From 25345ae3179fd623b0bd18a61d2cb8b88fbdf799 Mon Sep 17 00:00:00 2001 From: Marcin Kostrzewski Date: Wed, 13 May 2020 19:02:31 +0200 Subject: [PATCH] Removed objective implementation --- src/AI/AutomaticMovement.py | 212 ------------------------------------ 1 file changed, 212 deletions(-) diff --git a/src/AI/AutomaticMovement.py b/src/AI/AutomaticMovement.py index 44a15ab..4da9e33 100644 --- a/src/AI/AutomaticMovement.py +++ b/src/AI/AutomaticMovement.py @@ -1,223 +1,11 @@ from src.entities.Entity import Entity from entities.Enums import Rotations, Movement -from src.entities.Interactable import Interactable -from src.entities.Pickupable import Pickupable from src.AI.AStarNode import AStarNode from queue import PriorityQueue from src.game.TerrainTile import TerrainTile -class AutomaticMovement: - - def __init__(self, player, gameMap, leftUiWidth): - self.map = gameMap - self.player = player - self.nextMove = None - self.movesList = None - self.actualTarget = None - self.moveOffset = self.player.rect.w - self.leftUiWidth = leftUiWidth - self.targetCoords = None - - self.testCount = 0 - # A flag to set if the player should do a pick up action - self.canPickup = False - - def pickUp(self): - object = self.map.getEntityOnCoord(self.player.getFacingCoord()) - # Picked up item gets removed from the map - if type(object) is Pickupable: - object.on_interaction(self.player) - self.map.removeSpriteFromMap(object) - elif type(object) is Interactable: - object.on_interaction(self.player) - - def gotoToTarget(self, target: Entity): - if self.actualTarget is None: - self.actualTarget = target - self.targetCoords = (self.actualTarget.rect.x - self.leftUiWidth, self.actualTarget.rect.y) - self.movesList = self.a_Star() - 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 and self.nextMove is not None: - if self.player.move(self.nextMove): - self.movesList.remove(self.nextMove) - if len(self.movesList) != 0: - self.nextMove = self.movesList[0] - else: - if self.canPickup: - self.pickUp() - self.canPickup = False - self.movesList = None - self.nextMove = None - self.actualTarget = None - - def a_Star(self): - print("A* in progress ...") - - self.testCount = 0 - - fringe = PriorityQueue() - explored = [] - - startingState = (self.player.rect.x - self.leftUiWidth, self.player.rect.y, self.player.rotation) - startingPriority = 0 - - fringe.put((startingPriority, self.testCount, AStarNode(None, None, startingState))) - self.testCount += 1 - while True: - if fringe.empty(): - # target is unreachable - print("PATH NOT FOUND") - return None - - elem: AStarNode = fringe.get()[2] - - # After completing the algorithm, the player may pick up an item at the destination - self.canPickup = True - - if self.goalTest(elem.state): - print("PATH FOUND") - movesList = [] - - if isinstance(self.actualTarget, Entity) or self.actualTarget in self.map.collidables: - elem = elem.parent - - while elem.action is not None: - movesList.append(elem.action) - elem = elem.parent - - 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): - 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 - - def succesor(self, elemState): - ''' - :param elemState: [x, y, Rotation] - :return: list of (Movement, NewState) - ''' - result = [(Movement.ROTATE_R, self.newStateAfterAction(elemState, Movement.ROTATE_R)), - (Movement.ROTATE_L, self.newStateAfterAction(elemState, Movement.ROTATE_L))] - - stateAfterForward = self.newStateAfterAction(elemState, Movement.FORWARD) - 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 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): - if coords[0] == self.targetCoords[0] and coords[1] == self.targetCoords[1]: - return True - return False - - def approximateDistanceFromTarget(self, tileX, tileY): - return abs(tileX - self.targetCoords[0]) + abs(tileY - self.targetCoords[1]) - - def stepCost(self, terrainTile: TerrainTile): - - # TODO: Nie znajduje terraina na ktorym stoi player - if terrainTile is None: - return 1000 - return terrainTile.cost - - def priority(self, elem: AStarNode): - coordsWithUiOffset = [elem.state[0] + self.leftUiWidth, elem.state[1]] - return self.approximateDistanceFromTarget(elem.state[0], elem.state[1]) + self.stepCost( - self.map.getTileOnCoord(coordsWithUiOffset)) - - ''' - state[0] - x - state[1] - y - state[2] - rotation - ''' - def newStateAfterAction(self, state, action: Movement): - - newX = state[0] - newY = state[1] - newRotation = state[2] - - if action == Movement.FORWARD: - if state[2] == Rotations.NORTH: - newY -= self.moveOffset - elif state[2] == Rotations.EAST: - newX += self.moveOffset - elif state[2] == Rotations.SOUTH: - newY += self.moveOffset - elif state[2] == Rotations.WEST: - newX -= self.moveOffset - elif action == Movement.ROTATE_L: - newRotation = Rotations((state[2].value - 1) % 4) - elif action == Movement.ROTATE_R: - newRotation = Rotations((state[2].value + 1) % 4) - - newState = (newX, newY, newRotation) - - return newState - - -# As non-objective - - def newStateAfterAction(movable, state, action: Movement): """ Returns a state after a given action