifier = identifier self._sight_range = sight_range if self._sight_range is None: self._sight_range = self._get_sight_range() self._movement = movement if self._movement is None: self._movement = self._get_movement() self._turn = turn if self._turn is None: self._turn = self._get_turn() self.facing_direction = facing_direction if not self.facing_direction: self.facing_direction = self.get_current_facing_direction() self.update_location() def update_location(self): """ Determines the (y, x) location of the given map_obstacle object, which can be a reference to an item, npc or trainer npc. """ if self.simulation: return (self.y, self.x) else: raise NotImplementedError self.y = new_y self.x = new_x return (new_y, new_x) def _get_current_facing_direction(self, DIRECTIONS=DIRECTIONS): """ Get the current facing direction of the map_obstacle. """ raise NotImplementedError def get_current_facing_direction(self, DIRECTIONS=DIRECTIONS): """ Get the current facing direction of the map_obstacle. """ if not self.simulation: self.facing_direction = self._get_current_facing_direction(DIRECTIONS=DIRECTIONS) return self.facing_direction def _get_movement(self): """ Figures out the "movement" variable. Also, this converts from the internal game's format into True or False for whether or not the object is capable of moving. """ raise NotImplementedError @property def movement(self): if self._movement is None: self._movement = self._get_movement() return self._movement def can_move(self): """ Checks if this map_obstacle is capable of movement. """ return self.movement def _get_turn(self): """ Checks whether or not the map_obstacle can turn. This only matters for trainers. """ raise NotImplementedError @property def turn(self): if self._turn is None: self._turn = self._get_turn() return self._turn def can_turn_without_moving(self): """ Checks whether or not the map_obstacle can turn. This only matters for trainers. """ return self.turn def _get_sight_range(self): """ Figure out the sight range of this map_obstacle. """ raise NotImplementedError @property def sight_range(self): if self._sight_range is None: self._sight_range = self._get_sight_range() return self._sight_range class ThreatZone(object): """ A ``ThreatZone`` represents the area surrounding a moving or turning object that the player can try to avoid. """ def __init__(self, map_obstacle, main_graph): """ Constructs a ``ThreatZone`` based on a graph of a map and a particular object on that map. :param map_obstacle: the subject based on which to build a threat zone :param main_graph: a reference to the map's nodes """ self.map_obstacle = map_obstacle self.main_graph = main_graph self.sight_range = self.calculate_sight_range() self.top_left_y = None self.top_left_x = None self.bottom_right_y = None self.bottom_right_x = None self.height = None self.width = None self.size = self.calculate_size() # nodes specific to this threat zone self.nodes = [] def calculate_size(self): """ Calculate the bounds of the threat zone based on the map obstacle. Returns the top left corner (y, x) and the bottom right corner (y, x) in the form of ((y, x), (y, x), height, width). """ top_left_y = 0 top_left_x = 0 bottom_right_y = 1 bottom_right_x = 1 # TODO: calculate the correct bounds of the threat zone. raise NotImplementedError # if there is a sight_range for this map_obstacle then increase the size of the zone. if self.sight_range > 0: top_left_y += self.sight_range top_left_x += self.sight_range bottom_right_y += self.sight_range bottom_right_x += self.sight_range top_left = (top_left_y, top_left_x) bottom_right = (bottom_right_y, bottom_right_x) height = bottom_right_y - top_left_y width = bottom_right_x - top_left_x self.top_left_y = top_left_y self.top_left_x = top_left_x self.bottom_right_y = bottom_right_y self.bottom_right_x = bottom_right_x self.height = height self.width = width return (top_left, bottom_right, height, width) def is_player_near(self, y, x): """ Applies a boundary of one around the threat zone, then checks if the player is inside. This is how the threatzone activates to calculate an updated graph or set of penalties for each step. """ y_condition = (self.top_left_y - 1) <= y < (self.bottom_right_y + 1) x_condition = (self.top_left_x - 1) <= x < (self.bottom_right_x + 1) return y_condition and x_condition def check_map_obstacle_has_sight(self): """ Determines if the map object has the sight feature. """ return self.map_obstacle.sight_range > 0 def calculate_sight_range(self): """ Calculates the range that the object is able to see. """ if not self.check_map_obstacle_has_sight(): return 0 else: return self.map_obstacle.sight_range def get_current_facing_direction(self, DIRECTIONS=DIRECTIONS): """ Get the current facing direction of the map_obstacle. """ return self.map_obstacle.get_current_facing_direction(DIRECTIONS=DIRECTIONS) # this isn't used anywhere yet def is_map_obstacle_in_screen_range(self): """ Determines if the map_obstacle is within the bounds of whatever is on screen at the moment. If the object is of a type that is capable of moving, and it is not on screen, then it is not moving. """ raise NotImplementedError def mark_nodes_as_members_of_threat_zone(self): """ Based on the nodes in this threat zone, mark each main graph's nodes as members of this threat zone. """ for y in range(self.top_left_y, self.top_left_y + self.height): for x in range(self.top_left_x, self.top_left_x + self.width): main_node = self.main_graph[y][x] main_node.threat_zones.add(self) self.nodes.append(main_node) def update_obstacle_location(self): """ Updates which node has the obstacle. This does not recompute the graph based on this new information. Each threat zone is responsible for updating its own map objects. So there will never be a time when the current x value attached to the map_obstacle does not represent the actual previous location. """ # find the previous location of the obstacle old_y = self.map_obstacle.y old_x = self.map_obstacle.x # remove it from the main graph self.main_graph[old_y][old_x].contents.remove(self.map_obstacle) # get the latest location self.map_obstacle.update_location() (new_y, new_x) = (self.map_obstacle.y, self.map_obstacle.x) # add it back into the main graph self.main_graph[new_y][new_x].contents.add(self.map_obstacle) # update the map obstacle (not necessary, but it doesn't hurt) self.map_obstacle.y = new_y self.map_obstacle.x = new_x def is_node_in_threat_zone(self, y, x): """ Checks if the node is in the range of the threat zone. """ y_condition = self.top_left_y <= y < self.top_left_y + self.height x_condition = self.top_left_x <= x < self.top_left_x + self.width return y_condition and x_condition def is_node_in_sight_range(self, y, x, skip_range_check=False): """ Checks if the node is in the sight range of the threat. """ if not skip_range_check: if not self.is_node_in_threat_zone(y, x): return False if self.sight_range == 0: return False # TODO: sight range can be blocked by collidable map objects. But this # node wouldn't be in the threat zone anyway. y_condition = self.map_obstacle.y == y x_condition = self.map_obstacle.x == x # this probably only happens if the player warps to the exact spot if y_condition and x_condition: raise Exception( "Don't know the meaning of being on top of the map_obstacle." ) # check if y or x matches the map object return y_condition or x_condition def is_node_in_active_sight_range(self, y, x, skip_sight_range_check=False, skip_range_check=False, DIRECTIONS=DIRECTIONS): """ Checks if the node has active sight range lock. """ if not skip_sight_range_check: # can't be in active sight range if not in sight range if not self.is_in_sight_range(y, x, skip_range_check=skip_range_check): return False y_condition = self.map_obstacle.y == y x_condition = self.map_obstacle.x == x # this probably only happens if the player warps to the exact spot if y_condition and x_condition: raise Exception( "Don't know the meaning of being on top of the map_obstacle." ) current_facing_direction = self.get_current_facing_direction(DIRECTIONS=DIRECTIONS) if current_facing_direction not in DIRECTIONS.keys(): raise Exception( "Invalid direction." ) if current_facing_direction in [DIRECTIONS["UP"], DIRECTIONS["DOWN"]]: # map_obstacle is looking up/down but player doesn't match y if not y_condition: return False if current_facing_direction == DIRECTIONS["UP"]: return y < self.map_obstacle.y elif current_facing_direction == DIRECTIONS["DOWN"]: return y > self.map_obstacle.y else: # map_obstacle is looking left/right but player doesn't match x if not x_condition: return False if current_facing_direction == DIRECTIONS["LEFT"]: return x < self.map_obstacle.x elif current_facing_direction == DIRECTIONS["RIGHT"]: return x > self.map_obstacle.x def calculate_node_cost(self, y, x, consider_sight_range=True, PENALTIES=PENALTIES): """ Calculates the cost of the node w.r.t this threat zone. Turn off consider_sight_range when not in the threat zone. """ penalty = 0 # The node is probably in the threat zone because otherwise why would # this cost function be called? Only the nodes that are members of the # current threat zone would have a reference to this threat zone and # this function. if not self.is_node_in_threat_zone(y, x): penalty += PENALTIES["NONE"] # Additionally, if htis codepath is ever hit, the other node cost # function will have already used the "NONE" penalty, so this would # really be doubling the penalty of the node.. raise Exception( "Didn't expect to calculate a non-threat-zone node's cost, " "since this is a threat zone function." ) else: penalty += PENALTIES["THREAT_ZONE"] if consider_sight_range: if self.is_node_in_sight_range(y, x, skip_range_check=True): penalty += PENALTIES["SIGHT_RANGE"] params = { "skip_sight_range_check": True, "skip_range_check": True, } active_sight_range = self.is_node_in_active_sight_range(y, x, **params) if active_sight_range: penalty += PENALTIES["ACTIVE_SIGHT_RANGE"] return penalty def create_graph(some_map): """ Creates the array of nodes representing the in-game map. """ map_height = some_map.height map_width = some_map.width map_obstacles = some_map.obstacles nodes = [[None] * map_width] * map_height # create a node representing each position on the map for y in range(0, map_height): for x in range(0, map_width): position = (y, x) # create a node describing this position node = Node(position=position) # store it on the graph nodes[y][x] = node # look through all moving characters, non-moving characters, and items for map_obstacle in map_obstacles: # all characters must start somewhere node = nodes[map_obstacle.y][map_obstacle.x] # store the map_obstacle on this node. node.contents.add(map_obstacle) # only create threat zones for moving/turning entities if map_obstacle.can_move() or map_obstacle.can_turn_without_moving(): threat_zone = ThreatZone(map_obstacle, nodes, some_map) threat_zone.mark_nodes_as_members_of_threat_zone() some_map.nodes = nodes return nodes class Map(object): """ The ``Map`` class provides an interface for reading the currently loaded map. """ def __init__(self, cry, parsed_map, height, width, map_group_id, map_id, config=config): """ :param cry: pokemon crystal emulation interface :type cry: crystal """ self.config = config self.cry = cry self.threat_zones = set() self.obstacles = set() self.parsed_map = parsed_map self.map_group_id = map_group_id self.map_id = map_id self.height = height self.width = width def travel_to(self, destination_location): """ Does path planning and figures out the quickest way to get to the destination. """ raise NotImplementedError @staticmethod def from_rom(cry, address): """ Loads a map from bytes in ROM at the given address. :param cry: pokemon crystal wrapper """ raise NotImplementedError @staticmethod def from_wram(cry): """ Loads a map from bytes in WRAM. :param cry: pokemon crystal wrapper """ raise NotImplementedError def draw_path(self, path): """ Draws a path on an image of the current map. The path must be an iterable of nodes to visit in (y, x) format. """ palettes = pokemontools.map_gfx.read_palettes(self.config) map_image = pokemontools.map_gfx.draw_map(self.map_group_id, self.map_id, palettes, show_sprites=True, config=self.config) for coordinates in path: y = coordinates[0] x = coordinates[1] some_image = Image.new("RGBA", (32, 32)) draw = ImageDraw.Draw(some_image, "RGBA") draw.rectangle([(0, 0), (32, 32)], fill=(0, 0, 0, 127)) target = [(x * 4, y * 4), ((x + 32) * 4, (y + 32) * 4)] map_image.paste(some_image, target, mask=some_image) return map_image class PathPlanner(object): """ Generic path finding implementation. """ def __init__(self, some_map, initial_location, target_location): self.some_map = some_map self.initial_location = initial_location self.target_location = target_location def plan(self): """ Runs the path planner and returns a list of positions making up the path. """ return [(0, 0), (1, 0), (1, 1), (1, 2), (1, 3)] def plan_and_draw_path_on(map_group_id=1, map_id=1, initial_location=(0, 0), final_location=(2, 2), config=config): """ An attempt at an entry point. This hasn't been sufficiently considered yet. """ initial_location = (0, 0) final_location = (2, 2) map_group_id = 1 map_id = 1 pokemontools.crystal.cachably_parse_rom() pokemontools.map_gfx.add_pokecrystal_paths_to_configuration(config) # get the map based on data from the rom parsed_map = pokemontools.crystal.map_names[map_group_id][map_id]["header_new"] # convert this map into a different structure current_map = Map(cry=None, parsed_map=parsed_map, height=parsed_map.height.byte, width=parsed_map.width.byte, map_group_id=map_group_id, map_id=map_id, config=config) # make a graph based on the map data nodes = create_graph(current_map) # make an instance of the planner implementation planner = PathPlanner(current_map, initial_location, final_location) # Make that planner do its planning based on the current configuration. The # planner should be callable in the future and still have # previously-calculated state, like cached pre-computed routes or # something. path = planner.plan() # show the path on the map drawn = current_map.draw_path(path) return drawn