import pygame, sys from waiter import Waiter from table import Table from gridElement import GridElement from pygame.math import Vector2 from orderTable import OrderTable from pool import Pool import copy class Game(object): def __init__(self): pygame.init() self.x = 10 self.y = 10 self.screen = pygame.display.set_mode((self.x * 50, self.y * 50)) self.fpsClock = pygame.time.Clock() self.idTable = 0 self.idOrder = 0 self.idItem = -1 self.idOrderTable = 0 self.waiterNumberInGrid = Vector2() pygame.display.set_caption('Automatic Waiter') self.background = pygame.image.load("./Images/tlo.jpg") # The most important lists self.grid = [] self.row = [] self.tableList = [] # TWORZENIE ELEMENTÓW PLANSZY for b in range(self.y): for i in range(self.x): if ((i == 0) or (i == 9)) and ((b == 0) or (b == 6)): self.row.append(Table(i * 50, b * 50, self)) elif (b == self.y-1 or b == self.y-2 or b == self.y-3) and (i == 5): table = OrderTable(i * 50, b * 50, self) self.row.append(table) self.tableList.append(table) elif i == 4 and b == 9: self.waiter = Waiter(self, i * 50, b * 50) self.row.append(self.waiter) self.waiterNumberInGrid.x = i self.waiterNumberInGrid.y = b elif (((((b > 0 and b < 6) and (i > 0 and i < 9)) and not((i == 1 or i == 8) and (b == 1 or b == 5))) \ or (b > 6 and (i < 4 or i > 5)))) and not i == 4 and not (b == 3): self.row.append(Pool(i * 50, b * 50, self)) else: self.row.append(GridElement(i * 50, b * 50, self)) if i == self.x-1: self.grid.append(list(self.row)) self.row.clear() #self.dfs(self.waiter, 1, []) #self.dfs(self.waiter, 3, []) self.bfs(self.waiter, 1, []) self.bfs(self.waiter, 4, []) #path = self.waiter.bfsFind([self.waiter.positionX, self.waiter.positionY], [], 1) # GŁÓWNA PĘTLA GRY while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) self.draw() self.waiter.move(self) #print(self.waiter.checkPoss(self.grid, self.waiter.lastStep)) #print(self.waiterNumberInGrid) self.fpsClock.tick(10) # WYRYSOWANIE KAZDEGO ELEMENTU Z GRIDU NA EKRAN def draw(self): tempTable = [] for row in self.grid: for gridElement in row: if gridElement.type == "gridElement": gridElement.draw() else: tempTable.append(gridElement) for otherElement in tempTable: otherElement.draw() pygame.display.flip() def convert(self, object): if object.type == "gridElement": return 'G' elif object.type == "table": return 'T' elif object.type == "waiter": return 'W' elif object.type == "orderTable": return 'O' elif object.type == "pool": return 'P' def showGrid(self, grid): charakterList = [] row = [] for y in range(self.y): row = list(map(self.convert, grid[y])) charakterList.append(row) print(row) # ZNAJDUJE NAJKRÓTSZĄ ŚCIEŻKĘ DFS I PRZECHODZI WEDŁUG LISTY KROKÓW def dfs(self, waiter, soughtID, operation=[]): visited = [] waiter.dfsFind([waiter.positionX, waiter.positionY], operation, visited, soughtID) paths = waiter.dfsPaths paths.sort(key=len) print("Wszystkie sciezki dfs: ", paths) if paths: bestPath = paths[0] waiter.dfsPaths = [] waiter.followThePath(bestPath) # ZNAJDUJE NAJKRÓTSZĄ ŚCIEŻKĘ BFS I PRZECHODZI WEDŁUG LISTY KROKÓW def bfs(self, waiter, soughtID, operation=[]): waiter.bfsFind([waiter.positionX, waiter.positionY], operation, [], soughtID) paths = waiter.bfsPaths paths.sort(key=len) print("Wszystkie sciezki bfs: ", paths) if paths: bestPath = paths[0] savedPaths = open("savedPaths.txt", "a+") print(str(bestPath)) savedPaths.write(str(bestPath) + "\n") waiter.bfsPaths = [] waiter.followThePath(bestPath) savedPaths.close() if __name__ == "__main__": v1 = Game()