asteroid-automator/gamemodel.py

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import gameio
import cv2
import numpy as np
from functools import wraps
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from utility import *
import pointcluster
from imagepipeline import CVImage, ImagePipeline
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class GameModel:
"""Platform-independent representation of the game's state."""
def __init__(self, io:gameio.AbstractGameIO):
self.gameio = io
self.asteroids = [
CVImage("big", filename = "images/game_assets/rock-big.png"),
CVImage("normal", filename = "images/game_assets/rock-normal.png"),
CVImage("small", filename = "images/game_assets/rock-small.png")
]
self.ships = [
CVImage("ship_off", filename = "images/game_assets/spaceship-off.png"),
CVImage("ship_on", filename = "images/game_assets/spaceship-on.png")
]
#self.missile = ("missile", cv2.imread("images/game_assets/missile.png", 0))
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self.frame = None
self.prev_frame = None
self.color_frame = None
self.score_img = None
self.lives_img = None
self.lives_rect = ((10,10), (190, 65))
self.score_rect = ((600, 25), (780, 65))
self.cv_template_thresh = 0.6 # reconfigurable at runtime
self.duplicate_dist_thresh = 36
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def with_frame(fn):
"""Decorator to process screenshot to cv2 format once upon first requirement, then reuse."""
@wraps(fn)
def inner(self, *args, **kwargs):
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if self.frame is None:
## #print("Fetching frame.")
sshot = self.gameio.fetch_sshot()
open_cv_image = np.array(sshot)
# Convert RGB to BGR
array = open_cv_image[:, :, ::-1].copy()
self.color_frame = CVImage("gameio frame", np.copy(array))
## self.frame = cv2.cvtColor(self.frame, cv2.COLOR_BGR2GRAY)
self.frame = CVImage("BW frame", self.color_frame.copy())
self.frame.image = self.frame.convert_color(False)
self.mask_frame()
print(self.frame)
return fn(self, *args, **kwargs)
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return inner
def mask_frame(self):
## self.lives_img = self.frame[self.lives_rect[0][0]:self.lives_rect[0][1],
## self.lives_rect[1][0]:self.lives_rect[1][1]]
## lives_mask = np.full(self.frame.shape, 255, dtype=np.uint8)
##
## cv2.rectangle(lives_mask,
## *self.lives_rect,
## color=0, thickness=cv2.FILLED)
##
## self.score_img = self.frame[self.score_rect[0][0]:self.score_rect[0][1],
## self.score_rect[1][0]:self.score_rect[1][1]]
## score_mask = np.full(self.frame.shape, 255, dtype=np.uint8)
## cv2.rectangle(score_mask,
## *self.score_rect,
## color = 0, thickness=cv2.FILLED)
## self.frame = cv2.bitwise_and(self.frame, lives_mask)
## self.frame = cv2.bitwise_and(self.frame, score_mask)
self.lives_img = CVImage("lives", self.frame.snip(self.lives_rect))
self.frame.image = self.frame.mask(self.lives_rect)
self.score_img = CVImage("score", self.frame.snip(self.score_rect))
self.frame.image = self.frame.mask(self.score_rect)
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def clear_frame(self):
self.prev_frame = frame
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self.frame = None
@with_frame
def find_asteroids(self):
## asteroid_rects = []
## for label, a in self.asteroids:
## h, w = a.shape
## res = cv2.matchTemplate(self.frame, a, cv2.TM_CCOEFF_NORMED)
## loc = np.where( res >= self.cv_template_thresh)
## for pt in zip(*loc[::-1]):
## if not asteroid_rects or squared_distance(asteroid_rects[-1][0], pt) > self.duplicate_dist_thresh:
## asteroid_rects.append((pt, (pt[0] + w, pt[1] + h), label))
## return asteroid_rects
results = []
for a in self.asteroids:
r = self.frame.template_detect(a,
self.cv_template_thresh,
self.duplicate_dist_thresh)
results.extend(r)
return results
@with_frame
def display_results(self, rects = [], pointsets = [], circles = []):
"""Draws results on the current frame for test purposes."""
## displayable = np.copy(self.color_frame)
## cv2.rectangle(displayable, *self.lives_rect, (255,255,255), 1)
## cv2.rectangle(displayable, *self.score_rect, (255,255,255), 1)
displayable = CVImage("GameModel results", self.color_frame.copy())
#else:
# displayable = np.copy(self.color_frame)
label_color = { "big": (255, 0, 0),
"normal": (0, 255, 0),
"small": (0, 0, 255),
"missile": (0, 255, 128),
"ship_on": (0, 0, 128),
"ship_off": (0, 64, 128)}
for r in rects:
## cv2.rectangle(displayable, pt, wh, color, 1)
## cv2.putText(displayable, label, pt,
## cv2.FONT_HERSHEY_PLAIN,
## 1.0, color)
displayable.draw_rect(r, color=label_color[r.label])
for ps in pointsets:
## color = (0, 255, 255)
## cv2.polylines(displayable, np.int32([ps]), True, color)
displayable.draw_poly(ps, color=(0, 255, 255))
for center, radius, label in circles:
## color = (255, 255, 0)
## cv2.circle(displayable, np.int32(center), int(radius), color, 1)
## cv2.putText(displayable, label, np.int32(center),
## cv2.FONT_HERSHEY_PLAIN,
## 1.0, color)
displayable.draw_circle(center, radius)
displayable.draw_text(label, center, (255, 255, 0))
displayable.show()
@with_frame
def frame_sift(self):
## sift = cv2.SIFT_create()
## kp_desc = {} # dict of (keypoints, descriptions) for all ship sprites
## kp_desc["frame"] = sift.detectAndCompute(self.frame, None)
## frame_kp, frame_desc = kp_desc["frame"]
## for label, s in self.ships:
## kp_desc[label] = sift.detectAndCompute(s, None)
## bf = cv2.BFMatcher(cv2.NORM_L1, crossCheck=True)
## matchsets = {}
## for label in kp_desc:
## _, desc = kp_desc[label]
## matchsets[label] = bf.match(frame_desc, desc)
## #return { "matchsets": matchsets,
## # "kp_desc": kp_desc
## # }
ship_r = sqrt(rect_radius_squared(*self.ships[0].image.shape[:2]) * 0.85)
#print(f"max radius^2: {ship_rsq}")
#clusters = pointcluster.cluster_set([k.pt for k in frame_kp], sqrt(ship_rsq))
#return clusters
return self.frame.sift_clusters(cluster_radius = ship_r)
@with_frame
def find_ships(self):
## ship_rects = []
## for label, a in self.ships:
## h, w = a.shape
## res = cv2.matchTemplate(self.frame, a, cv2.TM_CCOEFF_NORMED)
## loc = np.where( res >= self.cv_template_thresh)
## for pt in zip(*loc[::-1]):
## if not ship_rects or squared_distance(ship_rects[-1][0], pt) > self.duplicate_dist_thresh:
## ship_rects.append((pt, (pt[0] + w, pt[1] + h), label))
## return ship_rects
results = []
for a in self.ships:
r = self.frame.template_detect(a,
self.cv_template_thresh,
self.duplicate_dist_thresh)
results.extend(r)
return results
@with_frame
def find_missiles(self):
## # Setup SimpleBlobDetector parameters.
## params = cv2.SimpleBlobDetector_Params()
##
## # Change thresholds
## params.minThreshold = 10;
## params.maxThreshold = 200;
##
## # Filter by Area.
## params.filterByArea = True
## #params.minArea = 1500
## params.maxArea = 100
##
## # Filter by Circularity
## #params.filterByCircularity = True
## #params.minCircularity = 0.1
##
## # Filter by Convexity
## params.filterByConvexity = True
## params.minConvexity = 0.95
##
## # Filter by Inertia
## params.filterByInertia = True
## params.minInertiaRatio = 0.4
##
## detector = cv2.SimpleBlobDetector_create(params)
## keypoints = detector.detect(cv2.bitwise_not(self.frame)) # inverted black/white frame
p = CVImage.blob_params(minThreshold = 10, maxThreshold = 200,
maxArea = 100,
minConvexity = 0.95,
minInertiaRatio = 0.4)
return self.frame.blob_detect(size=9, params=p)
#im_with_keypoints = cv2.drawKeypoints(self.frame, keypoints, np.array([]),
# (0,0,255), cv2.DRAW_MATCHES_FLAGS_DRAW_RICH_KEYPOINTS)
#cv2.imshow("keypoints", im_with_keypoints)
#cv2.waitKey(0)
## s = 9 # pixels for the missile
## rect_tuple = lambda pt: ((int(pt[0]-s/2),int(pt[1]-s/2)),
## (int(pt[0]+s/2), int(pt[1]+s/2)),
## "missile")
## return [rect_tuple(k.pt) for k in keypoints]
def analyse_frame(self):
rocks = self.find_asteroids()
#lives = self.find_ships()
shots = self.find_missiles()
clusters = self.frame_sift()
labeled_objects = rocks + shots
mystery_clusters = []
# TODO: remove these comprehensions and document pretty utility functions.
easy_find = lambda cluster: any(
[(not cluster.max_distance or cluster.max_distance < max(lo[1][0] - lo[0][0], lo[1][1] - lo[0][1]))
and point_in_rect(cluster.center, (lo[0], lo[1]))
for lo in labeled_objects])
hard_find = lambda cluster: any(
[(not cluster.max_distance or cluster.max_distance < max(lo[1][0] - lo[0][0], lo[1][1] - lo[0][1]))
and all([point_in_rect(p, (lo[0], lo[1]))
for p in cluster.points])
for lo in labeled_objects])
# Allow me to explain/apologize.
## The first term (cluster.max_distance < ...) stops big point clusters from
## being regarded as smalll objects. (Player ship being matched "inside" a missile)
## The second term (point_in_rect(...)) checks for a "cluster" inside a "rect".
## easy_find just checks the center.
## hard_find checks every point, in case the center is off.
for i, c in enumerate(clusters):
#if easy_find(c): continue
if hard_find(c): continue
mystery_clusters.append(c)
r_circles = [(c.center, c.max_distance or 5, f"mystery_{i}") for i, c in enumerate(mystery_clusters)]
gm.display_results(rects=labeled_objects, circles=r_circles)
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if __name__ == '__main__':
import platform
if platform.system() == "Windows":
io = gameio.WindowsGameIO()
# TODO: Detect OSX or show a message of sadness
else:
io = gameio.LinuxGameIO()
#input("Press <enter> to locate the game at the start screen.")
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gm = GameModel(io)
# for testing purposes, populating window location at top-left of my screen
# io.loc is None when the title screen isn't found.
# manually setting io.loc crops all screenshots as if the title was found.
import pyscreeze
io.loc = pyscreeze.Box(0, 25, 800, 599)
from pprint import pprint
#input("Press <enter> to detect asteroids on screen.")
a_results = gm.find_asteroids()
print(f"Found {len(a_results)} asteroids")
#for a in a_results:
# print(a[0]) # position tuple
#gm.display_results(results)
s_results = gm.frame_sift()
ship_results = gm.find_ships()
polygons = [c.points for c in s_results]
##circles = [(c.center, c.max_distance, f"cluster_{i}") for i, c in enumerate(s_results)]
r_circles = [(c.center, sqrt(rect_radius_squared(*gm.ships[0].image.shape[:2])), f"cluster_{i}") for i, c in enumerate(s_results)]
missile_results = gm.find_missiles()
##m_circles = [(pt, 10, f"missile_{i}") for i, pt in enumerate(missiles)]
##pprint(a_results+ship_results+missile_results)
rects = a_results
if ship_results: rects.extend(ship_results)
if missile_results: rects.extend(missile_results)
gm.display_results(rects=rects, pointsets=polygons, circles=r_circles)
gm.analyse_frame()