Moved Python code to its directory

This commit is contained in:
Tony Bark 2025-02-06 09:12:58 -05:00
parent 926cbda034
commit 48b579d152
2 changed files with 0 additions and 0 deletions

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python/motives.py Normal file
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# Aside from a few item fixes, this is all generated by AI
import random
import time
class Sim:
# Define the initial values for the motives
MOODS = {
'Hunger': 1.0, # Normal hunger decay per minute
'Bladder': 1.0, # Normal bladder decay per minute
'Energy': 1.0, # Normal energy decay per minute
'Social': 0.5, # Social needs build up slower
'Hygiene': 1.0, # Normal hygiene decay per minute
'Fun': 0.5 # Fun needs build up slower
}
# Define the items in the environment and their effects on the Sim's motives
ITEMS = {
'Bed': {'Energy': 3.0, 'Bladder': -0.2}, # Restores energy but slightly increases bladder pressure
'Toilet': {'Bladder': 3.0, 'Hygiene': -0.5}, # Reduces bladder pressure but needs a bit of cleaning
'Fridge': {'Hunger': 2.0, 'Hygiene': 0.1}, # Reduces hunger but slightly impacts hygiene
'Laptop': {'Social': 2.0, 'Fun': 2.0}, # Reduces social need and provides fun
'Shower': {'Hygiene': 3.0}, # Increases hygiene significantly
'Gym': {'Hygiene': 0.5, 'Energy': -1.5, 'Fun': 2.0} # Increases hygiene, drains energy but provides fun
}
def __init__(self):
# Initialize motives to full
self.motives = {motive: random.randint(50,90) for motive in self.MOODS}
def simulate_minute(self):
# Update motives based on natural decay
for motive, decay in self.MOODS.items():
self.motives[motive] -= decay
# Choose an item to affect the Sim's motives
self.use_item()
# Enforce motive limits
for motive in self.motives:
self.motives[motive] = max(self.motives[motive], 0.0)
self.motives[motive] = min(self.motives[motive], 100.0)
def use_item(self):
item = random.choice(list(self.ITEMS.keys()))
print(f"Time passes, Sim uses: {item}")
for motive, effect in self.ITEMS[item].items():
self.motives[motive] += effect
print(f" {motive}: {'+' if effect > 0 else ''}{effect}")
def show_motives(self):
# Display the current state of the Sim's motives
print("Sim's Motives:")
for motive, value in self.motives.items():
print(f" {motive}: {value:.2f}")
def simulate_time(sim, total_minutes):
# Simulate over the given number of minutes
for minute in range(1, total_minutes + 1):
print(f"\nMinute {minute}:")
sim.show_motives()
sim.simulate_minute()
# Simulate a short delay between each minute
time.sleep(1)
if __name__ == "__main__":
print("Starting Sim Motive Simulation...")
sim = Sim()
simulate_time(sim, 10) # Simulate 10 minutes
sim.show_motives()
print("Simulation completed.")

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python/snake.py Normal file
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# Generated by AI
import pygame
import random
import sys
# Initialize pygame
pygame.init()
# Constants for the game
SCREEN_WIDTH, SCREEN_HEIGHT = 640, 480
CELL_SIZE = 20
GRID_WIDTH, GRID_HEIGHT = SCREEN_WIDTH // CELL_SIZE, SCREEN_HEIGHT // CELL_SIZE
FPS = 10 # Game speed
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# Directions
UP = (0, -1)
DOWN = (0, 1)
LEFT = (-1, 0)
RIGHT = (1, 0)
class SnakeGame:
def __init__(self):
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Snake Game')
self.clock = pygame.time.Clock()
self.snake = [(GRID_WIDTH // 2, GRID_HEIGHT // 2)]
self.snake_direction = RIGHT
self.grow = False # Flag for growing the snake
self.place_food()
def place_food(self):
"""Place the food at a random position on the grid."""
self.food = (random.randint(0, GRID_WIDTH - 1), random.randint(0, GRID_HEIGHT - 1))
while self.food in self.snake: # Ensure food is not placed on the snake
self.food = (random.randint(0, GRID_WIDTH - 1), random.randint(0, GRID_HEIGHT - 1))
def move_snake(self):
"""Move the snake one cell in the current direction."""
head_x, head_y = self.snake[0]
new_head = (head_x + self.snake_direction[0], head_y + self.snake_direction[1])
if self.grow:
self.snake.insert(0, new_head) # Grow the snake
else:
self.snake.insert(0, new_head) # Move the head
self.snake.pop() # Remove the tail
self.grow = False
# Detect collisions with the walls
if not (0 <= new_head[0] < GRID_WIDTH) or not (0 <= new_head[1] < GRID_HEIGHT):
self.game_over()
# Detect collisions with the snake itself
if new_head in self.snake[1:]:
self.game_over()
def check_food_collision(self):
"""Check if the snake has eaten the food."""
if self.snake[0] == self.food:
self.place_food()
self.grow = True
def draw(self):
"""Draw the game state to the screen."""
self.screen.fill(BLACK)
for segment in self.snake:
pygame.draw.rect(self.screen, GREEN, (segment[0] * CELL_SIZE, segment[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE))
pygame.draw.rect(self.screen, RED, (self.food[0] * CELL_SIZE, self.food[1] * CELL_SIZE, CELL_SIZE, CELL_SIZE))
pygame.display.flip()
def game_over(self):
"""Handle the game over scenario."""
self.screen.fill(BLACK)
font = pygame.font.SysFont(None, 72)
text = font.render("Game Over", True, WHITE)
text_rect = text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
self.screen.blit(text, text_rect)
pygame.display.flip()
pygame.time.wait(2000)
pygame.quit()
sys.exit()
def run(self):
"""Main game loop."""
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_over()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP and self.snake_direction != DOWN:
self.snake_direction = UP
elif event.key == pygame.K_DOWN and self.snake_direction != UP:
self.snake_direction = DOWN
elif event.key == pygame.K_LEFT and self.snake_direction != RIGHT:
self.snake_direction = LEFT
elif event.key == pygame.K_RIGHT and self.snake_direction != LEFT:
self.snake_direction = RIGHT
self.move_snake()
self.check_food_collision()
self.draw()
self.clock.tick(FPS)
if __name__ == '__main__':
game = SnakeGame()
game.run()