Source code for pyboy.plugins.base_plugin

#
# License: See LICENSE.md file
# GitHub: https://github.com/Baekalfen/PyBoy
#

import io
import random
import time
from array import array

import numpy as np

import pyboy
from pyboy.api.constants import SPRITES, TILES_CGB
from pyboy import utils

logger = pyboy.logging.get_logger(__name__)

ROWS, COLS = 144, 160

SOUND_PREBUFFER_THRESHOLD = 3


class PyBoyPlugin:
    argv = []

    def __init__(self, pyboy, mb, pyboy_argv):
        self.cgb = mb.cgb
        self.pyboy = pyboy
        self.mb = mb
        self.pyboy_argv = pyboy_argv
        self.renderer = self.mb.lcd.renderer

    def handle_events(self, events):
        return events

    def post_tick(self):
        pass

    def window_title(self):
        return ""

    def stop(self):
        pass

    def enabled(self):
        return True


class PyBoyWindowPlugin(PyBoyPlugin):
    def __init__(self, pyboy, mb, pyboy_argv, *args, **kwargs):
        super().__init__(pyboy, mb, pyboy_argv, *args, **kwargs)

        self._ftime = time.perf_counter_ns()
        self.sound_support = False
        self.fullscreen = False
        self.sound_paused = True

        if not self.enabled():
            return

        scale = pyboy_argv.get("scale")
        self.scale = scale
        logger.debug("%s initialization" % self.__class__.__name__)

        self._scaledresolution = (scale * COLS, scale * ROWS)
        logger.debug("Scale: x%d (%d, %d)", self.scale, self._scaledresolution[0], self._scaledresolution[1])

        self.enable_title = True
        if not utils.cython_compiled:
            self.renderer = mb.lcd.renderer
        self.sound = self.mb.sound

    def _get_sound_frames_buffered(self):
        return 0

    def frame_limiter(self, speed):
        frame_time = (1.0 / (60.0 * speed)) * 1_000_000_000
        if self.sound_support:
            frames_buffered = self._get_sound_frames_buffered()
            if frames_buffered > SOUND_PREBUFFER_THRESHOLD:
                # Sleep only what's necessary to keep our threshold, although not more than a full frame
                frame_time = min(1.0, frames_buffered - float(SOUND_PREBUFFER_THRESHOLD)) * frame_time
            else:
                frame_time = 0

        self._ftime += int(frame_time)

        now = time.perf_counter_ns()
        if speed > 0 and self._ftime > now:
            delay = (self._ftime - now) // 1_000_000
            time.sleep(delay / 1000)
        else:
            self._ftime = now
        return True

    def paused(self, pause):
        pass

    def set_title(self, title):
        pass


[docs] class PyBoyGameWrapper(PyBoyPlugin): """ This is the base-class for the game-wrappers. It provides some generic game-wrapping functionality, like `game_area` , which shows both sprites and tiles on the screen as a simple matrix. """ cartridge_title = None mapping_one_to_one = np.arange(TILES_CGB, dtype=np.uint8) """ Example mapping of 1:1 """ def __init__(self, *args, game_area_section=(0, 0, 32, 32), game_area_follow_scxy=False, **kwargs): super().__init__(*args, **kwargs) if not utils.cython_compiled: self.tilemap_background = self.pyboy.tilemap_background self.tilemap_window = self.pyboy.tilemap_window self.tilemap_use_background = True self.mapping = np.arange(TILES_CGB, dtype=np.uint32) self.sprite_offset = 0 self.game_has_started = False self._tile_cache_invalid = True self._sprite_cache_invalid = True self.shape = None """ The shape of the game area. This can be modified with `pyboy.PyBoy.game_area_dimensions`. Example: ```python >>> pyboy.game_wrapper.shape (32, 32) ``` """ self._set_dimensions(*game_area_section, game_area_follow_scxy) width, height = self.shape self._cached_game_area_tiles_raw = array("B", [0xFF] * (width * height * 4)) self._cached_game_area_tiles = memoryview(self._cached_game_area_tiles_raw).cast("I", shape=(width, height)) self.saved_state = io.BytesIO() self.tilemap_background = self.pyboy.tilemap_background self.tilemap_window = self.pyboy.tilemap_window def enabled(self): return self.cartridge_title is None or self.pyboy.cartridge_title == self.cartridge_title def post_tick(self): self._tile_cache_invalid = True self._sprite_cache_invalid = True def _set_timer_div(self, timer_div): if timer_div is None: timer_div = random.getrandbits(8) else: timer_div &= 0xFF self.mb.timer.DIV_counter = (timer_div << 8) | (self.mb.timer.DIV_counter & 0xFF) self.mb.timer.DIV = timer_div
[docs] def start_game(self, timer_div=None): """ Call this function right after initializing PyBoy. This will navigate through menus to start the game at the first playable state. A value can be passed to set the timer's DIV register. Some games depend on it for randomization. The state of the emulator is saved, and using `reset_game`, you can get back to this point of the game instantly. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ self.game_has_started = True self.saved_state.seek(0) self.pyboy.save_state(self.saved_state) self._set_timer_div(timer_div)
[docs] def reset_game(self, timer_div=None): """ After calling `start_game`, you can call this method at any time to reset the game. Args: timer_div (int): Replace timer's DIV register with this value. Use `None` to randomize. """ if self.game_has_started: self.saved_state.seek(0) self.pyboy.load_state(self.saved_state) self._set_timer_div(timer_div) self.post_tick() else: raise utils.PyBoyException("Tried to reset game, but it hasn't been started yet!")
[docs] def game_over(self): """ After calling `start_game`, you can call this method at any time to know if the game is over. """ raise NotImplementedError("game_over not implemented in game wrapper")
def _sprites_on_screen(self): if self._sprite_cache_invalid: self._cached_sprites_on_screen = [] for s in range(SPRITES): sprite = self.pyboy.get_sprite(s) if sprite.on_screen: self._cached_sprites_on_screen.append(sprite) self._sprite_cache_invalid = False return self._cached_sprites_on_screen def _game_area_tiles(self): if self._tile_cache_invalid: xx, yy, width, height = self.game_area_section scanline_parameters = self.pyboy.screen.tilemap_position_list if self.game_area_follow_scxy: self._cached_game_area_tiles = np.ndarray(shape=(height, width), dtype=np.uint32) for y in range(height): SCX = scanline_parameters[(yy + y) * 8][0] // 8 SCY = scanline_parameters[(yy + y) * 8][1] // 8 for x in range(width): _x = (xx + x + SCX) % 32 _y = (yy + y + SCY) % 32 if self.tilemap_use_background: self._cached_game_area_tiles[y, x] = self.tilemap_background.tile_identifier(_x, _y) else: self._cached_game_area_tiles[y, x] = self.tilemap_window.tile_identifier(_x, _y) else: if self.tilemap_use_background: self._cached_game_area_tiles = np.asarray( self.tilemap_background[xx : xx + width, yy : yy + height], dtype=np.uint32 ) else: self._cached_game_area_tiles = np.asarray( self.tilemap_window[xx : xx + width, yy : yy + height], dtype=np.uint32 ) self._tile_cache_invalid = False return self._cached_game_area_tiles def use_background(self, value): self.tilemap_use_background = value
[docs] def game_area(self): """ This method returns a cut-out of the screen as a simplified matrix for use in machine learning applications. Returns ------- numpy.ndarray: Simplified two-dimensional array of mapped tile identifiers with dtype `numpy.uint32`. """ tiles_matrix = self.mapping[self._game_area_tiles()] sprites = self._sprites_on_screen() xx, yy, width, height = self.game_area_section for s in sprites: _x = (s.x // 8) - xx _y = (s.y // 8) - yy if 0 <= _x < width: # Adding offset to try to seperate sprites from tiles if 0 <= _y < height: tiles_matrix[_y][_x] = self.mapping[s.tile_identifier] + self.sprite_offset if len(s.tiles) == 2 and 0 <= _y + 1 < height: # Sprite has two tiles tiles_matrix[_y + 1][_x] = self.mapping[s.tile_identifier + 1] + self.sprite_offset return tiles_matrix
def game_area_mapping(self, mapping, sprite_offset): self.mapping = np.asarray(mapping, dtype=np.uint32) self.sprite_offset = sprite_offset
[docs] def game_area_annotations(self): """Return ``(x, y, text)`` annotations in native screen-pixel coordinates.""" return []
def _set_dimensions(self, x, y, width, height, follow_scrolling=True): self.shape = (width, height) self.game_area_section = (x, y, width, height) self.game_area_follow_scxy = follow_scrolling def _sum_number_on_screen(self, x, y, length, blank_tile_identifier, tile_identifier_offset): number = 0 for i, x in enumerate(self.tilemap_background[x : x + length, y]): if x != blank_tile_identifier: number += (x + tile_identifier_offset) * (10 ** (length - 1 - i)) return number def __repr__(self): adjust = 4 sprites = "\n".join([str(s) for s in self._sprites_on_screen()]) tiles_header = ( " " * 4 + "".join([f"{i: >4}" for i in range(self.shape[0])]) + "\n" + "_" * (adjust * self.shape[0] + 4) ) tiles = "\n".join( [ (f"{i: <3}|" + "".join([str(tile).rjust(adjust) for tile in line])).strip() for i, line in enumerate(self.game_area()) ] ) return "Sprites on screen:\n" + sprites + "\n" + "Tiles on screen:\n" + tiles_header + "\n" + tiles