Wyłączenie ruchu demo, szkielet szkieletu szukania ścieżki
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59
agent.py
59
agent.py
@ -1,5 +1,7 @@
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from warehouse import Coordinates, Tile, Pack
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from warehouse import Coordinates, Tile, Pack
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from attributes import PackStatus, TURN_LEFT_DIRECTIONS, TURN_RIGHT_DIRECTIONS
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from attributes import PackStatus, TURN_LEFT_DIRECTIONS, TURN_RIGHT_DIRECTIONS
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from queue import PriorityQueue
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from pathfinder import Node
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class Agent:
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class Agent:
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def __init__(self, start_x, start_y, assigned_warehouse, radius=5):
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def __init__(self, start_x, start_y, assigned_warehouse, radius=5):
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@ -93,4 +95,59 @@ class Agent:
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self.assigned_warehouse.tiles[tile.x_position][tile.y_position] = tile
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self.assigned_warehouse.tiles[tile.x_position][tile.y_position] = tile
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self.is_loaded = True
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self.is_loaded = True
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pack.lays_on_field = None
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pack.lays_on_field = None
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self.transported_package = pack
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self.transported_package = pack
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def find_route(self, goal):
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explored = []
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# tu trzeba dodać kolejkę priorytetową fringe
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fringe = PriorityQueue()
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current_tile = self.assigned_warehouse.tiles[self.x][self.y]
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fringe.put((1, current_tile))
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while True:
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if len(fringe) == 0:
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return False
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# elem to węzeł z kolejki o najmniejszym priorytecie (najlepszy)
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elem = fringe.get()
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# jeśli zgadzają się współrzędne x i y wybranego węzłą oraz celu
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if elem.x_position == goal.x_position and elem.y_position == goal.y_position:
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# tu powinna zostać zwrócona ścieżka
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print("doszedl")
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return True
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# przeniesienie wybranego węzłą z fringe do explored
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explored.append(elem)
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# dla każdego następnika węzła elem
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# trzeba napisać funkcję succ wyznaczającą następników elem
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# succesor[0] - akcja
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# succesor[1] - stan czyli współrzędne i zwrot
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# succesor[2] - rodzic
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succ = self.get_succ(elem)
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for action, state in succ:
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new_node = Node(elem, elem.x_position, elem.y_position)
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# x[1] = succesor[1]
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# x[2] = elem
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# x[0] = akcja
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# trzeba napisać funkcję f(x) liczącą priorytet danego węzła
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# p = f(x)
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# if x[1] not in fringe and x[1] not in explored:
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# fringe.append(x[1])
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# nie wiem jak wyznaczyć priorytet który x już ma w kolejce
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# elif x[1] in fringe and priorytet który stan x już ma w kolejce > p:
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# tu chodzi o to że zmieni się akcja i rodzić, ale stan nie
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# zamień w fringe stary węzeł o stanie x[1] z węzłem x
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def get_succ(self, elem):
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move = self.move
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turn_left = self.turn_left
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turn_right = self.turn_right
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successors = [
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(move, self.get_next_move_coordinates()),
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(turn_right, TURN_RIGHT_DIRECTIONS.get(self.direction, self.direction)),
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(turn_left, TURN_LEFT_DIRECTIONS.get(self.direction, self.direction))
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]
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return successors
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16
main.py
16
main.py
@ -25,8 +25,8 @@ class MainGameFrame:
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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def run(self):
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def run(self):
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demo_agent_step = 1
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# demo_agent_step = 1
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demo_agent_sign = 1
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# demo_agent_sign = 1
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while True:
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while True:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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@ -35,13 +35,13 @@ class MainGameFrame:
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self.draw_floor()
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self.draw_floor()
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self.draw_packages()
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self.draw_packages()
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self.draw_agent()
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self.draw_agent()
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self.agent.demo_agent_move(demo_agent_step, 8) #linijka w celu zademonstrowania poruszania się agenta
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# self.agent.demo_agent_move(demo_agent_step, 8) #linijka w celu zademonstrowania poruszania się agenta
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# self.agent.move() #oryginalna linijka
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# self.agent.move() #oryginalna linijka
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demo_agent_step += (1*demo_agent_sign)
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# demo_agent_step += (1*demo_agent_sign)
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if demo_agent_step >= 8:
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# if demo_agent_step >= 8:
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demo_agent_sign = -1
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# demo_agent_sign = -1
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if demo_agent_step == 0:
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# if demo_agent_step == 0:
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demo_agent_sign = 1
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# demo_agent_sign = 1
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pygame.display.update()
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pygame.display.update()
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self.clock.tick(5)
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self.clock.tick(5)
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@ -7,10 +7,11 @@ import itertools
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Coordinates = namedtuple("Coordinates",'x y')
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Coordinates = namedtuple("Coordinates",'x y')
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class CategoryData:
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class CategoryData:
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def __init__(self, name, passable=False, can_store=True, location='general', pack_size=PackSize.ALL):
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def __init__(self, name, passable=False, can_store=True, location='general', pack_size=PackSize.ALL, cost=1):
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self.name = name
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self.name = name
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self.passable = passable
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self.passable = passable
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self.can_store = can_store
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self.can_store = can_store
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self.cost = cost
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self.location = location
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self.location = location
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self.pack_size = pack_size
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self.pack_size = pack_size
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@ -34,8 +35,8 @@ class Pack:
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return status
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return status
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CATEGORY = {
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CATEGORY = {
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'floor': CategoryData('Floor', True, False), #lava
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'floor': CategoryData('Floor', True, False, cost=1), #lava
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'rack': CategoryData('Rack', False, True),
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'rack': CategoryData('Rack', False, True, cost=100000),
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# 'freezer': CategoryData('Freezer', False, True, location='cold_room')
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# 'freezer': CategoryData('Freezer', False, True, location='cold_room')
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}
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}
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