-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmain.py
439 lines (385 loc) · 15.7 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
# Import the pygame module
from time import sleep
from xmlrpc.client import Boolean
import pygame
import random
import pygame_menu #pip install this
from pygame_menu import themes
from math import sqrt, ceil
from button import Button
from im_resize import Ret
import numpy as np
from flameChart import graphData
from numba import jit, cuda
from numba.cuda.random import create_xoroshiro128p_states, xoroshiro128p_uniform_float32
from math import ceil, sqrt
from time import time
# Import pygame.locals for easier access to key coordinates
# Updated to conform to flake8 and black standards
from pygame.locals import *
# (
# K_s,
# K_l,
# K_ESCAPE,
# KEYDOWN,
# QUIT,
# MOUSEBUTTONDOWN
# )
# Define constants for the screen width and height
CONTROLS_HEIGHT = 200
SCREEN_HEIGHT = 1000
SCREEN_WIDTH = SCREEN_HEIGHT - CONTROLS_HEIGHT
FLAME_RADIUS = 3
ENTITY_WIDTH = 1
ENTITY_HEIGHT = ENTITY_WIDTH
BURN_RATE = 10
SECOND_PER_FRAME_MIN = 0.2
SIMULATION_HEIGHT = SCREEN_HEIGHT - CONTROLS_HEIGHT
def main():
# Initialize pygame
pygame.init()
# Create the screen object
# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
flags = DOUBLEBUF
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags=flags)
screen.set_alpha(None)
def start():
menuRun = False
pygame.display.quit()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags=flags)
entityData = numpyInitialization()
entityData = preGameLoop(entityData, screen)
startFire(entityData)
mainLoop(entityData, screen)
#imported image
myimage = pygame_menu.baseimage.BaseImage(
image_path = "bush.jpg",
drawing_mode = pygame_menu.baseimage.IMAGE_MODE_REPEAT_XY)
#Custom Theme
mytheme= themes.THEME_GREEN.copy()
mytheme.title_font = pygame_menu.font.FONT_8BIT
mytheme.background_color = myimage
mytheme.title_background_color = "black"
mytheme.widget_background_color ="black"
mytheme.widget_border_color = "white"
mytheme.widget_border_width = 1
mytheme.cursor_selection_color = "grey"
#Menu
mainmenu = pygame_menu.Menu('Fire Simulation', SCREEN_WIDTH, 500, theme=mytheme)
HELP = "Select a simulation\n"\
"Protect the community from wildfires\n"\
"Obstruct fires with water and roadworks\n"\
"Flammability is calculated based on material"
def help_():
mainmenu._open(help_menu)
mainmenu.add.button('Start Simulation', start, font_name = pygame_menu.font.FONT_MUNRO)
mainmenu.add.button('Help', help_, font_name = pygame_menu.font.FONT_MUNRO)
mainmenu.add.button('Quit', quit, font_name = pygame_menu.font.FONT_MUNRO)
help_menu = pygame_menu.Menu('About', 600, 400, theme = mytheme)
help_menu.add.label(HELP, max_char = -1, font_size = 20)
menuRun = True
while menuRun:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
if mainmenu.is_enabled():
mainmenu.update(events)
mainmenu.draw(screen)
pygame.display.update()
def basicInitialization():
entitiesData = []
for row in range(round(SCREEN_WIDTH / ENTITY_WIDTH)):
entitiesData.append([])
for col in range(round((SCREEN_HEIGHT - CONTROLS_HEIGHT)/ ENTITY_HEIGHT)):
entitiesData[row].append([])
entitiesData[row][col].append(random.randrange(50, 100))
entitiesData[row][col].append(0.2)
entitiesData[row][col].append(0)
entitiesData[row][col].append(0)
return np.array(entitiesData)
def preGameLoop(entityData, screen):
rectArray = []
buttonList = []
buttonList.append(Button(
"Basic Sim",
(100,100),
font=30,
bg="blue",
feedback="You clicked"))
buttonList.append(Button(
"Pleasanton Sim",
(300, 100),
font = 30,
bg="blue",
feedback="Pleasanton Sim"
))
buttonList.append(Button(
"Road",
(500, 100),
font=30,
bg="blue",
feedback="Road"
))
buttonList.append(Button(
"House",
(600, 100),
font=30,
bg="blue",
feedback="House"
))
buttonList.append(Button(
"Water",
(700, 100),
font=30,
bg="blue",
feedback="Water"
))
buttonList.append(Button(
"Fire Break",
(800, 100),
font=30,
bg="blue",
feedback="Fire Break"
))
pygame.display.flip()
while True:
# for loop through the event queue
for event in pygame.event.get():
# Check for KEYDOWN event
if event.type == KEYDOWN:
# If the Esc key is pressed, then exit the main loop
if event.key == K_ESCAPE:
pygame.quit()
# Check for QUIT event. If QUIT, then set running to false.
elif event.type == QUIT:
pygame.quit()
if buttonList[0].click(event):
return entityData
if buttonList[1].click(event):
entityData = loadPreset(entityData)
pygame.display.flip()
# return entities
if buttonList[2].click(event):
for button in buttonList:
if button != buttonList[2] and button.on:
button.change_text(button.original, "blue")
button.on = False
if buttonList[3].click(event):
for button in buttonList:
if button != buttonList[3] and button.on:
button.change_text(button.original, "blue")
button.on = False
if buttonList[4].click(event):
for button in buttonList:
if button != buttonList[4] and button.on:
button.change_text(button.original, "blue")
button.on = False
if buttonList[5].click(event):
for button in buttonList:
if button != buttonList[5] and button.on:
button.change_text(button.original, "blue")
button.on = False
# Update Display
for y, row in enumerate(entityData):
rectArray.append([])
for x, entity in enumerate(row):
rect = Rect(x*ENTITY_WIDTH, y*ENTITY_HEIGHT+CONTROLS_HEIGHT, ENTITY_WIDTH, ENTITY_HEIGHT)
rectArray[y].append(rect)
if entity[3] == 0:
if entity[2] == 0:
if entity[0] == 0:
pygame.draw.rect(screen, (0, 0, 0), rect)
else:
pygame.draw.rect(screen, (0, 50+entity[0], 0), rect)
else:
pygame.draw.rect(screen, (entity[0], 0, 0), rect)
if entity[3] == 1:
pygame.draw.rect(screen, (50, 50, 50), rect)
if entity[3] == 2:
if entity[2] == 0:
if entity[0] == 0:
pygame.draw.rect(screen, (0, 0, 0), rect)
else:
pygame.draw.rect(screen, (150, 75, 0), rect)
else:
pygame.draw.rect(screen, (entity[0], 0, 0), rect)
if entity[3] == 3:
pygame.draw.rect(screen, (0, 0, 200), rect)
# Lets you draw
if pygame.mouse.get_pressed()[0]:
mouseX = pygame.mouse.get_pos()[0]
mouseY = pygame.mouse.get_pos()[1] - CONTROLS_HEIGHT
column = int(mouseX / ENTITY_WIDTH)
row = int(mouseY / ENTITY_HEIGHT)
if buttonList[2].on:
entityData[row][column][0] = 0
entityData[row][column][1] = 0
entityData[row][column][2] = 0
entityData[row][column][3] = 1
elif buttonList[3].on:
entityData[row][column][0] = 200
entityData[row][column][1] = 0.05
entityData[row][column][2] = 0
entityData[row][column][3] = 2
elif buttonList[4].on:
entityData[row][column][0] = 0
entityData[row][column][1] = 0
entityData[row][column][2] = 0
entityData[row][column][3] = 3
elif buttonList[5].on:
entityData[row][column][0] = 0
entityData[row][column][1] = 0
entityData[row][column][2] = 0
entityData[row][column][3] = 4
for button in buttonList:
button.show(screen)
def startFire(entityData):
y = random.randrange(0, int((SCREEN_HEIGHT-CONTROLS_HEIGHT)/ENTITY_HEIGHT))
x = random.randrange(0, int(SCREEN_WIDTH/ENTITY_WIDTH))
entityData[y][x][2] = 1
def mainLoop(entityData, screen):
running = True
print("FIRE STARTED")
while running:
t1 = time()
prevEntityData = entityData
# Handle quit
for event in pygame.event.get():
# Check for KEYDOWN event
if event.type == KEYDOWN:
# If the Esc key is pressed, then exit the main loop
if event.key == K_ESCAPE:
running = False
# Check for QUIT event. If QUIT, then set running to false.
elif event.type == QUIT:
running = False
# Update fires
entityData = updateFire(entityData)
# Update display
# Returns [(x, y, red, green, blue)]
rects = []
@jit(nopython=True, cache=True)
def calcColors(entityData, prevEntityData):
updateArr = []
for x in range(entityData.shape[0]):
for y in range(entityData.shape[1]):
# If it's not on fire, don't update
if entityData[x][y][2] == 0:
continue
# Choose color based on entity type
if entityData[x][y][3] == 0:
updateArr.append((x, y, int(entityData[x][y][0]), 0, 0))
elif entityData[x][y][3] == 1:
updateArr.append((x, y, 50, 50, 50))
elif entityData[x][y][3] == 2:
updateArr.append((x, y, int(entityData[x][y][0]), 0, 0))
elif entityData[x][y][3] == 3:
updateArr.append((x, y, 0, 0, 200))
return updateArr
updateArr = calcColors(entityData, prevEntityData)
# Update display with new pixels
for update in updateArr:
rect = Rect(update[1]*ENTITY_WIDTH, (update[0]*ENTITY_HEIGHT+CONTROLS_HEIGHT), ENTITY_WIDTH, ENTITY_HEIGHT)
rects.append(rect)
pygame.draw.rect(screen, (update[2], update[3], update[4]), rect)
pygame.display.update(rects)
# Frame rate limiter
while time()-t1 < SECOND_PER_FRAME_MIN:
sleep(SECOND_PER_FRAME_MIN/5)
@jit(nopython=True)
def updateFire(entityData):
# Iterate through all pixels
for x in range(entityData.shape[0]):
for y in range(entityData.shape[1]):
# If the pixel isn't on fire, skip
if entityData[x][y][2] == 0:
continue
# Burn some of the pixels fuel and make sure fuel isn't negative
entityData[x][y][0] -= BURN_RATE
if entityData[x][y][0] < 0:
entityData[x][y][0] = 0
entityData[x][y][2] = 0
xOffset = FLAME_RADIUS
# While the current xOffset is within flame radius
while xOffset > int(np.negative(FLAME_RADIUS)):
yOffset = FLAME_RADIUS
# Check that the element will actually exist
if xOffset+x < 0:
break
elif entityData.shape[0] <= xOffset+x:
xOffset -= 1
continue
# While the current yOffset is within flame radius
while yOffset > int(np.negative(FLAME_RADIUS)):
# Handle out of bounds and div by 0
if yOffset+y < 0:
break
elif entityData.shape[1] <= yOffset+y or (xOffset == 0 and yOffset == 0):
yOffset -= 1
continue
# If the target entity is already on fire or out of fuel, skip
entityTwo = entityData[x+xOffset][y+yOffset]
if entityTwo[2] == 1 or entityTwo[0] <= 0:
yOffset -= 1
continue
# Calculate distance between target and current pixel
distance = sqrt(pow(xOffset, 2) + pow(yOffset, 2))
# Determine how likely a entity is to be lit on fire
fireChance = (1 / (pow(distance, 3))) * entityTwo[1]
# Check if the entity will get lit on fire and light it
val = random.random()
if val <= fireChance:
entityTwo[2] = 1
yOffset -= 1
xOffset -= 1
return entityData
@jit(nopython=True, cache=True)
def numpyInitialization():
# Calculate size of array and initialize it
xEntities = (round(SCREEN_WIDTH / ENTITY_WIDTH))
yEntities = (round((SCREEN_HEIGHT - CONTROLS_HEIGHT)/ENTITY_HEIGHT))
entities = np.zeros((xEntities, yEntities, 4))
# Fill array with grass with random fuel
for row in range(entities.shape[0]):
for col in range(entities.shape[1]):
entities[row][col][0] = random.randrange(50, 100)
entities[row][col][1] = 0.2
entities[row][col][2] = 0
entities[row][col][3] = 0
return entities
def loadPreset(data):
# get converted image from im_resize
pixelArr = Ret.ret_arr(int(SCREEN_WIDTH/ENTITY_WIDTH), 'C:/Users/bryan/Documents/code/fire/fire-sim/pleasanton.jpg', True)
@jit(nopython=True)
def convertArray(arr, entityData):
# Iterate over image array
for i in range(arr.shape[0]):
for j in range(arr.shape[1]):
# Determine conversion based on color
if np.array_equal(arr[i][j] , [245,35,93]):
entityData[i][j][0] = 0
entityData[i][j][1] = 0
entityData[i][j][2] = 0
entityData[i][j][3] = 1
elif np.array_equal(arr[i][j] , [135,145,148]):
entityData[i][j][0] = 200
entityData[i][j][1] = 0.05
entityData[i][j][2] = 0
entityData[i][j][3] = 2
elif np.array_equal(arr[i][j] , [137,159,68]) or np.array_equal(arr[i][j] , [24,35,33]):
#make it a light green tree color
entityData[i][j][0] = random.randrange(50, 100)
entityData[i][j][1] = 0.2
entityData[i][j][2] = 0
entityData[i][j][3] = 0
elif np.array_equal(arr[i][j] , [88,183,135]) or np.array_equal(arr[i][j] , [255,0,214]):
#make it a water color
entityData[i][j][0] = 0
entityData[i][j][1] = 0
entityData[i][j][2] = 0
entityData[i][j][3] = 3
return entityData
return convertArray(pixelArr, data)
if __name__ == "__main__":
main()