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e39b82b4a8
@ -5,6 +5,7 @@ class Dump( Cell ):
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def __init__( self, x, y, max_rubbish, dump_type, yellow = 0, green = 0, blue = 0 ):
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Cell.__init__( self, x, y, max_rubbish, yellow, green, blue, dump_type )
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self.dump_type = dump_type
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self.unvisited = True
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def return_trash(self, collector):
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dump_type = self.dump_type.lower()[5:]
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@ -39,13 +39,17 @@ class GC(Cell):
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def get_moves_count(self):
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return self.moves_made
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def find_houses(self,enviromnent, house_count):
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def find_houses(self,enviromnent, house_count,dump_count):
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x = self.x
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y = self.y
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result = []
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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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[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]])
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[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],"House")
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self.moves.extend(result)
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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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[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],"Dump")
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self.moves.extend(result)
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self.moves.reverse()
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@ -71,6 +75,7 @@ class GC(Cell):
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self.moves.extend(result)
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self.moves.reverse()
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def make_actions_from_list(self,environment):
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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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@ -1,8 +1,10 @@
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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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def DFS(grid, available_movement, gc_moveset, 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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a = gc_moveset[-1][0]
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b = gc_moveset[-1][1]
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@ -10,18 +12,21 @@ def DFS(grid, available_movement, gc_moveset, depth=0):
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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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house_in_area = False
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object_in_area = False
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for location in possible_goals:
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if location[0]>=0 and location[1]>=0:
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try:
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cell = grid[location[0]][location[1]]
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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 mode == "House":
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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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house_in_area = True
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object_in_area = True
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break
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except:
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continue
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if(house_in_area):
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elif mode == "Dump":
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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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xy = gc_moveset[-1]
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gc_moveset.append("pick_garbage")
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return (xy, gc_moveset)
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@ -34,6 +39,6 @@ def DFS(grid, available_movement, gc_moveset, depth=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.copy()
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gc_moveset_next.append([x_next,y_next])
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result = DFS(grid, available_movement_next, gc_moveset_next, depth+1)
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result = DFS(grid, available_movement_next, gc_moveset_next,mode, depth+1)
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if result!= None:
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return result
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6
main.py
6
main.py
@ -17,6 +17,7 @@ pygame.init()
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pygame_sprites = pygame.sprite.Group()
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house_count=0
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dump_count=0
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FPS_CLOCK = pygame.time.Clock()
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GAME_WINDOW = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
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@ -58,12 +59,15 @@ for y in map.readlines():
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elif x is 'B':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Blue")
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dump_count+=1
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elif x is 'G':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Green")
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dump_count+=1
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elif x is 'Y':
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map_objects[x_coord][y_coord] = generate(
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x)(x_coord, y_coord, 100, "Dump_Yellow")
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dump_count+=1
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elif x is 'R':
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map_objects[x_coord][y_coord] = generate(x)(x_coord, y_coord)
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i += 1
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@ -95,7 +99,7 @@ while True:
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elif event.key == pygame.K_SPACE:
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gc.collect(map_objects)
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elif event.key == pygame.K_0:
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gc.find_houses(map_objects,house_count)
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gc.find_houses(map_objects,house_count,dump_count)
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elif event.key == pygame.K_9:
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gc.find_houses_BestFS(map_objects,house_count)
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