feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
Implements Python-controlled simulation advancement for headless mode: - Add mcrfpy.step(dt) to advance simulation by dt seconds - step(None) advances to next scheduled event (timer/animation) - Timers use simulation_time in headless mode for deterministic behavior - automation.screenshot() now renders synchronously in headless mode (captures current state, not previous frame) This enables LLM agent orchestration (#156) by allowing: - Set perspective, take screenshot, query LLM - all synchronous - Deterministic simulation control without frame timing issues - Event-driven advancement with step(None) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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7 changed files with 409 additions and 10 deletions
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@ -360,13 +360,17 @@ std::shared_ptr<Timer> GameEngine::getTimer(const std::string& name)
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void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
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{
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auto it = timers.find(name);
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// #153 - In headless mode, use simulation_time instead of real-time clock
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int now = headless ? simulation_time : runtime.getElapsedTime().asMilliseconds();
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if (it != timers.end()) // overwrite existing
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{
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if (target == NULL || target == Py_None)
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{
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// Delete: Overwrite existing timer with one that calls None. This will be deleted in the next timer check
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// see gitea issue #4: this allows for a timer to be deleted during its own call to itself
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timers[name] = std::make_shared<Timer>(Py_None, 1000, runtime.getElapsedTime().asMilliseconds());
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timers[name] = std::make_shared<Timer>(Py_None, 1000, now);
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return;
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}
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}
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@ -375,7 +379,7 @@ void GameEngine::manageTimer(std::string name, PyObject* target, int interval)
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std::cout << "Refusing to initialize timer to None. It's not an error, it's just pointless." << std::endl;
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return;
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}
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timers[name] = std::make_shared<Timer>(target, interval, runtime.getElapsedTime().asMilliseconds());
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timers[name] = std::make_shared<Timer>(target, interval, now);
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}
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void GameEngine::testTimers()
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@ -626,7 +630,92 @@ void GameEngine::updateViewport() {
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sf::Vector2f GameEngine::windowToGameCoords(const sf::Vector2f& windowPos) const {
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if (!render_target) return windowPos;
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// Convert window coordinates to game coordinates using the view
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return render_target->mapPixelToCoords(sf::Vector2i(windowPos), gameView);
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}
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// #153 - Headless simulation control: step() advances simulation time
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float GameEngine::step(float dt) {
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// In windowed mode, step() is a no-op
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if (!headless) {
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return 0.0f;
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}
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float actual_dt;
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if (dt < 0) {
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// dt < 0 means "advance to next event"
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// Find the minimum time until next timer fires
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int min_remaining = INT_MAX;
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for (auto& [name, timer] : timers) {
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if (timer && timer->isActive()) {
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int remaining = timer->getRemaining(simulation_time);
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if (remaining > 0 && remaining < min_remaining) {
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min_remaining = remaining;
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}
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}
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}
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// Also consider animations - find minimum time to completion
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// AnimationManager doesn't expose this, so we'll just step by 1ms if no timers
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if (min_remaining == INT_MAX) {
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// No pending timers - check if there are active animations
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// Step by a small amount to advance any running animations
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min_remaining = 1; // 1ms minimum step
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}
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actual_dt = static_cast<float>(min_remaining) / 1000.0f; // Convert to seconds
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simulation_time += min_remaining;
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} else {
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// Advance by specified amount
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actual_dt = dt;
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simulation_time += static_cast<int>(dt * 1000.0f); // Convert seconds to ms
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}
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// Update animations with the dt in seconds
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if (actual_dt > 0.0f && actual_dt < 10.0f) { // Sanity check
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AnimationManager::getInstance().update(actual_dt);
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}
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// Test timers with the new simulation time
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auto it = timers.begin();
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while (it != timers.end()) {
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auto timer = it->second;
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// Custom timer test using simulation time instead of runtime
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if (timer && timer->isActive() && timer->hasElapsed(simulation_time)) {
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timer->test(simulation_time);
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}
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// Remove cancelled timers
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if (!it->second->getCallback() || it->second->getCallback() == Py_None) {
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it = timers.erase(it);
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} else {
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it++;
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}
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}
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return actual_dt;
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}
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// #153 - Force render the current scene (for synchronous screenshots)
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void GameEngine::renderScene() {
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if (!render_target) return;
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// Handle scene transitions
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if (transition.type != TransitionType::None) {
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transition.update(0); // Don't advance transition time, just render current state
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render_target->clear();
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transition.render(*render_target);
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} else {
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// Normal scene rendering
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currentScene()->render();
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}
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// For RenderTexture (headless), we need to call display()
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if (headless && headless_renderer) {
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headless_renderer->display();
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}
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}
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@ -110,6 +110,10 @@ private:
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bool headless = false;
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McRogueFaceConfig config;
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bool cleaned_up = false;
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// #153 - Headless simulation control
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int simulation_time = 0; // Simulated time in milliseconds (for headless mode)
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bool simulation_clock_paused = false; // True when simulation is paused (waiting for step())
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// Window state tracking
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bool vsync_enabled = false;
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@ -189,6 +193,11 @@ public:
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std::string getViewportModeString() const;
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sf::Vector2f windowToGameCoords(const sf::Vector2f& windowPos) const;
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// #153 - Headless simulation control
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float step(float dt = -1.0f); // Advance simulation; dt<0 means advance to next event
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int getSimulationTime() const { return simulation_time; }
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void renderScene(); // Force render current scene (for synchronous screenshot)
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// global textures for scripts to access
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std::vector<IndexTexture> textures;
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@ -161,6 +161,15 @@ static PyMethodDef mcrfpyMethods[] = {
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MCRF_RETURNS("None")
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MCRF_NOTE("No error is raised if the timer doesn't exist.")
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)},
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{"step", McRFPy_API::_step, METH_VARARGS,
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MCRF_FUNCTION(step,
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MCRF_SIG("(dt: float = None)", "float"),
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MCRF_DESC("Advance simulation time (headless mode only)."),
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MCRF_ARGS_START
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MCRF_ARG("dt", "Time to advance in seconds. If None, advances to the next scheduled event (timer/animation).")
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MCRF_RETURNS("float: Actual time advanced in seconds. Returns 0.0 in windowed mode.")
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MCRF_NOTE("In windowed mode, this is a no-op and returns 0.0. Use this for deterministic simulation control in headless/testing scenarios.")
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)},
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{"exit", McRFPy_API::_exit, METH_NOARGS,
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MCRF_FUNCTION(exit,
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MCRF_SIG("()", "None"),
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@ -983,6 +992,33 @@ PyObject* McRFPy_API::_delTimer(PyObject* self, PyObject* args) {
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return Py_None;
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}
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// #153 - Headless simulation control
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PyObject* McRFPy_API::_step(PyObject* self, PyObject* args) {
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PyObject* dt_obj = Py_None;
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if (!PyArg_ParseTuple(args, "|O", &dt_obj)) return NULL;
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float dt;
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if (dt_obj == Py_None) {
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// None means "advance to next event"
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dt = -1.0f;
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} else if (PyFloat_Check(dt_obj)) {
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dt = static_cast<float>(PyFloat_AsDouble(dt_obj));
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} else if (PyLong_Check(dt_obj)) {
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dt = static_cast<float>(PyLong_AsLong(dt_obj));
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} else {
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PyErr_SetString(PyExc_TypeError, "step() argument must be a float, int, or None");
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return NULL;
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}
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if (!game) {
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PyErr_SetString(PyExc_RuntimeError, "Game engine not initialized");
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return NULL;
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}
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float actual_dt = game->step(dt);
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return PyFloat_FromDouble(actual_dt);
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}
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PyObject* McRFPy_API::_exit(PyObject* self, PyObject* args) {
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game->quit();
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Py_INCREF(Py_None);
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@ -62,6 +62,9 @@ public:
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static PyObject* _setTimer(PyObject*, PyObject*);
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static PyObject* _delTimer(PyObject*, PyObject*);
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// #153 - Headless simulation control
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static PyObject* _step(PyObject*, PyObject*);
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static PyObject* _exit(PyObject*, PyObject*);
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static PyObject* _setScale(PyObject*, PyObject*);
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@ -185,47 +185,52 @@ void McRFPy_Automation::injectTextEvent(sf::Uint32 unicode) {
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}
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// Screenshot implementation
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// #153 - In headless mode, this is now SYNCHRONOUS: renders scene then captures
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PyObject* McRFPy_Automation::_screenshot(PyObject* self, PyObject* args) {
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const char* filename;
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if (!PyArg_ParseTuple(args, "s", &filename)) {
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return NULL;
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}
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auto engine = getGameEngine();
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if (!engine) {
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PyErr_SetString(PyExc_RuntimeError, "Game engine not initialized");
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return NULL;
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}
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// Get the render target
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sf::RenderTarget* target = engine->getRenderTargetPtr();
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if (!target) {
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PyErr_SetString(PyExc_RuntimeError, "No render target available");
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return NULL;
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}
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// For RenderWindow, we can get a screenshot directly
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// For RenderWindow (windowed mode), capture the current buffer
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if (auto* window = dynamic_cast<sf::RenderWindow*>(target)) {
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sf::Vector2u windowSize = window->getSize();
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sf::Texture texture;
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texture.create(windowSize.x, windowSize.y);
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texture.update(*window);
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if (texture.copyToImage().saveToFile(filename)) {
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Py_RETURN_TRUE;
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} else {
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Py_RETURN_FALSE;
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}
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}
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// For RenderTexture (headless mode)
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// For RenderTexture (headless mode) - SYNCHRONOUS render then capture
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else if (auto* renderTexture = dynamic_cast<sf::RenderTexture*>(target)) {
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// #153 - Force a synchronous render before capturing
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// This ensures we capture the CURRENT state, not the previous frame
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engine->renderScene();
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if (renderTexture->getTexture().copyToImage().saveToFile(filename)) {
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Py_RETURN_TRUE;
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} else {
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Py_RETURN_FALSE;
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}
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}
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PyErr_SetString(PyExc_RuntimeError, "Unknown render target type");
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return NULL;
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}
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