added experimental pathfinding for claims

This commit is contained in:
Alexandre 2024-11-18 22:27:34 +01:00
parent 24eebff64a
commit b7a09d6a8a
8 changed files with 247 additions and 45 deletions

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@ -7,6 +7,7 @@ TODO :
*) *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
Random.self_init () ;;
let debug_all = false ;; let debug_all = false ;;
let logg = true ;; let logg = true ;;
@ -68,6 +69,9 @@ and default_boost = {
and useless = ref 0 ;; and useless = ref 0 ;;
let fodder_x = ref 0
and fodder_y = ref 0 ;;
type game_data = { type game_data = {
mutable dt : float ; mutable dt : float ;
mutable player_id : int ; mutable player_id : int ;
@ -482,6 +486,32 @@ let simulate_bomb_deconstruct (dgs : danger_map) (bx : int) (by : int) (bsize :
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let tile_distance (gd : game_data) (start_x : int) (start_y : int) (end_x : int) (end_y : int) =
(* returns -1 if the 2 tiles cannot connect *)
let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in
let visited = Hashtbl.create 50 in
let rec aux x y depth =
if Hashtbl.find_opt visited (x, y) = None then begin
Hashtbl.add visited (x, y) 1;
if (is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2 && not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = x && b.xy.y = y)) false gd.bombs)) then begin
if x = end_x && y = end_y then
raise (ReturnInt depth) ;
for dir = 0 to 3 do
aux (x + fst order.(dir)) (y + snd order.(dir)) (depth+1)
done
end
end
in
try
aux start_x start_y 0;
(-1) ;
with
| ReturnInt b -> b ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let amt_free_adj_spaces (gd : game_data) (x : int) (y : int) = let amt_free_adj_spaces (gd : game_data) (x : int) (y : int) =
let lines = Array.length gd.laby let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in and cols = Array.length gd.laby.(0) in
@ -492,9 +522,9 @@ let amt_free_adj_spaces (gd : game_data) (x : int) (y : int) =
0 0
order ;; order ;;
let max_depth = 4 ;; let max_depth = 3 ;;
let max_spacing = 3 ;; let max_spacing = 3 ;;
let is_player_nearby (gd : game_data) = let is_player_nearby (gd : game_data) (res_x : int ref) (res_y : int ref) =
let pid = gd.player_id in let pid = gd.player_id in
let lines = Array.length gd.laby let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in and cols = Array.length gd.laby.(0) in
@ -504,8 +534,11 @@ let is_player_nearby (gd : game_data) =
let rec dfs x y depth = let rec dfs x y depth =
if Hashtbl.find_opt visited (x, y) = None && depth <= max_depth && (is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2) then begin if Hashtbl.find_opt visited (x, y) = None && depth <= max_depth && (is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2) then begin
Hashtbl.add visited (x, y) 1; Hashtbl.add visited (x, y) 1;
if Array.exists (fun (p : player) -> p.xy.x = x && p.xy.y = y) gd.players then if Array.exists (fun (p : player) -> p.xy.x = x && p.xy.y = y) gd.players then begin
res_x := x ;
res_y := y ;
raise (ReturnBool true) raise (ReturnBool true)
end
else begin else begin
for dir = 0 to 3 do for dir = 0 to 3 do
dfs (x + fst order.(dir)) (y + snd order.(dir)) (depth+1) dfs (x + fst order.(dir)) (y + snd order.(dir)) (depth+1)
@ -526,7 +559,7 @@ let is_player_nearby (gd : game_data) =
| ReturnBool b -> b ;; | ReturnBool b -> b ;;
let is_dead_end (gd : game_data) (xstart : int) (ystart : int) (xban : int) (yban : int) = let is_dead_end (gd : game_data) (xstart : int) (ystart : int) (xban : int) (yban : int) =
if not (is_player_nearby gd) then if not (is_player_nearby gd fodder_x fodder_y) then
false (* if no one is nearby, it's safe to go there (hopefully) *) false (* if no one is nearby, it's safe to go there (hopefully) *)
else begin else begin
let lines = Array.length gd.laby let lines = Array.length gd.laby
@ -554,10 +587,11 @@ let is_dead_end (gd : game_data) (xstart : int) (ystart : int) (xban : int) (yba
end ;; end ;;
let has_multiple_escapes (gd : game_data) (xstart : int) (ystart : int) (xban : int) (yban : int) = let has_multiple_escapes (gd : game_data) (xstart : int) (ystart : int) (xban : int) (yban : int) =
if not (is_player_nearby gd) then let pl_x = ref 0
and pl_y = ref 0 in
if not (is_player_nearby gd pl_x pl_y) then
false (* if no one is nearby, it's safe to go there (hopefully) *) false (* if no one is nearby, it's safe to go there (hopefully) *)
else begin else begin
let n_34 = ref 0 in
let lines = Array.length gd.laby let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in and cols = Array.length gd.laby.(0) in
let visited = Hashtbl.create 50 in let visited = Hashtbl.create 50 in
@ -571,7 +605,9 @@ let has_multiple_escapes (gd : game_data) (xstart : int) (ystart : int) (xban :
| 1 | 2 -> for dir = 0 to 3 do | 1 | 2 -> for dir = 0 to 3 do
aux (x + fst order.(dir)) (y + snd order.(dir)) aux (x + fst order.(dir)) (y + snd order.(dir))
done done
| _ -> if !n_34 >= 1 then raise (ReturnBool false) else incr n_34 | _ ->
if tile_distance gd x y !pl_x !pl_y >= max_spacing then
raise (ReturnBool false) ;
end end
end end
in in
@ -623,6 +659,59 @@ let is_dead_all (dgs : danger_map) (x : int) (y : int) (t : float) (dt : float)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let goto_tile (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (end_x : int) (end_y : int) (stime : float) =
let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in
let pid = gd.player_id in
let visited = Hashtbl.create 100 in
let q = Queue.create () in
let interval = Float.pow (0.9) (float_of_int gd.players.(gd.player_id).nspeed) in
(*Queue.add (x0, y0, stime +. interval, 4, 1) q ;*)
Queue.add (x0+1, y0, stime +. interval, 2) q ;
Queue.add (x0-1, y0, stime +. interval, 0) q ;
Queue.add (x0, y0+1, stime +. interval, 1) q ;
Queue.add (x0, y0-1, stime +. interval, 3) q ;
try
while not (Queue.is_empty q) do
let (x, y, ct, direction) = Queue.pop q in
if is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2 then begin (* within the map *)
if Hashtbl.find_opt visited (x, y) = None then begin (* has not been visited yet *)
Hashtbl.add visited (x, y) 1 ;
if
not (is_dead_all dgs x y ct interval false) &&
ct < stime +. 70. *. interval &&
not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = x && b.xy.y = y)) false gd.bombs)
then begin (* is not lethal *)
if
(is_empty_lst dgs.explosionTimes.(x).(y)) && (* safe *)
(not (is_player_nearby gd fodder_x fodder_y && amt_free_adj_spaces gd x y = 1)) && (* is not a dead-end (==> ez kill) *)
(direction = 4 || not (advanced_pathfind gd (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) gd.players.(pid).xy.x gd.players.(pid).xy.y)) &&
(x = end_x && y = end_y)
then begin
raise (ReturnInt direction)
end;
(*Queue.add (x, y, ct +. interval, direction) q ;*)
if not (x0 == x && y0 == y) then begin
for dir = 0 to 3 do
Queue.add (x + (fst order.(dir)), y + (snd order.(dir)), ct +. interval, direction) q ;
done;
end
end
end
end
done;
4 ;
with
| ReturnInt k -> k ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let contains_crate (gd : game_data) = let contains_crate (gd : game_data) =
Array.fold_left Array.fold_left
(fun b1 lst -> b1 || (Array.fold_left (fun b2 tile -> b2 || (tile = 2)) false lst)) false gd.laby ;; (fun b1 lst -> b1 || (Array.fold_left (fun b2 tile -> b2 || (tile = 2)) false lst)) false gd.laby ;;
@ -713,7 +802,7 @@ let bfs_for_crate (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (sti
if if
(ct >= stime +. (float_of_int minDist) *. interval) && (* not too deep *) (ct >= stime +. (float_of_int minDist) *. interval) && (* not too deep *)
(is_empty_lst dgs.explosionTimes.(x).(y)) && (* safe *) (is_empty_lst dgs.explosionTimes.(x).(y)) && (* safe *)
(not (is_player_nearby gd && amt_free_adj_spaces gd x y = 1)) && (* is not a dead-end (==> ez kill) *) (not (is_player_nearby gd fodder_x fodder_y && amt_free_adj_spaces gd x y = 1)) && (* is not a dead-end (==> ez kill) *)
(not placedBomb || direction = 4 || not (advanced_pathfind gd (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) gd.players.(pid).xy.x gd.players.(pid).xy.y)) && (not placedBomb || direction = 4 || not (advanced_pathfind gd (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) gd.players.(pid).xy.x gd.players.(pid).xy.y)) &&
(not searchCrate || (sees_a_crate gd dgs x y && not dgs.explodedCrates.(x).(y))) && (* sees a crate *) (not searchCrate || (sees_a_crate gd dgs x y && not dgs.explodedCrates.(x).(y))) && (* sees a crate *)
(not searchBonus || dgs.bonusMap.(x).(y)) (* is a bonus *) (not searchBonus || dgs.bonusMap.(x).(y)) (* is a bonus *)
@ -774,7 +863,109 @@ let move_crate (gd : game_data) (dgs : danger_map) =
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* let goto_tile (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (end_x : int) (end_y : int) (stime : float) = *)
let move_land (gd : game_data) (dgs : danger_map) (gns : int array array) =
let pid = gd.player_id in
let cxi = gd.players.(pid).xy.x
and cyi = gd.players.(pid).xy.y in
let max_map = Array.mapi
(fun i line -> Array.mapi
(fun j elt ->
if (gd.laby.(i).(j) <> 1 && gd.laby.(i).(j) <> 2 && not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = i && b.xy.y = j)) false gd.bombs)) then
(elt, i, j)
else
(-1, i, j)
)
line
)
gns
in
let (_, xmax, ymax) = Array.fold_left
(fun (vm, xm, ym) line ->
let (otm, xtm, ytm) = Array.fold_left
(fun (vm2, xm2, ym2) (i, j, v) ->
if vm2 > v then
(vm2, xm2, ym2)
else
(i, j, v)
) (-1, -1, -1) line
in
if vm > otm then
(vm, xm, ym)
else
(otm, xtm, ytm)
) (-1, -1, -1) max_map
in
Printf.fprintf stderr "(%d %d) -> (%d %d)\n" cxi cyi xmax ymax ;
try
if cxi = xmax && cyi = ymax && (is_empty_lst dgs.explosionTimes.(cxi).(cyi)) then begin (* standing on right tile *)
if gd.players.(pid).nbomb_atonce > 0 then begin
if logg then Printf.fprintf stderr "trying...\n" ;
let saved = simulate_bomb_deconstruct dgs cxi cyi gd.players.(pid).bomb_radius (gd.dt +. 5.5) in
let result = goto_tile gd dgs cxi cyi xmax ymax gd.dt in
if result <> 4 then begin
action := 1 ;
raise (ReturnInt result) ;
end;
reverse_simulate_bomb dgs saved ;
raise (ReturnInt 4)
end
else
raise (ReturnInt 4)
end
else
raise (ReturnInt (goto_tile gd dgs cxi cyi xmax ymax gd.dt))
with
| ReturnInt k -> k ;;
let draw_random (gd : game_data) (infx : int) (infy : int) (lines : int) (cols : int) (dmin : int) =
(* get a random, valid tile *)
let xres = ref (-1)
and yres = ref (-1) in
while not (is_valid !xres !yres lines cols && gd.laby.(!xres).(!yres) <> 1 && gd.laby.(!xres).(!yres) <> 2 && not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = !xres && b.xy.y = !yres)) false gd.bombs)) do
xres := infx + Random.int (lines - infx) ;
yres := infy + Random.int (cols - infy) ;
done;
(!xres, !yres) ;;
let nloops = 40 ;;
let move_land_2 (gd : game_data) (dgs : danger_map) (gns : int array array) =
let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in
let pid = gd.player_id in
let cxi = gd.players.(pid).xy.x
and cyi = gd.players.(pid).xy.y in
try
for azertyiop = 0 to nloops -1 do
let (x, y) = draw_random gd 0 0 lines cols 4 in
let result_0 = goto_tile gd dgs cxi cyi x y gd.dt in
if result_0 <> 4 then begin
if gd.players.(pid).nbomb_atonce > 0 && not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = cxi && b.xy.y = cyi)) false gd.bombs) then begin
if logg then Printf.fprintf stderr "trying...\n" ;
let _ = simulate_bomb_deconstruct dgs cxi cyi gd.players.(pid).bomb_radius (gd.dt +. 5.5) in
let result = goto_tile gd dgs cxi cyi x y gd.dt in
if result <> 4 then begin
action := 1 ;
raise (ReturnInt result)
end
end;
raise (ReturnInt result_0)
end
done;
4
with
| ReturnInt k -> k ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let exists_crate (gd : game_data) =
Array.exists
(fun line -> Array.exists (fun tile -> tile = 2) line)
gd.laby ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
@ -791,11 +982,21 @@ print_dangers danger_data ;;*)
get_meta_info game_map.player_id ;; get_meta_info game_map.player_id ;;
(*Printf.fprintf stderr "\n" ;; (*Printf.fprintf stderr "\n" ;;
print_dangers danger_data ;;*) print_dangers danger_data ;;*)
let direction = ref 4 ;;
let direction = move_crate game_map danger_data ;; if exists_crate game_map then begin
Printf.fprintf stderr "Crates\n" ;
direction := move_crate game_map danger_data
end
else begin
Printf.fprintf stderr "No crates\n" ;
(*direction := move_land game_map danger_data gain_map *)
direction := move_land_2 game_map danger_data gain_map
end ;;
Printf.printf "%d %d" direction !action ;
if true || logg then Printf.fprintf stderr "[player %d] %d %d (at time %f)\n" game_map.player_id direction !action game_map.dt; Printf.printf "%d %d" !direction !action ;
if true || logg then Printf.fprintf stderr "[player %d] %d %d (at time %f)\n" game_map.player_id !direction !action game_map.dt;
set_meta_info game_map.player_id ;; set_meta_info game_map.player_id ;;
let __end = Unix.gettimeofday() ;; let __end = Unix.gettimeofday() ;;

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@ -1,26 +1,29 @@
150.01600000000056 225.80000000000052
3 0
13 21 13 21
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1 3 3 3 6 6 6 6 6 0 0 5 5 5 5 5 5 5 5 5 1 1 3 6 6 5 5 5 4 5 5 5 5 5 5 5 3 3 3 3 5 1
1 3 1 3 1 3 1 6 1 0 1 5 1 5 1 5 1 5 1 5 1 1 3 1 6 1 0 1 4 1 5 1 5 1 5 1 3 1 3 1 5 1
1 3 3 3 3 3 3 6 6 4 6 6 5 5 5 5 5 5 5 5 1 1 3 3 3 4 4 4 4 4 4 5 5 5 5 5 3 5 3 5 5 1
1 3 1 3 1 3 1 3 1 4 1 5 1 2 1 0 1 5 1 0 1 1 3 1 3 1 3 1 4 1 4 1 5 1 5 1 3 1 3 1 5 1
1 3 3 3 3 3 6 6 6 4 2 0 2 2 2 2 2 0 2 2 1 1 3 3 3 4 4 4 4 4 4 4 5 3 3 3 3 3 3 3 3 1
1 0 1 3 1 3 1 3 1 4 1 0 1 2 1 0 1 2 1 2 1 1 3 1 3 1 3 1 4 1 4 1 5 1 5 1 3 1 3 1 5 1
1 2 6 3 3 3 3 3 3 4 0 0 2 0 0 4 0 0 0 2 1 1 3 3 3 3 3 3 5 5 5 5 5 5 5 5 3 3 3 3 3 1
1 0 1 6 1 3 1 3 1 4 1 4 1 4 1 4 1 4 1 2 1 1 0 1 3 1 3 1 4 1 4 1 5 1 3 1 3 1 3 1 4 1
1 6 0 6 6 6 6 4 4 4 4 4 4 4 4 4 4 4 0 0 1 1 3 3 3 3 3 3 3 3 3 3 5 3 3 3 3 3 3 3 4 1
1 6 1 0 1 3 1 6 1 0 1 0 1 4 1 4 1 4 1 4 1 1 6 1 3 1 3 1 4 1 5 1 5 1 3 1 3 1 3 1 4 1
1 6 6 6 3 3 0 0 2 2 0 4 4 4 4 4 4 4 4 4 1 1 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 5 1
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 7
4 17 2 150.60000000000025 3 13 5 225.9000000000005
9 13 3 151.16750000000042 8 9 2 225.91200000000183
4 9 9 2 226.64100000000184
7 17 0 1 6 1 2 1 4 13 5 226.8000000000005
8 15 1 4 5 3 1 2 5 13 5 227.7000000000005
3 19 2 2 0 2 1 3 6 13 5 228.6000000000005
4 9 3 3 1 3 1 2 11 11 3 230.7100000000007
1 3
11 10 3 7 15 0 1 0 5 1 2
9 12 1 3 0 2 3 3
10 11 2 2 1 3 3 0
0

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@ -226,13 +226,13 @@ def ln_b(n, b):
def affiche_empires(canvas, joueurs, plateauCouleur): def affiche_empires(canvas, joueurs, plateauCouleur):
scores = compte_couleur(plateauCouleur, len(joueurs)) scores = compte_couleur(plateauCouleur, len(joueurs))
canvas.create_polygon( canvas.create_polygon(
0, 0, X0_EMPIRES, Y0_EMPIRES - Y_STEP_CLAIMS,
0 + X_LARGEUR_EMPIRES, 0, X0_EMPIRES + X_LARGEUR_EMPIRES, Y0_EMPIRES - Y_STEP_CLAIMS,
0 + X_LARGEUR_EMPIRES, 0 + Y_LARGEUR_EMPIRES, X0_EMPIRES + X_LARGEUR_EMPIRES, Y0_EMPIRES + Y_LARGEUR_EMPIRES,
0, 0 + Y_LARGEUR_EMPIRES, X0_EMPIRES, Y0_EMPIRES + Y_LARGEUR_EMPIRES,
fill="black") fill="black")
for k in range(len(scores)): for k in range(len(scores)):
canvas.create_text(X_LARGEUR_EMPIRES/2, Y0_EMPIRES + k*Y_STEP_CLAIMS, text=str(scores[k]), fill=COULEURS_JOUEURS[k]) canvas.create_text(X0_EMPIRES + X_LARGEUR_EMPIRES/2, Y0_EMPIRES + k*Y_STEP_CLAIMS, text=str(scores[k]), fill=COULEURS_JOUEURS[k])
def affiche_infos(canvas, joueurs, plateauCouleur): def affiche_infos(canvas, joueurs, plateauCouleur):
canvas.delete(ALL) canvas.delete(ALL)
@ -452,10 +452,11 @@ TAILLE_OVERLAY = 15
NOMBRE_SPARKS = 10 NOMBRE_SPARKS = 10
SIZE_SPARKS = 12 SIZE_SPARKS = 12
X0_EMPIRES = 600
Y0_EMPIRES = 20 Y0_EMPIRES = 20
Y_STEP_CLAIMS = 40 Y_STEP_CLAIMS = 40
X_LARGEUR_EMPIRES = 400 X_LARGEUR_EMPIRES = 60
Y_LARGEUR_EMPIRES = 180 Y_LARGEUR_EMPIRES = 180
def decision(programme, indiceJoueur, plateau, plateauCouleur, bombes, joueurs, powerups, instant): def decision(programme, indiceJoueur, plateau, plateauCouleur, bombes, joueurs, powerups, instant):
@ -499,8 +500,8 @@ def simulation(strategies):
return return
execute_evenement(evenements, evenement, plateau, plateauCouleur, bombes, joueurs, powerups, pieges) execute_evenement(evenements, evenement, plateau, plateauCouleur, bombes, joueurs, powerups, pieges)
affiche_plateau(canvas, plateau, plateauCouleur, bombes, joueurs, powerups) affiche_plateau(canvas, plateau, plateauCouleur, bombes, joueurs, powerups)
affiche_empires(canvasInfosLand, joueurs, plateauCouleur) # very laggy for some reason
affiche_infos(canvasInfosJoueurs, joueurs, plateauCouleur) affiche_infos(canvasInfosJoueurs, joueurs, plateauCouleur)
affiche_empires(canvasInfosJoueurs, joueurs, plateauCouleur) # very laggy for some reason
temps = int((evenements[0][0]-evenement[0])/3*200) temps = int((evenements[0][0]-evenement[0])/3*200)
if temps != 0: if temps != 0:
fenetre.after(temps, pas_de_jeu) fenetre.after(temps, pas_de_jeu)
@ -535,9 +536,6 @@ def simulation(strategies):
canvasInfosJoueurs = Canvas(width = LARGEUR_INFOS, height=len(joueurs)*HAUTEUR_JOUEUR) canvasInfosJoueurs = Canvas(width = LARGEUR_INFOS, height=len(joueurs)*HAUTEUR_JOUEUR)
canvasInfosJoueurs.pack() canvasInfosJoueurs.pack()
canvasInfosLand = Canvas(width = X_LARGEUR_EMPIRES, height=Y_LARGEUR_EMPIRES)
canvasInfosLand.pack()
pas_de_jeu() pas_de_jeu()
fenetre.mainloop() fenetre.mainloop()

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@ -1 +1 @@
2 0 3 0