Sztuczna_Inteligencja/waiter.py
2019-04-17 21:08:51 +01:00

248 lines
11 KiB
Python

import pygame
from pygame.math import Vector2
class Waiter(object):
def __init__(self, game, x, y):
self.game = game
game.idItem += 1
self.size= self.game.screen.get_size()
self.x = x
self.y = y
self.positionX = int(x / 50)
self.positionY = int(y / 50)
self.image = pygame.image.load("./Images/waiter.png").convert()
self.image.set_colorkey((255, 255, 255))
self.type = "waiter"
self.lastStep = []
def moveLeft(self, game):
if self.positionX != 0:
collisionObject = game.grid[self.positionY][self.positionX - 1]
if collisionObject.type == "gridElement":
game.grid[self.positionY][self.positionX - 1].x += 50
game.grid[self.positionY][self.positionX].x -= 50
game.grid[self.positionY][self.positionX - 1], \
game.grid[self.positionY][self.positionX] = \
game.grid[self.positionY][self.positionX], \
game.grid[self.positionY][self.positionX - 1]
self.positionX -= 1
#print(self.positionX)
self.lastStep.append("Left")
else:
pass
def moveRight(self, game):
if self.positionX != game.x-1:
collisionObject = game.grid[self.positionY][self.positionX + 1]
if collisionObject.type == "gridElement":
game.grid[self.positionY][self.positionX + 1].x -= 50
game.grid[self.positionY][self.positionX].x += 50
game.grid[self.positionY][self.positionX + 1], \
game.grid[self.positionY][self.positionX] = \
game.grid[self.positionY][self.positionX], \
game.grid[self.positionY][self.positionX + 1]
self.positionX += 1
#print(self.positionX)
self.lastStep.append("Right")
else:
pass
def moveUp(self, game):
if self.positionY != 0:
collisionObject = game.grid[self.positionY - 1][self.positionX]
if collisionObject.type == "gridElement":
game.grid[self.positionY - 1][self.positionX].y += 50
game.grid[self.positionY][self.positionX].y -= 50
game.grid[self.positionY - 1][self.positionX], \
game.grid[self.positionY][self.positionX] = \
game.grid[self.positionY][self.positionX], \
game.grid[self.positionY - 1][self.positionX]
self.positionY -= 1
self.lastStep.append("Up")
else:
pass
def moveDown(self, game):
if self.positionY != game.y-1:
collisionObject = game.grid[self.positionY + 1][self.positionX]
if collisionObject.type == "gridElement":
game.grid[self.positionY + 1][self.positionX].y -= 50
game.grid[self.positionY][self.positionX].y += 50
game.grid[self.positionY + 1][self.positionX], \
game.grid[self.positionY][self.positionX] = \
game.grid[self.positionY][self.positionX], \
game.grid[self.positionY + 1][self.positionX]
self.positionY += 1
self.lastStep.append("Down")
else:
pass
def move(self, game):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.moveLeft(game)
if keys[pygame.K_RIGHT]:
self.moveRight(game)
if keys[pygame.K_UP]:
self.moveUp(game)
if keys[pygame.K_DOWN]:
self.moveDown(game)
if keys[pygame.K_s]:
game.showGrid(game.grid)
def draw(self):
self.rect1 = pygame.Rect(self.x, self.y, 50, 50)
pygame.draw.rect(self.game.screen, (0, 150, 255), self.rect1)
#print(self.lastStep)
self.game.screen.blit(self.image, (self.x, self.y))
def isMoveInRange(self, move):
if move == "Left":
if self.positionX == 0:
return False
if move == "Right":
if self.positionX == 9:
return False
if move == "Up":
if self.positionY == 0:
return False
if move == "Down":
if self.positionY == 9:
return False
return True
def checkPoss(self, game, lastOperation):
self.grid = game.grid
self.lastOperation = lastOperation
self.stackMove = []
if len(self.lastOperation) == 0:
if self.isMoveInRange("Up"):
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
if self.collisionObjectUp.type == "gridElement":
self.stackMove.append("Up")
if self.isMoveInRange("Down"):
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
if self.collisionObjectDown.type == "gridElement":
self.stackMove.append("Down")
if self.isMoveInRange("Left"):
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
if self.collisionObjectLeft.type == "gridElement":
self.stackMove.append("Left")
if self.isMoveInRange("Right"):
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
if self.collisionObjectRight.type == "gridElement":
self.stackMove.append("Right")
return self.stackMove
else:
self.last = self.lastOperation[-1]
if self.last == "Left":
if self.isMoveInRange("Up"):
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
if self.collisionObjectUp.type == "gridElement":
self.stackMove.append("Up")
if self.isMoveInRange("Down"):
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
if self.collisionObjectDown.type == "gridElement":
self.stackMove.append("Down")
if self.isMoveInRange("Left"):
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
if self.collisionObjectLeft.type == "gridElement":
self.stackMove.append("Left")
return self.stackMove
if self.last == "Right":
if self.isMoveInRange("Up"):
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
if self.collisionObjectUp.type == "gridElement":
self.stackMove.append("Up")
if self.isMoveInRange("Down"):
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
if self.collisionObjectDown.type == "gridElement":
self.stackMove.append("Down")
if self.isMoveInRange("Right"):
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
if self.collisionObjectRight.type == "gridElement":
self.stackMove.append("Right")
return self.stackMove
if self.last == "Up":
if self.isMoveInRange("Up"):
self.collisionObjectUp = self.grid[self.positionY - 1][self.positionX]
if self.collisionObjectUp.type == "gridElement":
self.stackMove.append("Up")
if self.isMoveInRange("Left"):
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
if self.collisionObjectLeft.type == "gridElement":
self.stackMove.append("Left")
if self.isMoveInRange("Right"):
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
if self.collisionObjectRight.type == "gridElement":
self.stackMove.append("Right")
return self.stackMove
if self.last == "Down":
if self.isMoveInRange("Down"):
self.collisionObjectDown = self.grid[self.positionY + 1][self.positionX]
if self.collisionObjectDown.type == "gridElement":
self.stackMove.append("Down")
if self.isMoveInRange("Left"):
self.collisionObjectLeft = self.grid[self.positionY][self.positionX - 1]
if self.collisionObjectLeft.type == "gridElement":
self.stackMove.append("Left")
if self.isMoveInRange("Right"):
self.collisionObjectRight = self.grid[self.positionY][self.positionX + 1]
if self.collisionObjectRight.type == "gridElement":
self.stackMove.append("Right")
return self.stackMove
def dfsFind(self, game, currentOperation, idTable):
self.game = game
self.grid = game.grid
self.currentOperation = currentOperation
print("Sprawdzam czy stolik")
if self.isMoveInRange("Up"):
if self.grid[self.positionY - 1][self.positionX].type == "table":
if self.grid[self.positionY - 1][self.positionX].id == idTable:
return self.currentOperation
if self.isMoveInRange("Down"):
if self.grid[self.positionY + 1][self.positionX].type == "table":
if self.grid[self.positionY + 1][self.positionX].id == idTable:
return self.currentOperation
if self.isMoveInRange("Left"):
if self.grid[self.positionY][self.positionX - 1].type == "table":
if self.grid[self.positionY][self.positionX - 1].id == idTable:
return self.currentOperation
if self.isMoveInRange("Right"):
if self.grid[self.positionY][self.positionX + 1].type == "table":
if self.grid[self.positionY][self.positionX + 1].id == idTable:
return self.currentOperation
print("Sprawdzilem nie stolik")
steps = []
steps.append(self.checkPoss(self.game, self.currentOperation))
step = steps[-1]
if step == "Left":
self.moveLeft(self.game)
self.currentOperation.append("Left")
if step == "Right":
self.moveRight(self.game)
self.currentOperation.append("Right")
if step == "Up":
self.moveUp(self.game)
self.currentOperation.append("Up")
if step == "Down":
self.moveDown(self.game)
self.currentOperation.append("Down")
game.draw()
self.dfsFind(self.game, self.currentOperation, idTable)