Dodanie paczek, paczka jest obiektem klasy Pack, obiekt ten przyjmuje informacje o swoim rozmiarze/wadze(domyślnie MEDIUM), kategorii (domyślnie 'general' TODO kategoria 'mrozone'/'latwo_psujace_sie'), oraz pole na którym paczka leży, które jest obiektem klasy Tile
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25
main.py
25
main.py
@ -24,11 +24,13 @@ CIRCLE_CENTER_X, CIRCLE_CENTER_Y = int(TILE_WIDTH/2), int(TILE_HEIGHT/2)
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class MainGameFrame:
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def __init__(self):
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self.display = pygame.display.set_mode(WINDOW_SIZE)
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self.warehouse_map = warehouse.Warehouse(20, 20)
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starting_x, starting_y = random.randrange(40), random.randrange(40)
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self.warehouse_map = warehouse.Warehouse(20, 20, 100, 10)
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starting_x, starting_y = self.set_starting_agent_position()
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self.agent = agent.Agent(starting_x, starting_y, 20)
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def run(self):
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self.draw_floor()
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self.draw_packages()
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self.draw_agent()
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while True:
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pygame.display.update()
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@ -36,10 +38,12 @@ class MainGameFrame:
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def draw_floor(self):
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for x in range(self.warehouse_map.width):
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for y in range(self.warehouse_map.height):
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self.draw_field(x,y)
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self.draw_field(x, y)
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def draw_field(self, x, y):
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current_tile = self.warehouse_map.tiles[x][y]
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if not isinstance(current_tile, warehouse.Tile):
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current_tile = current_tile.lays_on_field if isinstance(current_tile, warehouse.Pack) else None
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color = COLOR_OF_FIELD.get(current_tile.category.name, 'white')
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color = COLORS[color]
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pygame.draw.rect(self.display, COLORS['black'],
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@ -47,13 +51,24 @@ class MainGameFrame:
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pygame.draw.rect(self.display, color,
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((x * TILE_WIDTH) + 1, (y * TILE_HEIGHT) + 1, TILE_WIDTH - 1, TILE_HEIGHT - 1))
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def draw_packages(self):
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for pack in self.warehouse_map.packages:
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pack_x, pack_y = pack.lays_on_field.x_position, pack.lays_on_field.y_position
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package_color = COLORS['yellow']
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pygame.draw.rect(self.display, package_color,
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((pack_x * TILE_WIDTH) + 3, (pack_y * TILE_HEIGHT) + 3, TILE_WIDTH - 5, TILE_HEIGHT - 5))
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def draw_agent(self):
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agent_position_x, agent_position_y = self.agent.x, self.agent.y
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agent_screen_position = ((agent_position_x*TILE_WIDTH) + CIRCLE_CENTER_X, (agent_position_y*TILE_HEIGHT) + CIRCLE_CENTER_Y)
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# import pdb
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# pdb.set_trace()
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pygame.draw.circle(self.display, COLORS['black'], agent_screen_position, self.agent.radius, int(self.agent.radius/2))
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def set_starting_agent_position(self):
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starting_x, starting_y = random.randrange(self.warehouse_map.width), random.randrange(self.warehouse_map.height)
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while self.warehouse_map.tiles[starting_x][starting_y].category.name != 'Floor':
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starting_x, starting_y = random.randrange(self.warehouse_map.width), random.randrange(
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self.warehouse_map.height)
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return starting_x, starting_y
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if __name__ == '__main__':
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maingame = MainGameFrame()
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maingame.run()
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34
warehouse.py
34
warehouse.py
@ -2,6 +2,7 @@ from attributes import PackSize
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import random
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import queue
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import itertools
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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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self.name = name
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@ -14,9 +15,11 @@ class CategoryData:
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return self.name
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class Pack:
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def __init__(self, size, categ='general'):
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def __init__(self, size=PackSize.MEDIUM, categ='general', lays_on_field=None):
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self.size = size
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self.category = categ
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assert isinstance(lays_on_field, Tile), AssertionError("Attribute lays_on_field must be a Tile object! You see, package cannot lay in void :)")
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self.lays_on_field = lays_on_field
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CATEGORY = {
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@ -27,11 +30,14 @@ CATEGORY = {
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class Warehouse:
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def __init__(self, width, length):
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def __init__(self, width, length, no_of_racks, no_of_packages=0):
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self.width = width
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self.height = length
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self.tiles = self.generate_map()
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self.no_of_racks = no_of_racks
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self.no_of_packages = no_of_packages
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self.generate_racks()
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self.packages = self.place_packages(no_of_packages)
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# import pdb
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# pdb.set_trace()
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def __str__(self):
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@ -47,6 +53,7 @@ class Warehouse:
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def generate_racks(self):
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q = queue.Queue()
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rack_counter = 0
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# import pdb
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# pdb.set_trace()
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node_x, node_y = random.randrange(1, self.width-1), random.randrange(1, self.height-1)
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@ -67,9 +74,12 @@ class Warehouse:
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next_node = q.get()
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else:
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current_node = next_node if next_node is not None else node
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next_node = random.choice(not_rack_nodes)
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self.break_wall(next_node, current_node)
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current_node = next_node if next_node is not None else node
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self.break_wall(next_node, current_node)
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rack_counter += 1
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if rack_counter > self.no_of_racks:
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return
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node_x = next_node.x_position
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node_y = next_node.y_position
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self.tiles[node_x][node_y] = Tile('rack', node_x, node_y)
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@ -79,6 +89,21 @@ class Warehouse:
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possible_nodes = [line for line in adjacent_tiles if line.category.name != "Rack"]
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return possible_nodes
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def place_packages(self, no_of_packages):
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packages = []
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for i in range(no_of_packages):
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pack_x, pack_y = self._set_package_position()
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package_field = self.tiles[pack_x][pack_y]
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new_package = Pack(lays_on_field=package_field)
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self.tiles[pack_x][pack_y] = new_package
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packages.append(new_package)
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return packages
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def _set_package_position(self):
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starting_x, starting_y = random.randrange(self.width), random.randrange(self.height)
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while self.tiles[starting_x][starting_y].category.name != 'Floor':
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starting_x, starting_y = random.randrange(self.width), random.randrange(
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self.height)
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return starting_x, starting_y
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def get_adjacent_tiles(self, x, y):
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x_start = x - 2 if x - 2 >= 0 else 0
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@ -109,6 +134,7 @@ class Warehouse:
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wall_y = current_node.y_position + y_relative
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wall = self.tiles[wall_x][wall_y]
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return wall
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class Tile:
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def __init__(self, category, x_position, y_position):
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self.category = CATEGORY.get(category, CATEGORY['floor'])
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