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@kobus-v-schoor
Last active July 12, 2020 18:42
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Entelect Challenge 2020 Visualizer
#! /usr/bin/env python3
import os
import sys
import enum
import json
import time
## settings ##
x_size = 1500
y_size = 4
x_behind = 5
x_ahead = 20
fps = 15
rps = 1 # rounds per second
delay = 0 # insert delay after every round
lift_fow = True # lifts the fog of war so that x_ahead blocks are always shown
class Block(enum.Enum):
EMPTY = 0
MUD = 1
OIL_SPILL = 2
OIL_ITEM = 3
FINISH_LINE = 4
BOOST = 5
WALL = 6
LIZARD = 7
TWEET = 8
EMP = 9
CYBERTRUCK = 100
block_renders = {
Block.EMPTY: '░',
Block.MUD: '▓',
Block.OIL_SPILL: '█',
Block.OIL_ITEM: 'Φ',
Block.FINISH_LINE: '║',
Block.BOOST: '»',
Block.WALL: '#',
Block.LIZARD: '∱',
Block.TWEET: 'T',
Block.EMP: '*',
Block.CYBERTRUCK: 'C',
}
if len(sys.argv) > 1:
match_dir = sys.argv[1]
else:
match_dir = os.getcwd()
files = list(os.listdir(match_dir))
players = sorted([p[:-4] for p in files if p.endswith('.csv')])
rounds = sorted([p for p in files if p.startswith('Round')])
framebuffer = []
def read_state(cur_round, next_round, player):
state_file = os.path.join(match_dir, cur_round, player, 'JsonMap.json')
with open(state_file, 'r') as f:
cur_state = json.load(f)
if next_round is not None:
state_file = os.path.join(match_dir, next_round, player,
'JsonMap.json')
with open(state_file, 'r') as f:
next_state = json.load(f)
else:
state_file = os.path.join(match_dir, cur_round, 'GlobalState.json')
with open(state_file, 'r') as f:
next_state = json.load(f)
def extract_pos(state):
pos = lambda s: (state[s]['position']['x'], state[s]['position']['y'])
return {
state['player']['id']: pos('player'),
state['opponent']['id']: pos('opponent'),
}
def end_extract_pos(state):
pos = {}
for player in state['players']:
pos[player['id']] = (player['position']['blockNumber'],
player['position']['lane'])
return pos
players_start = extract_pos(cur_state)
if next_round is not None:
players_end = extract_pos(next_state)
else:
players_end = end_extract_pos(next_state)
track_map = {}
max_x = -1
for lane in cur_state['worldMap']:
for block in lane:
x = block['position']['x']
y = block['position']['y']
pos = (x, y)
max_x = max(max_x, x)
track_map[pos] = block_renders[Block(block['surfaceObject'])]
if block.get('isOccupiedByCyberTruck', False):
track_map[pos] = block_renders[Block.CYBERTRUCK]
if lift_fow and next_round is not None:
upto_x = players_end[cur_state['player']['id']][0] + x_ahead
for lane in next_state['worldMap']:
for block in lane:
x = block['position']['x']
y = block['position']['y']
pos = (x, y)
if x < max_x:
continue
if x > upto_x:
break
track_map[pos] = block_renders[Block(block['surfaceObject'])]
if block.get('isOccupiedByCyberTruck', False):
track_map[pos] = block_renders[Block.CYBERTRUCK]
info = {}
info['name'] = player
info['id'] = cur_state['player']['id']
info['speed'] = cur_state['player']['speed']
info['state'] = cur_state['player']['state']
info['damage'] = cur_state['player']['damage']
info['powerups'] = {
'oils': cur_state['player']['powerups'].count('OIL'),
'boosts': cur_state['player']['powerups'].count('BOOST'),
'lizards': cur_state['player']['powerups'].count('LIZARD'),
'tweets': cur_state['player']['powerups'].count('TWEET'),
'emps': cur_state['player']['powerups'].count('EMP'),
}
info['boosting'] = cur_state['player']['boosting']
info['boostcount'] = cur_state['player']['boostCounter']
cmd = {}
cmd_file = os.path.join(match_dir, cur_round, player, 'PlayerCommand.txt')
with open(cmd_file, 'r') as f:
for line in f.readlines():
line = line.strip()
if line.startswith('Command:'):
cmd['cmd'] = line[9:]
elif line.startswith('Execution time:'):
cmd['exec_time'] = line[16:]
return {
'map': track_map,
'info': info,
'cmd': cmd,
'start': players_start,
'end': players_end,
}
def render(state, frame_prog):
add = lambda line: framebuffer.append(line)
add(f"{state['info']['name']} (id: {state['info']['id']})")
pid = state['info']['id']
start_pos = state['start'][pid]
end_pos = state['end'][pid]
speed = state['info']['speed']
damage = state['info']['damage']
add(f'pos: {start_pos} -> {end_pos}, speed: {speed}, damage: {damage}')
add(f"state: {state['info']['state']}")
add(f"cmd: {state['cmd']['cmd']}, exec time: {state['cmd']['exec_time']}")
powerups = state['info']['powerups']
powerups = ', '.join([f'{k}: {powerups[k]}' for k in powerups])
add(f'powerups: {powerups}')
pos = {}
for player in state['start']:
start = state['start'][player]
end = state['end'][player]
x = int(round(start[0] + (end[0] - start[0]) * frame_prog))
if frame_prog:
y = end[1]
else:
y = start[1]
pos[(x, y)] = player
if player == pid:
x_ref, y_ref = x, y
for y in range(1, y_size + 1):
blocks = []
x_start = max(1, x_ref - x_behind)
if lift_fow:
x_end = min(x_size + 1, x_ref + x_ahead + 1)
else:
x_end = min(x_size + 1, start_pos[0] + x_ahead + 1)
for x in range(x_start, x_end):
if (x, y) not in state['map']:
continue
blocks.append(state['map'][(x, y)])
if (x, y) in pos:
blocks[-1] = str(pos[(x, y)])
add('[' + ''.join(blocks) + ']')
add('')
def clear_lines(n):
def clear_line():
sys.stdout.write('\r')
sys.stdout.write('\033[K')
def one_line_up():
sys.stdout.write('\033[F')
for i in range(n):
clear_line()
if i + 1 != n:
one_line_up()
def print_buffer(framebuffer):
print('\n'.join(framebuffer))
for cur_round, next_round in zip(rounds, rounds[1:] + [None]):
states = {}
for player in players:
states[player] = read_state(cur_round, next_round, player)
frames = int(fps / rps)
for frame in range(frames):
prev_lines = len(framebuffer)
framebuffer.clear()
framebuffer += [cur_round, '']
for player in players:
render(states[player], frame / frames)
clear_lines(prev_lines + 1)
print_buffer(framebuffer)
if delay and frame == 0:
time.sleep(delay)
time.sleep(1 / fps)
@kobus-v-schoor
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Author

Hey @kobus-v-schoor - I took a stab at updating this for the 2.0+ game engine version.
Seems to be working ok, BUT placed cyber trucks not yet supported.
Not a python guy, so I sorta lost the plot when I tried to figure how to handle non-terrain items.

Anyway, effort here:
https://gist.github.com/demaniak/06e12bfb4543b70f20617cf1371aab16

Do with it what you will :)

Hi @demaniak - thank you very much, I decided to do a rewrite of the whole thing to sort out a bunch of bugs and just make it better overall along with support for the second version of the game-engine.

@demaniak
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demaniak commented May 20, 2020

Thanks!

@demaniak
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demaniak commented Jul 6, 2020

Hey @kobus-v-schoor - just pushing my luck here... any chance of another update here (for v3.0 engine)?

@kobus-v-schoor
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Hey @demaniak - I'm planning on updating the visualizer and will release it here again, just a bit swamped with exams at the moment so it might be a while, sorry for the wait. Will make an announcement on the forum/post a comment here when I'm done.

@demaniak
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demaniak commented Jul 9, 2020

Definitely great news, looking forward to it, but please, don't feel pressured :)
Good luck with the exams!

@kobus-v-schoor
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Hey @demaniak, thanks - I've added the changes to support the new EMP powerup and to display the damage, seems to work ok. I'll make a post on the forum as well.

@demaniak
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Schweet!
Thanks @kobus-v-schoor !

You definately deserve a beer for this (assuming we are ever allowed to buy booze again)

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