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from agarnet.agarnet import client
from agarnet.agarnet import utils
import pygame
from pygame import gfxdraw
from pygame.locals import *
import sys
import math
import time
import mechanics
from agarnet.agarnet.vec import Vec
running = True
font_fallback = False
try:
from pygame import freetype
except:
font_fallback = True
if font_fallback:
pygame.font.init()
else:
pygame.freetype.init()
logging = False
input = False
bot_input = True
clock = pygame.time.Clock()
marker = [(0,0),(0,0),(0,0)]
marker_updated = [True, True, True]
screensize=(1280, 800)
screen=pygame.display.set_mode(screensize,HWSURFACE|DOUBLEBUF|RESIZABLE)
vignette = 1.
def enable_vignette(factor=0.15):
global vignette
if factor:
vignette = 1+factor
else:
vignette = 1
def draw_bar(rect, val, thresh=None, min=0, max=1, color=(0,0,0), barcolor=None, exceedcolor=(255,0,0), threshcolor=None):
v = (val-min)/(max-min)
t = (thresh-min)/(max-min)
if barcolor == None:
barcolor_=color
else:
barcolor_=barcolor
if thresh != None and threshcolor==None:
threshcolor_ = ((128+color[0])//2, (128+color[1])//2, (128+color[2])//2)
else:
threshcolor_ = threshcolor
for i in range(0, 1 if v<t else 3):
draw_box( ((rect[0][0]-i,rect[0][1]-i),(rect[1][0]+2*i, rect[1][1]+2*i)) , color if v<t or exceedcolor==None else exceedcolor, False, False)
draw_box(((rect[0][0]+2,rect[0][1]+2), ((rect[1][0]-4)*v, rect[1][1]-4)), barcolor_, True, False)
if thresh != None:
if exceedcolor != None and v >= t:
draw_box(((rect[0][0]+2 + (rect[1][0]-4)*t , rect[0][1]+2) , ((rect[1][0]-4)*(v-t) , rect[1][1]-4)), exceedcolor, True, False)
draw_line((rect[0][0]+2+(rect[1][0]-4)*t, rect[0][1]+1), (rect[0][0]+2+(rect[1][0]-4)*t, rect[0][1]+rect[1][1]-1), threshcolor_, False)
def draw_line(p1, p2, color, global_coords=True):
if global_coords:
p1 = world_to_win_pt(p1, c.player.center)
p2 = world_to_win_pt(p2, c.player.center)
gfxdraw.line(screen, int(p1[0]), int(p1[1]), int(p2[0]), int(p2[1]), color)
def draw_box(rect, color, filled=False, global_coords=True):
if global_coords:
t = (
world_to_win_pt(rect[0][0], c.player.center),
world_to_win_pt(rect[0][1], c.player.center)
)
rect = (t, rect[1])
if filled:
screen.fill(color, rect)
else:
gfxdraw.rectangle(screen, rect, color)
def draw_circle(pos, r, color, filled=False, global_coords=True):
if global_coords:
pos = world_to_win_pt(pos, c.player.center)
r = world_to_win_length(r)
if filled:
gfxdraw.filled_circle(screen, pos[0], pos[1], r, color)
else:
gfxdraw.circle(screen, pos[0], pos[1], r, color)
gfxdraw.aacircle(screen, pos[0], pos[1], r, color)
def hilight_cell(cell, color_inner, color_outer, r=20):
draw_circle(cell.pos, cell.size+r, color_outer, True)
draw_circle(cell.pos, cell.size+r/2, color_inner, True)
draw_cell(cell)
def draw_polygon(polygon, color, filled=False, global_coords=True):
if len(polygon) > 2:
if global_coords:
polygon = list(map(lambda x: world_to_win_pt(x, c.player.center), polygon))
if filled:
gfxdraw.filled_polygon(screen, polygon, color)
else:
gfxdraw.polygon(screen, polygon, color)
gfxdraw.aapolygon(screen, polygon, color)
def draw_path(path, color, global_coords=True):
for i in range(1, len(path)):
draw_line(path[i-1], path[i], color, global_coords)
def draw_arc(pos, r, bounds, color, global_coords=True):
if global_coords:
pos = world_to_win_pt(pos, c.player.center)
gfxdraw.arc(screen, pos[0], pos[1], r, int(bounds[0]*180/math.pi), int(bounds[1]*180/math.pi), color)
def draw_text(pos, text, color, font_size=16, global_coords=True, draw_centered=False):
if global_coords:
pos = world_to_win_pt(pos, c.player.center)
output = None
if font_fallback:
font = pygame.font.SysFont(pygame.font.get_default_font(), font_size)
output = font.render(text, 1, color)
else:
font = pygame.freetype.SysFont(pygame.freetype.get_default_font(), font_size)
output = font.render(text, color)[0]
if draw_centered:
screen.blit(output, (pos[0] - (output.get_width()/2), pos[1] - (output.get_height()/2)))
else:
screen.blit(output, pos)
return output
def update():
pygame.display.update()
def update_zoom():
global zoom
global calculated_visible_width, calculated_visible_height
ratio = 1.7 # reverse engineered value.
size = sum(map(lambda cell : cell.size, c.player.own_cells))
# reverse engineered formula
diag_server = mechanics.viewport_diag(size) if size > 0 else 10000
# calculate screen diag, if we would have a screen with our width, but correct ratio
diag1 = math.sqrt(screensize[0]**2 * (1 + 1/1.7**2))
# calculate screen diag, if we would have a screen with our height, but correct ratio
diag2 = math.sqrt(screensize[1]**2 * (1 + 1.7**2))
# what we expect to be visible from server
calculated_visible_width = diag_server / math.sqrt(1+1/ratio**2)
calculated_visible_height = diag_server / math.sqrt(1+ ratio**2)
zoom1 = screensize[0] / calculated_visible_width
zoom2 = screensize[1] / calculated_visible_height
zoom = min(zoom1,zoom2) / vignette
def world_to_win_length(l):
return int(l*zoom)
def win_to_world_length(l):
return int(l/zoom)
def world_to_win_pt(pt,center):
return (int((pt[0]-center[0])*zoom + screensize[0]/2), int((pt[1]-center[1])*zoom + screensize[1]/2))
def win_to_world_pt(pt,center):
return (int((pt[0]-screensize[0]/2)/zoom+center[0]), int((pt[1]-screensize[1]/2)/zoom+center[1]))
def generate_virus(spikes, spike_length, radius, global_coords):
step = (2*math.pi) / (spikes*2)
points = []
for i in range(spikes*2):
if i%2 == 0:
t = (
int(math.sin(i*step)*radius+global_coords[0]),
int(math.cos(i*step)*radius+global_coords[1])
)
else:
t = (
int(math.sin(i*step)*(radius-spike_length)+global_coords[0]),
int(math.cos(i*step)*(radius-spike_length)+global_coords[1])
)
points.append(t);
return points
def draw_cell(cell):
font_size = 16
virus_sizes = {100:1, 106:2, 113:3, 119:4, 125:5, 131:6, 136:7}
cx,cy = world_to_win_pt(cell.pos,c.player.center)
try:
mov_ang = cell.movement_angle
p2 = cell.pos + Vec( math.cos(mov_ang + mechanics.eject_delta*math.pi/180), math.sin(mov_ang + mechanics.eject_delta*math.pi/180) ) * (cell.size+700)
p3 = cell.pos + Vec( math.cos(mov_ang - mechanics.eject_delta*math.pi/180), math.sin(mov_ang - mechanics.eject_delta*math.pi/180) ) * (cell.size+700)
cx2,cy2 = world_to_win_pt(p2,c.player.center)
cx3,cy3 = world_to_win_pt(p3,c.player.center)
except (AttributeError, TypeError):
cx2,cy2=cx,cy
cx3,cy3=cx,cy
radius = world_to_win_length(cell.size)
if cell.is_virus:
color = (0,255,0)
color2 = (100,255,0)
polygon = generate_virus(int(cell.size*0.3), 10*zoom, radius, (cx, cy))
polygon2 = generate_virus(int(cell.size*0.3), 10*zoom, radius-10, (cx, cy))
gfxdraw.filled_polygon(screen, polygon, color2)
gfxdraw.polygon(screen, polygon, (0,0,0))
gfxdraw.aapolygon(screen, polygon, (0,0,0))
gfxdraw.filled_polygon(screen, polygon2, color)
gfxdraw.aapolygon(screen, polygon2, color)
draw_text((cx, cy), "%s / 7" % virus_sizes.get(cell.size, "?"), (64,0,0), font_size*2, False, True)
draw_text((cx, cy + radius + 10), str(cell.cid), (0,0,0), font_size, False, True)
else:
color=(int(cell.color[0]*255), int(cell.color[1]*255), int(cell.color[2]*255))
if not (cell.is_ejected_mass or cell.is_food):
gfxdraw.aapolygon(screen, [(cx,cy),(cx2,cy2),(cx3,cy3),(cx,cy)] ,(255,127,127))
gfxdraw.filled_circle(screen, cx, cy, radius, color)
gfxdraw.aacircle(screen, cx, cy, radius, (0,0,0))
gfxdraw.aacircle(screen, cx, cy, int(radius/2), (255,255,255))
gfxdraw.circle(screen, cx, cy, int(radius/2), (255,255,255))
draw_text((cx, cy + radius + 10), cell.name, (0, 0, 0), font_size, False, True)
draw_text((cx, cy + radius + 10 + font_size), str(cell.cid), (0,0,0), font_size, False, True)
# surface = draw_text(cell.name, (0, 0, 0), font_size)
# screen.blit(surface, (cx - (surface.get_width()/2), cy + radius + 5))
draw_text((cx, cy), str(int(cell.mass))+"/"+str(int(cell.size)), (255, 255, 255), font_size, False, True)
# surface = draw_text(str(int(cell.mass)), (255, 255, 255), font_size)
# screen.blit(surface, (cx - (surface.get_width()/2), cy - (surface.get_height()/2)))
else:
gfxdraw.aacircle(screen, cx, cy, radius, color)
gfxdraw.filled_circle(screen, cx, cy, radius, color)
def draw_leaderboard():
def filter(item): return item[1]
leaderboard = list(map(filter, c.world.leaderboard_names))
next_y = 5
font_size = 16
for i, s in zip(range(1, len(leaderboard)+1), leaderboard):
surface = draw_text((5, next_y), (str(i) + ": " +s), (0, 0, 0), font_size, False)
# surface = draw_text((str(i) + ": " +s), (0, 0, 0), font_size)
# screen.blit(surface, (5, next_y))
next_y += surface.get_height()+5
def draw_visible_window_borders():
global screen
vignette_color=(192,192,192)
vignette_width = int(max(0, (screensize[0]-world_to_win_length(calculated_visible_width))/2))
vignette_height = int(max(0, (screensize[1]-world_to_win_length(calculated_visible_height))/2))
screen.fill(vignette_color, rect=((0,0),(vignette_width,screensize[1])))
screen.fill(vignette_color, rect=((screensize[0]-vignette_width,0),(vignette_width,screensize[1])))
screen.fill(vignette_color, rect=((0,0),(screensize[0],vignette_height)))
screen.fill(vignette_color, rect=((0,screensize[1]-vignette_height),(screensize[0],vignette_height)))
def draw_world_borders():
top = int((c.world.top_left[0] - c.player.center[1])*zoom + screensize[1]/2)
left = int((c.world.top_left[1] - c.player.center[0])*zoom + screensize[0]/2)
bottom = int((c.world.bottom_right[0] - c.player.center[1])*zoom + screensize[1]/2)
right = int((c.world.bottom_right[1] - c.player.center[0])*zoom + screensize[0]/2)
if (top >= 0): gfxdraw.hline(screen, 0, screensize[0], top, (0,0,0))
if (bottom <= screensize[1]): gfxdraw.hline(screen, 0, screensize[0], bottom, (0,0,0))
if (left >= 0): gfxdraw.vline(screen, left, 0, screensize[1], (0,0,0))
if (right <= screensize[0]): gfxdraw.vline(screen, right, 0, screensize[1], (0,0,0))
def set_client(cl):
global c
c=cl
def clear_screen():
global screen
global c
screen.fill((255,255,255))
def draw_marker(pos, color, thick):
offset = 40 / math.sqrt(2.)
# offset = 15
draw_line((pos[0]+offset, pos[1]+offset),(pos[0]-offset, pos[1]-offset), color)
draw_line((pos[0]-offset, pos[1]+offset),(pos[0]+offset, pos[1]-offset), color)
for r in [10,20,30,40]:
draw_circle(pos, r, color)
def draw_markers():
colors=[(255,0,255),(255,255,0),(0,255,255)]
for i in [0, 1, 2]:
draw_marker(marker[i], colors[i], marker_updated[i])
def draw_debug():
for cell in c.world.cells.values():
parent = None
shoot_vec = None
settled = None
try:
parent = cell.parent
shoot_vec = cell.shoot_vec
settled = cell.calmed_down
except AttributeError:
pass
if parent != None:
draw_line(cell.pos, parent.pos,(255,0,0))
draw_circle(parent.pos,3,(255,0,0),True)
if shoot_vec != None and settled != True:
shoot_vec = 400 * shoot_vec / shoot_vec.len()
draw_line(cell.pos, cell.pos+shoot_vec, (0,255,255))
def draw_frame():
global screen, movement, zoom, screensize, input, bot_input, marker, marker_updated, running
pygame.event.pump()
clock.tick()
update_zoom()
clear_screen()
draw_visible_window_borders()
draw_world_borders()
food = list(filter(lambda x: x.is_food, c.world.cells.values()))
cells = list(filter(lambda x: not x.is_food and not x.is_virus, c.world.cells.values()))
cells = sorted(cells, key = lambda x: x.mass)
viruses = list(filter(lambda x: x.is_virus, c.world.cells.values()))
viruses = sorted(viruses, key = lambda x: x.mass)
for cell in food:
draw_cell(cell)
for cell in cells:
draw_cell(cell)
for cell in viruses:
draw_cell(cell)
draw_markers()
draw_leaderboard()
total_mass = 0
for cell in c.player.own_cells:
total_mass += cell.mass
pygame.display.set_caption("Agar.io: " + str(c.player.nick) + " - " + str(int(total_mass)) + " Total Mass - " + str(int(clock.get_fps())) + (" FPS - USER INPUT LOCKED" if not input else " FPS") + (" - BOT INPUT LOCKED" if not bot_input else ""))
events = pygame.event.get()
for event in events:
if event.type == VIDEORESIZE:
screensize = event.dict['size']
screen=pygame.display.set_mode(screensize, HWSURFACE|DOUBLEBUF|RESIZABLE)
update_zoom()
pygame.display.update()
if event.type == QUIT:
pygame.display.quit()
if event.type == KEYDOWN:
if event.key == K_s:
if event.mod & KMOD_SHIFT and (input or bot_input):
input = False
bot_input = False
elif not input and bot_input:
input = True
bot_input = False
else:
input = False
bot_input = True
if event.key == K_ESCAPE:
running = False
if event.key == K_r:
c.send_respawn()
if event.type == MOUSEBUTTONDOWN:
if event.button in [1,2,3]:
marker[event.button-1] = win_to_world_pt(event.pos, c.player.center)
marker_updated[event.button-1] = True
print("set marker "+str(event.button-1)+" to "+str(event.pos))
if event.type == KEYDOWN:
if event.key == K_w:
c.send_shoot()
if event.key == K_SPACE:
c.send_split()
if input:
if event.type == MOUSEMOTION:
c.send_target(*win_to_world_pt(event.pos, c.player.center))
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