Fix problems with pathfinding to some map locations and add go-to on click

succesor method fixed
This commit is contained in:
Michał Czekański 2020-04-26 17:58:22 +02:00
parent 31d2bf0009
commit 1255ab8e16
2 changed files with 63 additions and 50 deletions

View File

@ -1,5 +1,3 @@
from copy import copy
from src.entities.Entity import Entity
from src.entities.Player import Movement, Rotations
from src.AI.AStarNode import AStarNode
@ -30,20 +28,26 @@ class AutomaticMovement:
if self.movesList is not None:
if len(self.movesList) > 0:
self.nextMove = self.movesList[0]
else:
self.actualTarget = None
self.nextMove = None
else:
self.actualTarget = None
def updatePlayerCoords(self):
if self.actualTarget is not None:
if self.actualTarget is not None and self.nextMove is not None:
self.player.move(self.nextMove)
self.movesList.remove(self.nextMove)
if len(self.movesList) != 0:
self.nextMove = self.movesList[0]
else:
self.movesList = None
self.nextMove = None
self.actualTarget = None
def a_Star(self):
print("A* in progress ...")
self.testCount = 0
fringe = PriorityQueue()
@ -55,21 +59,18 @@ class AutomaticMovement:
fringe.put((startingPriority, self.testCount, AStarNode(None, None, startingState)))
self.testCount += 1
while True:
print("DEBUG: A* in progress")
if fringe.empty():
# target is unreachable
self.movesList = None
self.nextMove = None
print("PATH NOT FOUND")
return None
elem: AStarNode = fringe.get()[2]
if self.goalTest(elem.state):
print("PATH FOUND")
movesList = []
if isinstance(self.actualTarget, Entity):
if isinstance(self.actualTarget, Entity) or self.actualTarget in self.map.collidables:
elem = elem.parent
while elem.action is not None:
@ -79,37 +80,46 @@ class AutomaticMovement:
movesList.reverse()
return movesList
# debug
print("DEBUG")
print("ACTUAL STATE: {}".format(elem.state))
print("HOW TO GET HERE:")
temp = elem
while temp.action is not None:
print(temp.action)
temp = temp.parent
print("POSSIBLE MOVEMENTS FROM HERE:")
for el in self.succesor(elem.state):
print(el)
print("*" * 20)
explored.append(elem)
for (movement, newState) in self.succesor(elem.state):
# Sprawdzam czy nie jest poza mapa
coordsWithUiOffset = [newState[0] + self.leftUiWidth, newState[1]]
newNode = AStarNode(elem, movement, newState)
newPriority = self.priority(newNode)
if 0 <= newState[0] <= self.map.width - self.moveOffset and 0 <= newState[
1] <= self.map.height - self.moveOffset:
# if self.map.getTileOnCoord(coordsWithUiOffset) is not None:
newNode = AStarNode(elem, movement, newState)
newPriority = self.priority(newNode)
# Check if state is not in fringe queue ... # ... and is not in explored list
if not any(newNode.state == node[2].state for node in fringe.queue) \
and not any(newNode.state == node.state for node in explored):
# there can't be nodes with same priority
fringe.put((newPriority, self.testCount, newNode))
self.testCount += 1
# If state is in fringe queue ...
elif any(newNode.state == node[2].state for node in fringe.queue):
node: AStarNode
for (pr, count, node) in fringe.queue:
# Compare nodes
if node.state == newNode.state and node.action == newNode.action:
# ... and if it has priority > newPriority
if pr > newPriority:
# Replace it with new priority
fringe.queue.remove((pr, count, node))
fringe.put((newPriority, count, node))
self.testCount += 1
break
# Check if state is not in fringe queue ... # ... and is not in explored list
if not any(newNode.state == node[2].state for node in fringe.queue) \
and not any(newNode.state == node.state for node in explored):
# there can't be nodes with same priority
fringe.put((newPriority, self.testCount, newNode))
self.testCount += 1
# If state is in fringe queue ...
elif any(newNode.state == node[2].state for node in fringe.queue):
node: AStarNode
for (pr, count, node) in fringe.queue:
# Compare nodes
if node.state == newNode.state and node.action == newNode.action:
# ... and if it has priority > newPriority
if pr > newPriority:
# Replace it with new priority
fringe.queue.remove((pr, count, node))
fringe.put((newPriority, count, node))
self.testCount += 1
break
def succesor(self, elemState):
'''
@ -120,31 +130,25 @@ class AutomaticMovement:
(Movement.ROTATE_L, self.newStateAfterAction(elemState, Movement.ROTATE_L))]
stateAfterForward = self.newStateAfterAction(elemState, Movement.FORWARD)
if 0 <= stateAfterForward[0] <= self.map.width - self.moveOffset and 0 <= stateAfterForward[
1] <= self.map.height - self.moveOffset:
if 0 <= stateAfterForward[0] <= self.map.width and 0 <= stateAfterForward[1] <= self.map.height:
coordsWithUiOffset = [stateAfterForward[0] + self.leftUiWidth, stateAfterForward[1]]
facingEntity = self.map.getEntityOnCoord(coordsWithUiOffset)
if facingEntity is not None:
if facingEntity.id == self.actualTarget.id:
result.append((Movement.FORWARD, stateAfterForward))
if isinstance(self.actualTarget, Entity):
if facingEntity.id == self.actualTarget.id:
result.append((Movement.FORWARD, stateAfterForward))
elif self.map.collision(coordsWithUiOffset[0], coordsWithUiOffset[1]) and \
self.targetCoords[0] == stateAfterForward[0] and self.targetCoords[1] == stateAfterForward[1]:
result.append((Movement.FORWARD, stateAfterForward))
elif not self.map.collision(coordsWithUiOffset[0], coordsWithUiOffset[1]):
result.append((Movement.FORWARD, stateAfterForward))
return result
def goalTest(self, coords):
# with left ui width
coordsWithUiOffset = [coords[0] + self.leftUiWidth, coords[1]]
entity = self.map.getEntityOnCoord(coordsWithUiOffset)
'''if entity is not None:
if entity.id == self.actualTarget.id:
return True'''
if coords[0] == self.targetCoords[0] and coords[1] == self.targetCoords[1]:
return True
return False
def approximateDistanceFromTarget(self, tileX, tileY):
@ -168,7 +172,6 @@ class AutomaticMovement:
state[1] - y
state[2] - rotation
'''
def newStateAfterAction(self, state, action: Movement):
newX = state[0]

View File

@ -38,6 +38,16 @@ class EventManager:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game.running = False
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
# get a list of all sprites that are under the mouse cursor
clicked_sprites = [s for s in self.game.map.collidables if s.rect.collidepoint(pos)]
# do something with the clicked sprites...
if len(clicked_sprites) > 0:
self.game.movement.gotoToTarget(Random().choice(clicked_sprites))
self.game.screen.ui.updateBasedOnPygameEvent(event)
self.keyTimeout += self.keyTimer.tick()
if self.keyTimeout >= TIMEOUT:
@ -95,7 +105,7 @@ class EventManager:
if keys[pygame.K_u]:
while True:
try:
self.game.movement.gotoToTarget(self.game.map.entities[Random().randint(0, len(self.game.map.entities))])
self.game.movement.gotoToTarget(Random().choice(self.game.map.entities))
break
except IndexError:
pass