Sztuczna_Inteligencja/waiter.py
2019-05-19 23:05:16 +01:00

407 lines
18 KiB
Python

import asyncio
from multiprocessing import Queue
import pygame
import time
from pygame.math import Vector2
class Waiter(object):
def __init__(self, game, x, y):
self.game = game
self.grid = game.grid
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 = []
self.dfsStack = []
self.dfsPaths = []
self.bfsQueue = []
self.bfsPaths = []
# NIEUZYWANA FUNKCJA ZNAJDOWANIA KELNERA NA PLANSZY; ZWRACA POZYCJĘ KELNERA
def findWaiter(self, grid):
for y in range(10):
for x in range(10):
if grid[y][x].type =="waiter":
#print(x,y)
return [x, y]
def moveLeft(self):
if self.positionX != 0:
collisionObject = self.game.grid[self.positionY][self.positionX - 1]
if collisionObject.type == "gridElement":
self.game.grid[self.positionY][self.positionX - 1].x += 50
self.game.grid[self.positionY][self.positionX].x -= 50
self.game.grid[self.positionY][self.positionX - 1], \
self.game.grid[self.positionY][self.positionX] = \
self.game.grid[self.positionY][self.positionX], \
self.game.grid[self.positionY][self.positionX - 1]
self.positionX -= 1
#print(self.positionX)
self.lastStep.append("Left")
else:
pass
def moveRight(self):
if self.positionX != self.game.x-1:
collisionObject = self.game.grid[self.positionY][self.positionX + 1]
if collisionObject.type == "gridElement":
self.game.grid[self.positionY][self.positionX + 1].x -= 50
self.game.grid[self.positionY][self.positionX].x += 50
self.game.grid[self.positionY][self.positionX + 1], \
self.game.grid[self.positionY][self.positionX] = \
self.game.grid[self.positionY][self.positionX], \
self.game.grid[self.positionY][self.positionX + 1]
self.positionX += 1
#print(self.positionX)
self.lastStep.append("Right")
else:
pass
def moveUp(self):
if self.positionY != 0:
collisionObject = self.game.grid[self.positionY - 1][self.positionX]
if collisionObject.type == "gridElement":
self.game.grid[self.positionY - 1][self.positionX].y += 50
self.game.grid[self.positionY][self.positionX].y -= 50
self.game.grid[self.positionY - 1][self.positionX], \
self.game.grid[self.positionY][self.positionX] = \
self.game.grid[self.positionY][self.positionX], \
self.game.grid[self.positionY - 1][self.positionX]
self.positionY -= 1
self.lastStep.append("Up")
else:
pass
def moveDown(self):
if self.positionY != self.game.y-1:
collisionObject = self.game.grid[self.positionY + 1][self.positionX]
if collisionObject.type == "gridElement":
self.game.grid[self.positionY + 1][self.positionX].y -= 50
self.game.grid[self.positionY][self.positionX].y += 50
self.game.grid[self.positionY + 1][self.positionX], \
self.game.grid[self.positionY][self.positionX] = \
self.game.grid[self.positionY][self.positionX], \
self.game.grid[self.positionY + 1][self.positionX]
self.positionY += 1
self.lastStep.append("Down")
else:
pass
# SPRAWDZA NACIŚNIĘTE KLAWISZE
def move(self, game):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.moveLeft()
if keys[pygame.K_RIGHT]:
self.moveRight()
if keys[pygame.K_UP]:
self.moveUp()
if keys[pygame.K_DOWN]:
self.moveDown()
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))
# SPRAWDZA CZY ELELEMNT, KTORY POBIERAMY NIE JEST SPOZA PLANSZY
def isMoveInRange(self, move, position):
positionX = position[0]
positionY = position[1]
if move == "Left":
if positionX == 0:
return False
if move == "Right":
if positionX == 9:
return False
if move == "Up":
if positionY == 0:
return False
if move == "Down":
if positionY == 9:
return False
return True
# SPRAWDZA MOZLIWOSCI RUCHU ZGODNIE Z OSTATNIM RUCHEM
def checkPoss(self, position, lastOperation):
stackMove = []
positionX = position[0]
positionY = position[1]
if len(lastOperation) == 0:
if self.isMoveInRange("Up", position):
collisionObjectUp = self.grid[positionY - 1][positionX]
if collisionObjectUp.type == "gridElement" or collisionObjectUp.type == "waiter":
stackMove.append("Up")
if self.isMoveInRange("Down", position):
collisionObjectDown = self.grid[positionY + 1][positionX]
if collisionObjectDown.type == "gridElement":
stackMove.append("Down")
if self.isMoveInRange("Left", position):
collisionObjectLeft = self.grid[positionY][positionX - 1]
if collisionObjectLeft.type == "gridElement" or collisionObjectLeft.type == "waiter":
stackMove.append("Left")
if self.isMoveInRange("Right", position):
collisionObjectRight = self.grid[positionY][positionX + 1]
if collisionObjectRight.type == "gridElement" or collisionObjectRight.type == "waiter":
stackMove.append("Right")
return stackMove
else:
last = lastOperation[-1]
if last == "Left":
if self.isMoveInRange("Up", position):
collisionObjectUp = self.grid[positionY - 1][positionX]
if collisionObjectUp.type == "gridElement":
stackMove.append("Up")
if self.isMoveInRange("Down", position):
collisionObjectDown = self.grid[positionY + 1][positionX]
if collisionObjectDown.type == "gridElement":
stackMove.append("Down")
if self.isMoveInRange("Left", position):
collisionObjectLeft = self.grid[positionY][positionX - 1]
if collisionObjectLeft.type == "gridElement":
stackMove.append("Left")
return stackMove
if last == "Right":
if self.isMoveInRange("Up", position):
collisionObjectUp = self.grid[positionY - 1][positionX]
if collisionObjectUp.type == "gridElement":
stackMove.append("Up")
if self.isMoveInRange("Down", position):
collisionObjectDown = self.grid[positionY + 1][positionX]
if collisionObjectDown.type == "gridElement":
stackMove.append("Down")
if self.isMoveInRange("Right", position):
collisionObjectRight = self.grid[positionY][positionX + 1]
if collisionObjectRight.type == "gridElement":
stackMove.append("Right")
return stackMove
if last == "Up":
if self.isMoveInRange("Up", position):
collisionObjectUp = self.grid[positionY - 1][positionX]
if collisionObjectUp.type == "gridElement":
stackMove.append("Up")
if self.isMoveInRange("Left", position):
collisionObjectLeft = self.grid[positionY][positionX - 1]
if collisionObjectLeft.type == "gridElement":
stackMove.append("Left")
if self.isMoveInRange("Right", position):
collisionObjectRight = self.grid[positionY][positionX + 1]
if collisionObjectRight.type == "gridElement":
stackMove.append("Right")
return stackMove
if last == "Down":
if self.isMoveInRange("Down", position):
collisionObjectDown = self.grid[positionY + 1][positionX]
if collisionObjectDown.type == "gridElement":
stackMove.append("Down")
if self.isMoveInRange("Left", position):
collisionObjectLeft = self.grid[positionY][positionX - 1]
if collisionObjectLeft.type == "gridElement":
stackMove.append("Left")
if self.isMoveInRange("Right", position):
collisionObjectRight = self.grid[positionY][positionX + 1]
if collisionObjectRight.type == "gridElement":
stackMove.append("Right")
return stackMove
# DFS
def dfsFind(self, position, currentOperation, visited, idTable):
#print("Sprawdzam czy stolik")
positionX = position[0]
positionY = position[1]
#print("Pozycja kelnera: ", position)
if self.isMoveInRange("Up", position):
if self.grid[positionY - 1][positionX].type == "table":
if self.grid[positionY - 1][positionX].id == idTable:
self.dfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Down", position):
if self.grid[positionY + 1][positionX].type == "table":
if self.grid[positionY + 1][positionX].id == idTable:
self.dfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Left", position):
if self.grid[positionY][positionX - 1].type == "table":
if self.grid[positionY][positionX - 1].id == idTable:
self.dfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Right", position):
if self.grid[positionY][positionX + 1].type == "table":
if self.grid[positionY][positionX + 1].id == idTable:
self.dfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
# print("Sprawdzilem nie jest to stolik")
steps = []
steps.append(self.checkPoss(position, currentOperation))
allstep = steps[-1]
# print("Naszymi mozliwosciami sa ", allstep)
if not allstep:
return 0
else:
for step in allstep:
newCurrentOperation = currentOperation[:]
newCurrentOperation.append(step)
newPosition = position[:]
newVisited = visited[:]
#print("newVisited", newVisited)
if step == "Left":
if [newPosition[0] - 1, newPosition[1]] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[0] -= 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
elif step == "Right":
if [newPosition[0] + 1, newPosition[1]] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[0] += 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
elif step == "Up":
if [newPosition[0], newPosition[1] - 1] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[1] -= 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
else:
if [newPosition[0], newPosition[1] + 1] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[1] += 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
self.dfsStack.append([newPosition, newCurrentOperation, newVisited, idTable])
while self.dfsStack:
move = self.dfsStack.pop()
self.dfsFind(move[0], move[1], move[2], move[3])
# BFS
def bfsFind(self, position, currentOperation, visited, idTable):
#print("Sprawdzam czy stolik")
positionX = position[0]
positionY = position[1]
# print("Pozycja kelnera: ", position)
if self.isMoveInRange("Up", position):
if self.grid[positionY - 1][positionX].type == "table":
if self.grid[positionY - 1][positionX].id == idTable:
self.bfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Down", position):
if self.grid[positionY + 1][positionX].type == "table":
if self.grid[positionY + 1][positionX].id == idTable:
self.bfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Left", position):
if self.grid[positionY][positionX - 1].type == "table":
if self.grid[positionY][positionX - 1].id == idTable:
self.bfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
if self.isMoveInRange("Right", position):
if self.grid[positionY][positionX + 1].type == "table":
if self.grid[positionY][positionX + 1].id == idTable:
self.bfsPaths.append(currentOperation)
print("Dodalem sciezke: ", currentOperation)
return 0
# print("Sprawdzilem nie jest to stolik")
steps = []
steps.append(self.checkPoss(position, currentOperation))
allstep = steps[-1]
# print("Naszymi mozliwosciami sa ", allstep)
if not allstep:
return 0
else:
for step in allstep:
newCurrentOperation = currentOperation[:]
newCurrentOperation.append(step)
newPosition = position[:]
newVisited = visited[:]
# print("newVisited", newVisited)
if step == "Left":
if [newPosition[0] - 1, newPosition[1]] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[0] -= 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
elif step == "Right":
if [newPosition[0] + 1, newPosition[1]] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[0] += 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
elif step == "Up":
if [newPosition[0], newPosition[1] - 1] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[1] -= 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
else:
if [newPosition[0], newPosition[1] + 1] in visited:
# print("Tam gdzie chce isc bylem juz: ", step)
continue
newPosition[1] += 1
if len(self.checkPoss(newPosition, newCurrentOperation)) == 1:
newVisited.append(newPosition)
self.bfsQueue.append([newPosition, newCurrentOperation, newVisited, idTable])
while self.bfsQueue:
move = self.bfsQueue.pop(0)
self.bfsFind(move[0], move[1],move[2], move[3])
# PORUSZA KELNERA WEDŁUG LISTY KROKOW
def followThePath(self, path):
for direction in path:
if direction == "Left":
self.moveLeft()
if direction == "Right":
self.moveRight()
if direction == "Up":
self.moveUp()
if direction == "Down":
self.moveDown()
self.game.draw()
time.sleep(.500)