Merged with master
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commit
431d130379
@ -6,11 +6,10 @@ from config import GRID_WIDTH, GRID_HEIGHT, DELAY
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from utilities import movement, check_moves
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from utilities import movement, check_moves
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from Traversal.DFS import DFS
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from Traversal.DFS import DFS
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from Traversal.BestFS import BestFS
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from Traversal.BestFS import BestFS
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from Traversal.BFS import BFS
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import pygame
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import pygame
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class GC(Cell):
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class GC(Cell):
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moves_made = 0
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moves_made = 0
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def __init__(self, x, y, max_rubbish, yellow=0, green=0, blue=0):
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def __init__(self, x, y, max_rubbish, yellow=0, green=0, blue=0):
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Cell.__init__(self, x, y, max_rubbish, yellow, green, blue)
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Cell.__init__(self, x, y, max_rubbish, yellow, green, blue)
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self.moves = []
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self.moves = []
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@ -39,18 +38,33 @@ class GC(Cell):
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def get_moves_count(self):
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def get_moves_count(self):
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return self.moves_made
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return self.moves_made
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def find_houses(self,enviromnent, house_count,dump_count):
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def find_houses(self,enviromnent, house_count,dump_count, mode):
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x = self.x
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x = self.x
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y = self.y
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y = self.y
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result = []
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result = []
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element_list=[]
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house_count_after_search=house_count
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for home in range(house_count):
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for home in range(house_count):
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avalible_moves = check_moves(enviromnent, x,y)
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avalible_moves = check_moves(enviromnent, x,y)
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[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],"House")
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if mode == "DFS":
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house,[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],House)
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elif mode == "BFS":
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house,[x,y],result = BFS(enviromnent,avalible_moves,[[x,y]],House)
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result = result[1::]
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self.moves.extend(result)
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self.moves.extend(result)
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element_list.append(house)
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for dump in range(dump_count):
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for dump in range(dump_count):
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avalible_moves = check_moves(enviromnent, x,y)
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avalible_moves = check_moves(enviromnent, x,y)
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[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],"Dump")
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if mode == "DFS":
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dump,[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],Dump)
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elif mode == "BFS":
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dump,[x,y],result = BFS(enviromnent,avalible_moves,[[x,y]],Dump)
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self.moves.extend(result)
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self.moves.extend(result)
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element_list.append(dump)
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for x in element_list:
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x.unvisited = True
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self.moves.reverse()
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self.moves.reverse()
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@ -89,6 +103,7 @@ class GC(Cell):
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self.moves.extend(result[1:])
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self.moves.extend(result[1:])
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self.moves.reverse()
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self.moves.reverse()
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def make_actions_from_list(self,environment):
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def make_actions_from_list(self,environment):
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now = pygame.time.get_ticks()
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now = pygame.time.get_ticks()
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if len(self.moves)==0 or now - self.old_time <= DELAY:
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if len(self.moves)==0 or now - self.old_time <= DELAY:
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@ -1,6 +1,6 @@
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# Sztuczna inteligencja 2019 - Raport 2
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# Sztuczna inteligencja 2019 - Raport 2
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**Czas trwania opisywanych prac:** 06.03.2018 - 26.03.2018
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**Czas trwania opisywanych prac:** 06.03.2019 - 26.03.2019
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**Członkowie zespołu:** Anna Nowak, Magdalena Wilczyńska, Konrad Pierzyński, Michał Starski
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**Członkowie zespołu:** Anna Nowak, Magdalena Wilczyńska, Konrad Pierzyński, Michał Starski
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52
Traversal/BFS.py
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52
Traversal/BFS.py
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@ -0,0 +1,52 @@
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from utilities import movement,check_moves
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from DataModels.House import House
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from DataModels.Dump import Dump
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from DataModels.Container import Container
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from config import GRID_WIDTH, GRID_HEIGHT
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from collections import deque
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def BFS(grid, available_movement, gc_moveset, mode):
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queue = deque()
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visited_nodes=[]
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for x in range(GRID_WIDTH):
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visited_nodes.append([])
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for y in range(GRID_HEIGHT):
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visited_nodes[-1].append(0)
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visited_nodes[gc_moveset[-1][0]][gc_moveset[-1][1]] = 1
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queue.append([available_movement, gc_moveset, visited_nodes])
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while queue:
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possible_goals = []
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state = queue.popleft()
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avalible_movement_state = state[0]
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gc_moveset_state = state[1]
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visited_nodes_state = state[2]
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a = gc_moveset_state[-1][0]
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b = gc_moveset_state[-1][1]
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possible_goals.append([a+1,b])
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possible_goals.append([a-1,b])
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possible_goals.append([a,b+1])
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possible_goals.append([a,b-1])
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object_in_area = False
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for location in possible_goals:
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if GRID_WIDTH>location[0]>=0 and GRID_HEIGHT>location[1]>=0:
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cell = grid[location[0]][location[1]]
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if(type(cell) == mode and cell.unvisited):
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cell.unvisited = False
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object_in_area = True
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break
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x,y = gc_moveset_state[-1]
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if(object_in_area):
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gc_moveset_state.append("pick_garbage")
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return (cell,[x,y], gc_moveset_state)
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for direction in avalible_movement_state:
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x_next, y_next = movement(grid,x,y)[0][direction]
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if visited_nodes_state[x_next][y_next]==0:
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available_movement_next = check_moves(grid, x_next,y_next,direction)
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gc_moveset_next = gc_moveset_state.copy()
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gc_moveset_next.append([x_next,y_next])
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visited_nodes_state[x_next][y_next]=1
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queue.append([available_movement_next, gc_moveset_next,visited_nodes_state])
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@ -5,6 +5,7 @@ from DataModels.Container import Container
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from config import GRID_WIDTH, GRID_HEIGHT
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from config import GRID_WIDTH, GRID_HEIGHT
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def DFS(grid, available_movement, gc_moveset, mode,depth=0):
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def DFS(grid, available_movement, gc_moveset, mode,depth=0):
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possible_goals = []
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possible_goals = []
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a = gc_moveset[-1][0]
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a = gc_moveset[-1][0]
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b = gc_moveset[-1][1]
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b = gc_moveset[-1][1]
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@ -16,24 +17,18 @@ def DFS(grid, available_movement, gc_moveset, mode,depth=0):
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for location in possible_goals:
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for location in possible_goals:
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if GRID_WIDTH>location[0]>=0 and GRID_HEIGHT>location[1]>=0:
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if GRID_WIDTH>location[0]>=0 and GRID_HEIGHT>location[1]>=0:
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cell = grid[location[0]][location[1]]
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cell = grid[location[0]][location[1]]
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if mode == "House":
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if(type(cell) == mode and cell.unvisited):
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if(type(cell) == House and cell.container.is_full and cell.unvisited):
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cell.unvisited = False
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cell.unvisited = False
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object_in_area = True
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object_in_area = True
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break
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break
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elif mode == "Dump":
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x,y = gc_moveset[-1]
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if(type(cell) == Dump and cell.unvisited):
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cell.unvisited = False
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object_in_area = True
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break
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if(object_in_area):
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if(object_in_area):
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xy = gc_moveset[-1]
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gc_moveset.append("pick_garbage")
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gc_moveset.append("pick_garbage")
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return (xy, gc_moveset)
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return [cell,[x,y], gc_moveset]
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if len(available_movement) == 0 or depth>30:
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if len(available_movement) == 0 or depth>30:
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return
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return
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x,y = gc_moveset[-1]
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for direction in available_movement:
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for direction in available_movement:
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x_next, y_next = movement(grid,x,y)[0][direction]
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x_next, y_next = movement(grid,x,y)[0][direction]
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available_movement_next = check_moves(grid, x_next,y_next,direction)
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available_movement_next = check_moves(grid, x_next,y_next,direction)
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4
main.py
4
main.py
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elif event.key == pygame.K_SPACE:
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elif event.key == pygame.K_SPACE:
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gc.collect(map_objects)
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gc.collect(map_objects)
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elif event.key == pygame.K_0:
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elif event.key == pygame.K_0:
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gc.find_houses(map_objects,house_count,dump_count)
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gc.find_houses(map_objects,house_count,dump_count, "DFS")
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elif event.key == pygame.K_9:
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elif event.key == pygame.K_9:
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gc.find_houses_BestFS(map_objects)
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gc.find_houses_BestFS(map_objects)
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elif event.key == pygame.K_8:
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gc.find_houses(map_objects,house_count,dump_count, "BFS")
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gc.make_actions_from_list(map_objects)
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gc.make_actions_from_list(map_objects)
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pygame_sprites.update()
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pygame_sprites.update()
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