SZI2019SmieciarzWmi/DataModels/GC.py.save
2019-06-12 10:56:31 +02:00

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from DataModels.Cell import Cell
from DataModels.Road import Road
from DataModels.House import House
from DataModels.Dump import Dump
from config import GRID_WIDTH, GRID_HEIGHT, DELAY
from utilities import movement, check_moves, save_moveset
from Traversal.DFS import DFS
from Traversal.BestFS import BestFS
from Traversal.BFS import BFS
import pygame
class GC(Cell):
moves_made = 0
def __init__(self, x, y, max_rubbish, yellow=0, green=0, blue=0):
Cell.__init__(self, x, y, max_rubbish, yellow, green, blue)
self.moves = []
self.old_time = pygame.time.get_ticks()
def move(self, direction, environment):
self.x, self.y = movement(environment, self.x, self.y)[0][direction]
self.update_rect(self.x, self.y)
self.moves_made = self.moves_made + 1 #moves counter
print(check_moves(environment, self.x, self.y,direction))
def collect(self, enviromnent):
x, y = [self.x, self.y]
coordinates = [(x, y - 1), (x, y + 1), (x - 1, y), (x + 1, y)]
for coordinate in coordinates:
if coordinate[0]<0 or coordinate[1]<0:
continue
try:
item = enviromnent[coordinate[0]][coordinate[1]]
except:
continue
if(type(item) == House or type(item) == Dump):
item.return_trash(self)
self.update_image()
def get_moves_count(self):
return self.moves_made
def find_houses(self,enviromnent, house_count,dump_count, mode):
x = self.x
y = self.y
result = []
element_list=[]
house_count_after_search=house_count
for home in range(house_count):
avalible_moves = check_moves(enviromnent, x,y)
if mode == "DFS":
house,[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],House)
elif mode == "BFS":
house,[x,y],result = BFS(enviromnent,avalible_moves,[[x,y]],House)
result = result[1::]
self.moves.extend(result)
element_list.append(house)
for dump in range(dump_count):
avalible_moves = check_moves(enviromnent, x,y)
if mode == "DFS":
dump,[x,y],result = DFS(enviromnent,avalible_moves,[[x,y]],Dump)
elif mode == "BFS":
dump,[x,y],result = BFS(enviromnent,avalible_moves,[[x,y]],Dump)
self.moves.extend(result)
element_list.append(dump)
for x in element_list:
x.unvisited = True
self.moves.reverse()
save_moveset(self.moves)
def find_houses_BestFS(self, environment):
x = self.x
y = self.y
result = [[x,y]]
houses_list = []
dump_list = []
a = 0
for row in environment:
b = 0
for col in row:
if (type(col) is House):
houses_list.append([col,[a,b]])
if (type(col) is Dump):
dump_list.append([col,[a,b]])
b += 1
a += 1
x, y = self.x, self.y
for i in range(len(houses_list)):
available_movement = check_moves(environment, x, y)
output = BestFS(environment, available_movement, [[x,y]], houses_list)
if(output != None):
[x,y],result,houses_list = output[0], output[1], output[2]
self.moves.extend(result[1:])
for i in range(len(dump_list)):
available_movement = check_moves(environment, x, y)
output = BestFS(environment, available_movement, [[x,y]], dump_list)
if(output != None):
[x,y],result,dump_list = output[0], output[1], output[2]
self.moves.extend(result[1:])
self.moves.reverse()
save_moveset(self.moves)
def make_actions_from_list(self,environment):
now = pygame.time.get_ticks()
if len(self.moves)==0 or now - self.old_time <= DELAY:
return
self.old_time = pygame.time.get_ticks()
if self.moves[-1] == "pick_garbage":
self.collect(environment)
self.moves.pop()
return
self.x, self.y = self.moves.pop()
self.moves_made = self.moves_made + 1 #moves counter
self.update_rect(self.x,self.y)