import gameio import cv2 import numpy as np from functools import wraps from utility import * import pointcluster from imagepipeline import CVImage, ImagePipeline 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)) 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 def with_frame(fn): """Decorator to process screenshot to cv2 format once upon first requirement, then reuse.""" @wraps(fn) def inner(self, *args, **kwargs): if self.frame is None: 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 = 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) return inner def mask_frame(self): 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) def clear_frame(self): self.prev_frame = frame self.frame = None @with_frame def find_asteroids(self): 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 = CVImage("GameModel results", self.color_frame.copy()) 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: displayable.draw_rect(r, color=label_color[r.label]) for ps in pointsets: displayable.draw_poly(ps, color=(0, 255, 255)) for center, radius, label in circles: displayable.draw_circle(center, radius) displayable.draw_text(label, center, (255, 255, 0)) displayable.show() @with_frame def frame_sift(self): ship_r = sqrt(rect_radius_squared(*self.ships[0].image.shape[:2]) * 0.85) return self.frame.sift_clusters(cluster_radius = ship_r) @with_frame def find_ships(self): 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): 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) 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) 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 to locate the game at the start screen.") 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 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()