Removed objective implementation
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@ -1,223 +1,11 @@
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from src.entities.Entity import Entity
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from entities.Enums import Rotations, Movement
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from src.entities.Interactable import Interactable
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from src.entities.Pickupable import Pickupable
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from src.AI.AStarNode import AStarNode
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from queue import PriorityQueue
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from src.game.TerrainTile import TerrainTile
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class AutomaticMovement:
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def __init__(self, player, gameMap, leftUiWidth):
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self.map = gameMap
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self.player = player
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self.nextMove = None
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self.movesList = None
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self.actualTarget = None
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self.moveOffset = self.player.rect.w
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self.leftUiWidth = leftUiWidth
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self.targetCoords = None
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self.testCount = 0
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# A flag to set if the player should do a pick up action
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self.canPickup = False
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def pickUp(self):
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object = self.map.getEntityOnCoord(self.player.getFacingCoord())
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# Picked up item gets removed from the map
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if type(object) is Pickupable:
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object.on_interaction(self.player)
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self.map.removeSpriteFromMap(object)
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elif type(object) is Interactable:
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object.on_interaction(self.player)
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def gotoToTarget(self, target: Entity):
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if self.actualTarget is None:
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self.actualTarget = target
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self.targetCoords = (self.actualTarget.rect.x - self.leftUiWidth, self.actualTarget.rect.y)
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self.movesList = self.a_Star()
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if self.movesList is not None:
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if len(self.movesList) > 0:
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self.nextMove = self.movesList[0]
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else:
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self.actualTarget = None
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self.nextMove = None
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else:
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self.actualTarget = None
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def updatePlayerCoords(self):
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if self.actualTarget is not None and self.nextMove is not None:
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if self.player.move(self.nextMove):
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self.movesList.remove(self.nextMove)
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if len(self.movesList) != 0:
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self.nextMove = self.movesList[0]
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else:
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if self.canPickup:
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self.pickUp()
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self.canPickup = False
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self.movesList = None
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self.nextMove = None
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self.actualTarget = None
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def a_Star(self):
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print("A* in progress ...")
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self.testCount = 0
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fringe = PriorityQueue()
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explored = []
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startingState = (self.player.rect.x - self.leftUiWidth, self.player.rect.y, self.player.rotation)
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startingPriority = 0
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fringe.put((startingPriority, self.testCount, AStarNode(None, None, startingState)))
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self.testCount += 1
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while True:
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if fringe.empty():
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# target is unreachable
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print("PATH NOT FOUND")
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return None
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elem: AStarNode = fringe.get()[2]
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# After completing the algorithm, the player may pick up an item at the destination
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self.canPickup = True
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if self.goalTest(elem.state):
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print("PATH FOUND")
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movesList = []
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if isinstance(self.actualTarget, Entity) or self.actualTarget in self.map.collidables:
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elem = elem.parent
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while elem.action is not None:
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movesList.append(elem.action)
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elem = elem.parent
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movesList.reverse()
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return movesList
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# debug
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print("DEBUG")
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print("ACTUAL STATE: {}".format(elem.state))
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print("HOW TO GET HERE:")
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temp = elem
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while temp.action is not None:
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print(temp.action)
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temp = temp.parent
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print("POSSIBLE MOVEMENTS FROM HERE:")
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for el in self.succesor(elem.state):
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print(el)
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print("*" * 20)
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explored.append(elem)
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for (movement, newState) in self.succesor(elem.state):
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newNode = AStarNode(elem, movement, newState)
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newPriority = self.priority(newNode)
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# Check if state is not in fringe queue ... # ... and is not in explored list
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if not any(newNode.state == node[2].state for node in fringe.queue) \
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and not any(newNode.state == node.state for node in explored):
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# there can't be nodes with same priority
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fringe.put((newPriority, self.testCount, newNode))
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self.testCount += 1
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# If state is in fringe queue ...
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elif any(newNode.state == node[2].state for node in fringe.queue):
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node: AStarNode
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for (pr, count, node) in fringe.queue:
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# Compare nodes
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if node.state == newNode.state and node.action == newNode.action:
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# ... and if it has priority > newPriority
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if pr > newPriority:
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# Replace it with new priority
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fringe.queue.remove((pr, count, node))
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fringe.put((newPriority, count, node))
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self.testCount += 1
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break
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def succesor(self, elemState):
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'''
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:param elemState: [x, y, Rotation]
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:return: list of (Movement, NewState)
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'''
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result = [(Movement.ROTATE_R, self.newStateAfterAction(elemState, Movement.ROTATE_R)),
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(Movement.ROTATE_L, self.newStateAfterAction(elemState, Movement.ROTATE_L))]
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stateAfterForward = self.newStateAfterAction(elemState, Movement.FORWARD)
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if 0 <= stateAfterForward[0] <= self.map.width and 0 <= stateAfterForward[1] <= self.map.height:
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coordsWithUiOffset = [stateAfterForward[0] + self.leftUiWidth, stateAfterForward[1]]
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facingEntity = self.map.getEntityOnCoord(coordsWithUiOffset)
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if facingEntity is not None:
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if isinstance(self.actualTarget, Entity):
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if facingEntity.id == self.actualTarget.id:
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result.append((Movement.FORWARD, stateAfterForward))
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elif self.map.collision(coordsWithUiOffset[0], coordsWithUiOffset[1]) and \
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self.targetCoords[0] == stateAfterForward[0] and self.targetCoords[1] == stateAfterForward[1]:
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result.append((Movement.FORWARD, stateAfterForward))
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elif not self.map.collision(coordsWithUiOffset[0], coordsWithUiOffset[1]):
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result.append((Movement.FORWARD, stateAfterForward))
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return result
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def goalTest(self, coords):
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if coords[0] == self.targetCoords[0] and coords[1] == self.targetCoords[1]:
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return True
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return False
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def approximateDistanceFromTarget(self, tileX, tileY):
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return abs(tileX - self.targetCoords[0]) + abs(tileY - self.targetCoords[1])
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def stepCost(self, terrainTile: TerrainTile):
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# TODO: Nie znajduje terraina na ktorym stoi player
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if terrainTile is None:
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return 1000
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return terrainTile.cost
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def priority(self, elem: AStarNode):
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coordsWithUiOffset = [elem.state[0] + self.leftUiWidth, elem.state[1]]
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return self.approximateDistanceFromTarget(elem.state[0], elem.state[1]) + self.stepCost(
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self.map.getTileOnCoord(coordsWithUiOffset))
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'''
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state[0] - x
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state[1] - y
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state[2] - rotation
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'''
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def newStateAfterAction(self, state, action: Movement):
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newX = state[0]
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newY = state[1]
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newRotation = state[2]
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if action == Movement.FORWARD:
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if state[2] == Rotations.NORTH:
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newY -= self.moveOffset
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elif state[2] == Rotations.EAST:
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newX += self.moveOffset
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elif state[2] == Rotations.SOUTH:
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newY += self.moveOffset
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elif state[2] == Rotations.WEST:
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newX -= self.moveOffset
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elif action == Movement.ROTATE_L:
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newRotation = Rotations((state[2].value - 1) % 4)
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elif action == Movement.ROTATE_R:
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newRotation = Rotations((state[2].value + 1) % 4)
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newState = (newX, newY, newRotation)
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return newState
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# As non-objective
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def newStateAfterAction(movable, state, action: Movement):
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"""
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Returns a state after a given action
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