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automap_buffer.py
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automap_buffer.py
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#!/usr/bin/env python3
from argparse import ArgumentParser
from random import choice
import cv2
import vizdoom as vzd
DEFAULT_CONFIG = "../../scenarios/defend_the_center.cfg"
if __name__ == "__main__":
parser = ArgumentParser(
"ViZDoom example showing how to use the 'automap' (top-down view map)."
)
parser.add_argument(
dest="config",
default=DEFAULT_CONFIG,
nargs="?",
help="Path to the configuration file of the scenario."
" Please see "
"../../scenarios/*cfg for more scenarios.",
)
args = parser.parse_args()
game = vzd.DoomGame()
game.load_config(args.config)
game.set_render_hud(False)
game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)
# Set cv2 friendly format.
game.set_screen_format(vzd.ScreenFormat.BGR24)
# Enables rendering of automap.
game.set_automap_buffer_enabled(True)
# All map's geometry and objects will be displayed.
game.set_automap_mode(vzd.AutomapMode.OBJECTS_WITH_SIZE)
game.add_available_game_variable(vzd.GameVariable.POSITION_X)
game.add_available_game_variable(vzd.GameVariable.POSITION_Y)
game.add_available_game_variable(vzd.GameVariable.POSITION_Z)
# Disables game window (FPP view), we just want to see the automap.
game.set_window_visible(False)
# This CVAR can be used to make a map follow a player.
game.add_game_args("+am_followplayer 1")
# This CVAR controls scale of rendered map (higher valuer means bigger zoom).
game.add_game_args("+viz_am_scale 10")
# This CVAR shows the whole map centered (overrides am_followplayer and viz_am_scale).
game.add_game_args("+viz_am_center 1")
# Map's colors can be changed using CVARs, full list is available here: https://zdoom.org/wiki/CVARs:Automap#am_backcolor
game.add_game_args("+am_backcolor 000000")
game.init()
actions = [[True, False, False], [False, True, False], [False, False, True]]
episodes = 10
# Sleep time between actions in ms
sleep_time = 28
for i in range(episodes):
print(f"Episode #{i + 1}")
seen_in_this_episode = set()
# Not needed for the first episode but the loop is nicer.
game.new_episode()
while not game.is_episode_finished():
# Gets the state
state = game.get_state()
# Shows automap buffer
map = state.automap_buffer
if map is not None:
cv2.imshow("ViZDoom Automap Buffer", map)
cv2.waitKey(sleep_time)
game.make_action(choice(actions))
print(f"State #{state.number}")
print(
"Player position X:",
state.game_variables[0],
"Y:",
state.game_variables[1],
"Z:",
state.game_variables[2],
)
print("=====================")
print("Episode finished!")
print("************************")
cv2.destroyAllWindows()