Zaczątek generowania mapy (JESZCZE NIE DZIAŁA!)
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7
agent.py
7
agent.py
@ -1,5 +1,6 @@
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class Forklifter:
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def __init__(self, start_x, start_y):
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class Agent:
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def __init__(self, start_x, start_y, radius=5):
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self.x = start_x
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self.y = start_y
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self.y = start_y
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self.radius = radius
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65
main.py
65
main.py
@ -1,22 +1,59 @@
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import pygame
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import warehouse
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import agent
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import random
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from attributes import PackSize
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WINDOW_SIZE = (1000, 800)
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COLORS = [(255, 255, 255), (0, 0, 0)]
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WINDOW_SIZE = (600, 600)
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COLORS = {
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'white': (255, 255, 255),
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'black': (0, 0, 0),
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'gray': (128, 128, 128),
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'darkgray': (60,60,60),
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'yellow': (225,225,0)
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}
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COLOR_OF_FIELD = {
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'Floor': 'gray',
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'Rack': 'white',
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'Pack': 'yellow'
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}
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TILE_WIDTH = 30
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TILE_HEIGHT = 30
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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.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_agent()
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while True:
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pygame.display.update()
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def main():
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pygame.init()
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display = pygame.display.set_mode(WINDOW_SIZE)
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warehouse_map = warehouse.Warehouse(50, 50)
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# import pdb
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# pdb.set_trace()
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print(warehouse_map)
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for t in warehouse_map.tiles[0][:10]:
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print(t)
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while True:
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pygame.display.flip()
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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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def draw_field(self, x, y):
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current_tile = self.warehouse_map.tiles[x][y]
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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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(x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT))
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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_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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if __name__ == '__main__':
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main()
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maingame = MainGameFrame()
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maingame.run()
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79
warehouse.py
79
warehouse.py
@ -1,6 +1,7 @@
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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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@ -28,31 +29,93 @@ CATEGORY = {
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class Warehouse:
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def __init__(self, width, length):
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self.width = width
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self.length = length
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self.height = length
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self.tiles = self.generate_map()
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self.generate_racks()
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# import pdb
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# pdb.set_trace()
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def __str__(self):
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return "Magazyn {}x{}".format(self.width, self.length)
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return "Magazyn {}x{}".format(self.width, self.height)
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def generate_map(self):
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warehouse_tiles = []
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categories = list(CATEGORY.keys())
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for x in range(self.width):
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row = [Tile('floor', x, y) for y in range(self.length)]
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row = [Tile('floor', x, y) for y in range(self.height)]
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warehouse_tiles.append(row)
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# warehouse_tiles = self.create_racks(20, warehouse_tiles)
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return warehouse_tiles
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# def create_racks(self, number_of_racks=0, warehouse_tiles=[]):
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def generate_racks(self):
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q = queue.Queue()
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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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node = self.tiles[node_x][node_y]
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next_node = None
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self.tiles[node_x][node_y] = Tile('rack', node_x, node_y)
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q.put(node)
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import pdb
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while not q.empty():
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if next_node is not None:
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q.put(next_node)
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not_rack_nodes = self.get_not_rack_nodes(node_x, node_y)
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if len(not_rack_nodes) == 0:
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next_node = q.get()
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while len(self.get_not_rack_nodes(next_node.x_position, next_node.y_position)) == 0:
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if q.empty():
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return
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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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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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def get_not_rack_nodes(self, node_x, node_y):
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adjacent_tiles = self.get_adjacent_tiles(node_x, node_y)
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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 get_adjacent_tiles(self, x, y):
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x_start = x - 2 if x - 2 >= 0 else 0
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x_stop = x + 2 if x + 2 < self.width else self.width-1
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y_start = y - 2 if y - 2 >= 0 else 0
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y_stop = y + 2 if y + 2 < self.height else self.height - 1
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adjacent_tiles = [self.tiles[x_start][y], self.tiles[x_stop][y], self.tiles[x][y_start], self.tiles[x][y_stop]]
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return adjacent_tiles
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def break_wall(self, next_node, current_node):
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wall = self.get_wall(next_node, current_node)
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self.tiles[wall.x_position][wall.y_position] = Tile("rack", wall.x_position, wall.y_position)
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def get_wall(self, next_node, current_node):
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x_relative = 0
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y_relative = 0
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if next_node.x_position > current_node.x_position:
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x_relative = 1
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elif next_node.x_position < current_node.x_position:
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x_relative = -1
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if next_node.y_position > current_node.y_position:
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y_relative = 1
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elif next_node.y_position < current_node.y_position:
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y_relative = -1
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wall_x = current_node.x_position + x_relative
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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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self.x_position = x_position
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self.y_position = y_position
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def __str__(self):
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return "Tile type: {} on position ({},{})".format(self.category, self.x_position, self.y_position)
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